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-rw-r--r--builtin/settingtypes.txt4
-rw-r--r--minetest.conf.example5
-rw-r--r--src/camera.cpp83
-rw-r--r--src/camera.h9
-rw-r--r--src/defaultsettings.cpp1
5 files changed, 99 insertions, 3 deletions
diff --git a/builtin/settingtypes.txt b/builtin/settingtypes.txt
index f15fc679b..192ce5b66 100644
--- a/builtin/settingtypes.txt
+++ b/builtin/settingtypes.txt
@@ -469,6 +469,10 @@ enable_waving_plants (Waving plants) bool false
[***Advanced]
+# Arm inertia, gives a more realistic movement of
+# the arm when the camera moves.
+arm_inertia (Arm inertia) bool true
+
# If FPS would go higher than this, limit it by sleeping
# to not waste CPU power for no benefit.
fps_max (Maximum FPS) int 60
diff --git a/minetest.conf.example b/minetest.conf.example
index d0ed146e0..f5f3f5e8c 100644
--- a/minetest.conf.example
+++ b/minetest.conf.example
@@ -534,6 +534,11 @@
#### Advanced
+# Arm inertia, gives a more realistic movement of
+# the arm when the camera moves.
+# type: bool
+# arm_inertia = true
+
# If FPS would go higher than this, limit it by sleeping
# to not waste CPU power for no benefit.
# type: int
diff --git a/src/camera.cpp b/src/camera.cpp
index d5e32bf5a..f75d6018d 100644
--- a/src/camera.cpp
+++ b/src/camera.cpp
@@ -75,6 +75,7 @@ Camera::Camera(scene::ISceneManager* smgr, MapDrawControl& draw_control,
m_cache_view_bobbing_amount = g_settings->getFloat("view_bobbing_amount");
m_cache_fov = g_settings->getFloat("fov");
m_cache_zoom_fov = g_settings->getFloat("zoom_fov");
+ m_arm_inertia = g_settings->getBool("arm_inertia");
m_nametags.clear();
}
@@ -193,6 +194,82 @@ void Camera::step(f32 dtime)
}
}
+void Camera::add_arm_inertia(f32 player_yaw, f32 frametime)
+{
+ m_cam_vel.X = std::fabs((m_last_cam_pos.X - player_yaw) / m_timer.X) * 0.01f;
+ m_cam_vel.Y = std::fabs((m_last_cam_pos.Y - m_camera_direction.Y) / m_timer.Y);
+
+ if (m_cam_vel.X > 1.0f || m_cam_vel.Y > 1.0f) {
+ /*
+ the arm moves when the camera moves fast enough.
+ */
+
+ if (m_cam_vel.X > 1.0f) {
+ m_timer.X = 0.0f;
+ m_timer.X += frametime;
+
+ if (m_cam_vel.X > m_cam_vel_old.X)
+ m_cam_vel_old.X = m_cam_vel.X;
+
+ if (m_last_cam_pos.X > player_yaw)
+ // right
+ m_wieldmesh_offset.X -= (0.1f + frametime) * m_cam_vel.X;
+ else
+ // left
+ m_wieldmesh_offset.X += (0.1f + frametime) * m_cam_vel.X;
+
+ if (m_last_cam_pos.X != player_yaw)
+ m_last_cam_pos.X = player_yaw;
+
+ m_wieldmesh_offset.X = rangelim(m_wieldmesh_offset.X, 48.0f, 62.0f);
+ }
+
+ if (m_cam_vel.Y > 1.0f) {
+ m_timer.Y = 0.0f;
+ m_timer.Y += frametime;
+
+ if (m_cam_vel.Y > m_cam_vel_old.Y)
+ m_cam_vel_old.Y = m_cam_vel.Y;
+
+ if (m_last_cam_pos.Y > m_camera_direction.Y)
+ // down
+ m_wieldmesh_offset.Y += (0.1f + frametime) * m_cam_vel.Y;
+ else
+ // up
+ m_wieldmesh_offset.Y -= (0.1f + frametime) * m_cam_vel.Y;
+
+ if (m_last_cam_pos.Y != m_camera_direction.Y)
+ m_last_cam_pos.Y = m_camera_direction.Y;
+
+ m_wieldmesh_offset.Y = rangelim(m_wieldmesh_offset.Y, -45.0f, -30.0f);
+ }
+ } else {
+ /*
+ the arm now gets back to its default position when the camera stops.
+ */
+
+ if (floor(m_wieldmesh_offset.X) == 55.0f) {
+ m_cam_vel_old.X = 0.0f;
+ m_wieldmesh_offset.X = 55.0f;
+ }
+
+ if (m_wieldmesh_offset.X > 55.0f)
+ m_wieldmesh_offset.X -= (0.05f + frametime) * m_cam_vel_old.X;
+ if (m_wieldmesh_offset.X < 55.0f)
+ m_wieldmesh_offset.X += (0.05f + frametime) * m_cam_vel_old.X;
+
+ if (floor(m_wieldmesh_offset.Y) == -35.0f) {
+ m_cam_vel_old.Y = 0.0f;
+ m_wieldmesh_offset.Y = -35.0f;
+ }
+
+ if (m_wieldmesh_offset.Y > -35.0f)
+ m_wieldmesh_offset.Y -= (0.05f + frametime) * m_cam_vel_old.Y;
+ if (m_wieldmesh_offset.Y < -35.0f)
+ m_wieldmesh_offset.Y += (0.05f + frametime) * m_cam_vel_old.Y;
+ }
+}
+
void Camera::update(LocalPlayer* player, f32 frametime, f32 busytime,
f32 tool_reload_ratio, ClientEnvironment &c_env)
{
@@ -380,12 +457,12 @@ void Camera::update(LocalPlayer* player, f32 frametime, f32 busytime,
m_cameranode->setAspectRatio(m_aspect);
m_cameranode->setFOV(m_fov_y);
- float wieldmesh_offset_Y = -35 + player->getPitch() * 0.05;
- wieldmesh_offset_Y = rangelim(wieldmesh_offset_Y, -52, -32);
+ if (m_arm_inertia)
+ add_arm_inertia(player->getYaw(), frametime);
// Position the wielded item
//v3f wield_position = v3f(45, -35, 65);
- v3f wield_position = v3f(55, wieldmesh_offset_Y, 65);
+ v3f wield_position = v3f(m_wieldmesh_offset.X, m_wieldmesh_offset.Y, 65);
//v3f wield_rotation = v3f(-100, 120, -100);
v3f wield_rotation = v3f(-100, 120, -100);
wield_position.Y += fabs(m_wield_change_timer)*320 - 40;
diff --git a/src/camera.h b/src/camera.h
index 8d213ede7..9ed4b7277 100644
--- a/src/camera.h
+++ b/src/camera.h
@@ -166,6 +166,8 @@ public:
void drawNametags();
+ inline void add_arm_inertia(f32 player_yaw, f32 frametime);
+
private:
// Nodes
scene::ISceneNode *m_playernode = nullptr;
@@ -188,6 +190,12 @@ private:
// Camera offset
v3s16 m_camera_offset;
+ v2f m_wieldmesh_offset = v2f(55.0f, -35.0f);
+ v2f m_timer;
+ v2f m_cam_vel;
+ v2f m_cam_vel_old;
+ v2f m_last_cam_pos;
+
// Field of view and aspect ratio stuff
f32 m_aspect = 1.0f;
f32 m_fov_x = 1.0f;
@@ -221,6 +229,7 @@ private:
f32 m_cache_view_bobbing_amount;
f32 m_cache_fov;
f32 m_cache_zoom_fov;
+ bool m_arm_inertia;
std::list<Nametag *> m_nametags;
};
diff --git a/src/defaultsettings.cpp b/src/defaultsettings.cpp
index c10d2cb02..42e369f60 100644
--- a/src/defaultsettings.cpp
+++ b/src/defaultsettings.cpp
@@ -171,6 +171,7 @@ void set_default_settings(Settings *settings)
settings->setDefault("ambient_occlusion_gamma", "2.2");
settings->setDefault("enable_shaders", "true");
settings->setDefault("enable_particles", "true");
+ settings->setDefault("arm_inertia", "true");
settings->setDefault("enable_minimap", "true");
settings->setDefault("minimap_shape_round", "true");