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-rw-r--r--src/camera.cpp29
-rw-r--r--src/camera.h2
-rw-r--r--src/localplayer.cpp3
-rw-r--r--src/localplayer.h2
4 files changed, 34 insertions, 2 deletions
diff --git a/src/camera.cpp b/src/camera.cpp
index 735a8d1e9..211ecfd70 100644
--- a/src/camera.cpp
+++ b/src/camera.cpp
@@ -67,6 +67,7 @@ Camera::Camera(scene::ISceneManager* smgr, MapDrawControl& draw_control,
m_view_bobbing_anim(0),
m_view_bobbing_state(0),
m_view_bobbing_speed(0),
+ m_view_bobbing_fall(0),
m_digging_anim(0),
m_digging_button(-1),
@@ -134,6 +135,13 @@ inline f32 my_modf(f32 x)
void Camera::step(f32 dtime)
{
+ if(m_view_bobbing_fall > 0)
+ {
+ m_view_bobbing_fall -= 3 * dtime;
+ if(m_view_bobbing_fall <= 0)
+ m_view_bobbing_fall = -1; // Mark the effect as finished
+ }
+
if (m_view_bobbing_state != 0)
{
//f32 offset = dtime * m_view_bobbing_speed * 0.035;
@@ -237,11 +245,28 @@ void Camera::update(LocalPlayer* player, f32 frametime, v2u32 screensize,
m_playernode->setRotation(v3f(0, -1 * player->getYaw(), 0));
m_playernode->updateAbsolutePosition();
- //Get camera tilt timer (hurt animation)
+ // Get camera tilt timer (hurt animation)
float cameratilt = fabs(fabs(player->hurt_tilt_timer-0.75)-0.75);
+ // Fall bobbing animation
+ float fall_bobbing = 0;
+ if(player->camera_impact >= 1)
+ {
+ if(m_view_bobbing_fall == -1) // Effect took place and has finished
+ player->camera_impact = m_view_bobbing_fall = 0;
+ else if(m_view_bobbing_fall == 0) // Initialize effect
+ m_view_bobbing_fall = 1;
+
+ // Convert 0 -> 1 to 0 -> 1 -> 0
+ fall_bobbing = m_view_bobbing_fall < 0.5 ? m_view_bobbing_fall * 2 : -(m_view_bobbing_fall - 0.5) * 2 + 1;
+ // Smoothen and invert the above
+ fall_bobbing = sin(fall_bobbing * 0.5 * M_PI) * -1;
+ // Amplify according to the intensity of the impact
+ fall_bobbing *= (1 - rangelim(50 / player->camera_impact, 0, 1)) * 5;
+ }
+
// Set head node transformation
- m_headnode->setPosition(player->getEyeOffset()+v3f(0,cameratilt*-player->hurt_tilt_strength,0));
+ m_headnode->setPosition(player->getEyeOffset()+v3f(0,cameratilt*-player->hurt_tilt_strength+fall_bobbing,0));
m_headnode->setRotation(v3f(player->getPitch(), 0, cameratilt*player->hurt_tilt_strength));
m_headnode->updateAbsolutePosition();
diff --git a/src/camera.h b/src/camera.h
index 989dcb718..0ed5c20d2 100644
--- a/src/camera.h
+++ b/src/camera.h
@@ -166,6 +166,8 @@ private:
s32 m_view_bobbing_state;
// Speed of view bobbing animation
f32 m_view_bobbing_speed;
+ // Fall view bobbing
+ f32 m_view_bobbing_fall;
// Digging animation frame (0 <= m_digging_anim < 1)
f32 m_digging_anim;
diff --git a/src/localplayer.cpp b/src/localplayer.cpp
index 9c70c8b2f..6b7b0943c 100644
--- a/src/localplayer.cpp
+++ b/src/localplayer.cpp
@@ -329,6 +329,9 @@ void LocalPlayer::move(f32 dtime, ClientEnvironment *env, f32 pos_max_d,
if(!touching_ground_was && touching_ground){
MtEvent *e = new SimpleTriggerEvent("PlayerRegainGround");
m_gamedef->event()->put(e);
+
+ // Set camera impact value to be used for view bobbing
+ camera_impact = getSpeed().Y * -1;
}
{
diff --git a/src/localplayer.h b/src/localplayer.h
index 9ac2bc682..8c3041c04 100644
--- a/src/localplayer.h
+++ b/src/localplayer.h
@@ -59,6 +59,8 @@ public:
float last_yaw;
unsigned int last_keyPressed;
+ float camera_impact;
+
private:
// This is used for determining the sneaking range
v3s16 m_sneak_node;