diff options
-rw-r--r-- | src/camera.cpp | 74 | ||||
-rw-r--r-- | src/camera.h | 2 |
2 files changed, 32 insertions, 44 deletions
diff --git a/src/camera.cpp b/src/camera.cpp index ae6907da7..35aaeaad4 100644 --- a/src/camera.cpp +++ b/src/camera.cpp @@ -37,6 +37,8 @@ with this program; if not, write to the Free Software Foundation, Inc., #include "script/scripting_client.h" #define CAMERA_OFFSET_STEP 200 +#define WIELDMESH_OFFSET_X 55.0f +#define WIELDMESH_OFFSET_Y -35.0f Camera::Camera(MapDrawControl &draw_control, Client *client): m_draw_control(draw_control), @@ -192,8 +194,8 @@ void Camera::step(f32 dtime) static inline v2f dir(const v2f &pos_dist) { - f32 x = pos_dist.X - 55.0f; - f32 y = pos_dist.Y + 35.0f; + f32 x = pos_dist.X - WIELDMESH_OFFSET_X; + f32 y = pos_dist.Y - WIELDMESH_OFFSET_Y; f32 x_abs = std::fabs(x); f32 y_abs = std::fabs(y); @@ -211,10 +213,12 @@ static inline v2f dir(const v2f &pos_dist) return v2f(std::fabs(x), std::fabs(y)); } -void Camera::addArmInertia(f32 player_yaw, f32 frametime) +void Camera::addArmInertia(f32 player_yaw) { - m_cam_vel.X = std::fabs((m_last_cam_pos.X - player_yaw) / frametime) * 0.01f; - m_cam_vel.Y = std::fabs((m_last_cam_pos.Y - m_camera_direction.Y) / frametime); + m_cam_vel.X = std::fabs((m_last_cam_pos.X - player_yaw) / 0.016f) * 0.01f; + m_cam_vel.Y = std::fabs((m_last_cam_pos.Y - m_camera_direction.Y) / 0.016f); + f32 gap_X = std::fabs(WIELDMESH_OFFSET_X - m_wieldmesh_offset.X); + f32 gap_Y = std::fabs(WIELDMESH_OFFSET_Y - m_wieldmesh_offset.Y); if (m_cam_vel.X > 1.0f || m_cam_vel.Y > 1.0f) { /* @@ -226,40 +230,29 @@ void Camera::addArmInertia(f32 player_yaw, f32 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_cam_vel.X -= std::fabs(55.0f - m_wieldmesh_offset.X) * 0.1f; - m_wieldmesh_offset.X -= (0.1f + frametime) * m_cam_vel.X; - } else { - // left - m_cam_vel.X += std::fabs(55.0f - m_wieldmesh_offset.X) * 0.1f; - m_wieldmesh_offset.X += (0.1f + frametime) * m_cam_vel.X; - } + f32 acc_X = 0.12f * (m_cam_vel.X - (gap_X * 0.1f)); + m_wieldmesh_offset.X += m_last_cam_pos.X < player_yaw ? acc_X : -acc_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); + m_wieldmesh_offset.X = rangelim(m_wieldmesh_offset.X, + WIELDMESH_OFFSET_X - 7.0f, WIELDMESH_OFFSET_X + 7.0f); } if (m_cam_vel.Y > 1.0f) { 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_cam_vel.Y -= std::fabs(-35.0f - m_wieldmesh_offset.Y) * 0.1f; - m_wieldmesh_offset.Y += (0.1f + frametime) * m_cam_vel.Y; - } else { - // up - m_cam_vel.Y += std::fabs(-35.0f - m_wieldmesh_offset.Y) * 0.1f; - m_wieldmesh_offset.Y -= (0.1f + frametime) * m_cam_vel.Y; - } + f32 acc_Y = 0.12f * (m_cam_vel.Y - (gap_Y * 0.1f)); + m_wieldmesh_offset.Y += + m_last_cam_pos.Y > m_camera_direction.Y ? acc_Y : -acc_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); + m_wieldmesh_offset.Y = rangelim(m_wieldmesh_offset.Y, + WIELDMESH_OFFSET_Y - 10.0f, WIELDMESH_OFFSET_Y + 5.0f); } m_arm_dir = dir(m_wieldmesh_offset); @@ -269,28 +262,23 @@ void Camera::addArmInertia(f32 player_yaw, f32 frametime) following a vector, with a smooth deceleration factor. */ - f32 acc_X = (m_cam_vel_old.X * (1.0f + (1.0f - m_arm_dir.X))) / - (20.0f / std::fabs(55.0f - m_wieldmesh_offset.X)); - f32 acc_Y = (m_cam_vel_old.Y * (1.0f + (1.0f - m_arm_dir.Y))) / - (15.0f / std::fabs(-35.0f - m_wieldmesh_offset.Y)); + f32 dec_X = 0.12f * (m_cam_vel_old.X * (1.0f + + (1.0f - m_arm_dir.X))) * (gap_X / 20.0f); - if (std::fabs(55.0f - m_wieldmesh_offset.X) < 0.1f) - m_cam_vel_old.X = 0.0f; + f32 dec_Y = 0.06f * (m_cam_vel_old.Y * (1.0f + + (1.0f - m_arm_dir.Y))) * (gap_Y / 15.0f); - if (m_wieldmesh_offset.X > 55.0f) - m_wieldmesh_offset.X -= (0.2f + frametime) * acc_X; + if (gap_X < 0.1f) + m_cam_vel_old.X = 0.0f; - if (m_wieldmesh_offset.X < 55.0f) - m_wieldmesh_offset.X += (0.2f + frametime) * acc_X; + m_wieldmesh_offset.X -= + m_wieldmesh_offset.X > WIELDMESH_OFFSET_X ? dec_X : -dec_X; - if (std::fabs(-35.0f - m_wieldmesh_offset.Y) < 0.1f) + if (gap_Y < 0.1f) m_cam_vel_old.Y = 0.0f; - if (m_wieldmesh_offset.Y > -35.0f) - m_wieldmesh_offset.Y -= (0.1f + frametime) * acc_Y; - - if (m_wieldmesh_offset.Y < -35.0f) - m_wieldmesh_offset.Y += (0.1f + frametime) * acc_Y; + m_wieldmesh_offset.Y -= + m_wieldmesh_offset.Y > WIELDMESH_OFFSET_Y ? dec_Y : -dec_Y; } } @@ -482,8 +470,8 @@ void Camera::update(LocalPlayer* player, f32 frametime, f32 busytime, m_cameranode->setAspectRatio(m_aspect); m_cameranode->setFOV(m_fov_y); - if (m_arm_inertia && frametime > 0.0f) - addArmInertia(player->getYaw(), frametime); + if (m_arm_inertia) + addArmInertia(player->getYaw()); // Position the wielded item //v3f wield_position = v3f(45, -35, 65); diff --git a/src/camera.h b/src/camera.h index 51918be79..620e316de 100644 --- a/src/camera.h +++ b/src/camera.h @@ -165,7 +165,7 @@ public: void drawNametags(); - inline void addArmInertia(f32 player_yaw, f32 frametime); + inline void addArmInertia(f32 player_yaw); private: // Nodes |