From 1e26e4553033ebb11991721ba836e6425f556851 Mon Sep 17 00:00:00 2001 From: Jude Melton-Houghton Date: Mon, 25 Oct 2021 14:31:14 -0400 Subject: Limit stepheight smoothing to the stepheight and stop smoothing during jumps (#11705) --- src/client/camera.cpp | 20 +++++++++++++------- src/client/camera.h | 2 ++ 2 files changed, 15 insertions(+), 7 deletions(-) diff --git a/src/client/camera.cpp b/src/client/camera.cpp index 7adcf2376..1ce92f196 100644 --- a/src/client/camera.cpp +++ b/src/client/camera.cpp @@ -26,6 +26,7 @@ with this program; if not, write to the Free Software Foundation, Inc., #include "player.h" #include #include "client/renderingengine.h" +#include "client/content_cao.h" #include "settings.h" #include "wieldmesh.h" #include "noise.h" // easeCurve @@ -341,13 +342,16 @@ void Camera::update(LocalPlayer* player, f32 frametime, f32 busytime, f32 tool_r if (player->getParent()) player_position = player->getParent()->getPosition(); - // Smooth the camera movement when the player instantly moves upward due to stepheight. - // To smooth the 'not touching_ground' stepheight, smoothing is necessary when jumping - // or swimming (for when moving from liquid to land). - // Disable smoothing if climbing or flying, to avoid upwards offset of player model - // when seen in 3rd person view. - bool flying = g_settings->getBool("free_move") && m_client->checkLocalPrivilege("fly"); - if (player_position.Y > old_player_position.Y && !player->is_climbing && !flying) { + // Smooth the camera movement after the player instantly moves upward due to stepheight. + // The smoothing usually continues until the camera position reaches the player position. + float player_stepheight = player->getCAO() ? player->getCAO()->getStepHeight() : HUGE_VALF; + float upward_movement = player_position.Y - old_player_position.Y; + if (upward_movement < 0.01f || upward_movement > player_stepheight) { + m_stepheight_smooth_active = false; + } else if (player->touching_ground) { + m_stepheight_smooth_active = true; + } + if (m_stepheight_smooth_active) { f32 oldy = old_player_position.Y; f32 newy = player_position.Y; f32 t = std::exp(-23 * frametime); @@ -587,6 +591,8 @@ void Camera::update(LocalPlayer* player, f32 frametime, f32 busytime, f32 tool_r const bool walking = movement_XZ && player->touching_ground; const bool swimming = (movement_XZ || player->swimming_vertical) && player->in_liquid; const bool climbing = movement_Y && player->is_climbing; + const bool flying = g_settings->getBool("free_move") + && m_client->checkLocalPrivilege("fly"); if ((walking || swimming || climbing) && !flying) { // Start animation m_view_bobbing_state = 1; diff --git a/src/client/camera.h b/src/client/camera.h index 593a97d80..bea9ab333 100644 --- a/src/client/camera.h +++ b/src/client/camera.h @@ -218,6 +218,8 @@ private: // Camera offset v3s16 m_camera_offset; + bool m_stepheight_smooth_active = false; + // Server-sent FOV variables bool m_server_sent_fov = false; f32 m_curr_fov_degrees, m_old_fov_degrees, m_target_fov_degrees; -- cgit v1.2.3