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authorPerttu Ahola <celeron55@gmail.com>2011-09-26 15:09:04 +0300
committerPerttu Ahola <celeron55@gmail.com>2011-09-26 15:09:04 +0300
commit2ecd53ce09d8f20a06b057c24924a010fa2eefde (patch)
treed49428a25a891f78cfd36d44ea29a04f4bafef79 /src
parent3e012122d1607a6269af4e4522305d8b5efcd9d4 (diff)
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Fix single-frame lag in camera yaw/pitch, tune view bobbing and add wielded tool movement when walking and tweak stuff a bit
Diffstat (limited to 'src')
-rw-r--r--src/camera.cpp55
-rw-r--r--src/game.cpp101
2 files changed, 99 insertions, 57 deletions
diff --git a/src/camera.cpp b/src/camera.cpp
index a61532143..1a5330497 100644
--- a/src/camera.cpp
+++ b/src/camera.cpp
@@ -126,9 +126,11 @@ void Camera::step(f32 dtime)
{
if (m_view_bobbing_state != 0)
{
- f32 offset = dtime * m_view_bobbing_speed * 0.035;
+ //f32 offset = dtime * m_view_bobbing_speed * 0.035;
+ f32 offset = dtime * m_view_bobbing_speed * 0.030;
if (m_view_bobbing_state == 2)
{
+#if 0
// Animation is getting turned off
if (m_view_bobbing_anim < 0.5)
m_view_bobbing_anim -= offset;
@@ -139,6 +141,29 @@ void Camera::step(f32 dtime)
m_view_bobbing_anim = 0;
m_view_bobbing_state = 0;
}
+#endif
+#if 1
+ // Animation is getting turned off
+ if(m_view_bobbing_anim < 0.25){
+ m_view_bobbing_anim -= offset;
+ } else if(m_view_bobbing_anim > 0.75){
+ m_view_bobbing_anim += offset;
+ } if(m_view_bobbing_anim < 0.5){
+ m_view_bobbing_anim += offset;
+ if(m_view_bobbing_anim > 0.5)
+ m_view_bobbing_anim = 0.5;
+ } else {
+ m_view_bobbing_anim -= offset;
+ if(m_view_bobbing_anim < 0.5)
+ m_view_bobbing_anim = 0.5;
+ }
+ if(m_view_bobbing_anim <= 0 || m_view_bobbing_anim >= 1 ||
+ fabs(m_view_bobbing_anim - 0.5) < 0.01)
+ {
+ m_view_bobbing_anim = 0;
+ m_view_bobbing_state = 0;
+ }
+#endif
}
else
{
@@ -183,15 +208,24 @@ void Camera::update(LocalPlayer* player, f32 frametime, v2u32 screensize)
#if 1
f32 bobknob = 1.2;
f32 bobtmp = sin(pow(bobfrac, bobknob) * PI);
+ f32 bobtmp2 = cos(pow(bobfrac, bobknob) * PI);
v3f bobvec = v3f(
- bobdir * sin(bobfrac * PI),
- 0.8 * bobtmp * bobtmp,
+ 0.3 * bobdir * sin(bobfrac * PI),
+ -0.28 * bobtmp * bobtmp,
0.);
- rel_cam_pos += 0.02 * bobvec;
- rel_cam_target += 0.03 * bobvec;
- rel_cam_up.rotateXYBy(0.02 * bobdir * bobtmp * PI);
+ //rel_cam_pos += 0.2 * bobvec;
+ //rel_cam_target += 0.03 * bobvec;
+ //rel_cam_up.rotateXYBy(0.02 * bobdir * bobtmp * PI);
+ float f = 1.0;
+ rel_cam_pos += bobvec * f;
+ //rel_cam_target += 0.995 * bobvec * f;
+ rel_cam_target += bobvec * f;
+ rel_cam_target.Z -= 0.005 * bobvec.Z * f;
+ //rel_cam_target.X -= 0.005 * bobvec.X * f;
+ //rel_cam_target.Y -= 0.005 * bobvec.Y * f;
+ rel_cam_up.rotateXYBy(-0.03 * bobdir * bobtmp * PI * f);
#else
f32 angle_deg = 1 * bobdir * sin(bobfrac * PI);
f32 angle_rad = angle_deg * PI / 180;
@@ -241,12 +275,17 @@ void Camera::update(LocalPlayer* player, f32 frametime, v2u32 screensize)
// Euler angles are PURE EVIL, so why not use quaternions?
core::quaternion quat_begin(wield_rotation * core::DEGTORAD);
- core::quaternion quat_end(v3f(90, 20, -130) * core::DEGTORAD);
+ core::quaternion quat_end(v3f(90, -10, -130) * core::DEGTORAD);
core::quaternion quat_slerp;
quat_slerp.slerp(quat_begin, quat_end, sin(digfrac * PI));
quat_slerp.toEuler(wield_rotation);
wield_rotation *= core::RADTODEG;
}
+ else {
+ f32 bobfrac = my_modf(m_view_bobbing_anim);
+ wield_position.X -= sin(bobfrac*PI*2.0) * 3.0;
+ wield_position.Y += sin(my_modf(bobfrac*2.0)*PI) * 3.0;
+ }
m_wieldnode->setPosition(wield_position);
m_wieldnode->setRotation(wield_rotation);
m_wieldnode->updateLight(player->light);
@@ -557,6 +596,8 @@ void ExtrudedSpriteSceneNode::updateLight(u8 light)
m_light = light;
u8 li = decode_light(light);
+ // Set brightness one lower than incoming light
+ diminish_light(li);
video::SColor color(255,li,li,li);
setMeshVerticesColor(m_meshnode->getMesh(), color);
}
diff --git a/src/game.cpp b/src/game.cpp
index a99662651..13b06db6c 100644
--- a/src/game.cpp
+++ b/src/game.cpp
@@ -1337,6 +1337,57 @@ void the_game(
}
/*
+ Mouse and camera control
+ NOTE: Do this before client.setPlayerControl() to not cause a camera lag of one frame
+ */
+
+ if((device->isWindowActive() && noMenuActive()) || random_input)
+ {
+ if(!random_input)
+ {
+ // Mac OSX gets upset if this is set every frame
+ if(device->getCursorControl()->isVisible())
+ device->getCursorControl()->setVisible(false);
+ }
+
+ if(first_loop_after_window_activation){
+ //std::cout<<"window active, first loop"<<std::endl;
+ first_loop_after_window_activation = false;
+ }
+ else{
+ s32 dx = input->getMousePos().X - displaycenter.X;
+ s32 dy = input->getMousePos().Y - displaycenter.Y;
+ if(invert_mouse)
+ dy = -dy;
+ //std::cout<<"window active, pos difference "<<dx<<","<<dy<<std::endl;
+
+ /*const float keyspeed = 500;
+ if(input->isKeyDown(irr::KEY_UP))
+ dy -= dtime * keyspeed;
+ if(input->isKeyDown(irr::KEY_DOWN))
+ dy += dtime * keyspeed;
+ if(input->isKeyDown(irr::KEY_LEFT))
+ dx -= dtime * keyspeed;
+ if(input->isKeyDown(irr::KEY_RIGHT))
+ dx += dtime * keyspeed;*/
+
+ camera_yaw -= dx*0.2;
+ camera_pitch += dy*0.2;
+ if(camera_pitch < -89.5) camera_pitch = -89.5;
+ if(camera_pitch > 89.5) camera_pitch = 89.5;
+ }
+ input->setMousePos(displaycenter.X, displaycenter.Y);
+ }
+ else{
+ // Mac OSX gets upset if this is set every frame
+ if(device->getCursorControl()->isVisible() == false)
+ device->getCursorControl()->setVisible(true);
+
+ //std::cout<<"window inactive"<<std::endl;
+ first_loop_after_window_activation = true;
+ }
+
+ /*
Player speed control
TODO: Cache the keycodes from getKeySetting
*/
@@ -1408,56 +1459,6 @@ void the_game(
//TimeTaker //timer2("//timer2");
- /*
- Mouse and camera control
- */
-
- if((device->isWindowActive() && noMenuActive()) || random_input)
- {
- if(!random_input)
- {
- // Mac OSX gets upset if this is set every frame
- if(device->getCursorControl()->isVisible())
- device->getCursorControl()->setVisible(false);
- }
-
- if(first_loop_after_window_activation){
- //std::cout<<"window active, first loop"<<std::endl;
- first_loop_after_window_activation = false;
- }
- else{
- s32 dx = input->getMousePos().X - displaycenter.X;
- s32 dy = input->getMousePos().Y - displaycenter.Y;
- if(invert_mouse)
- dy = -dy;
- //std::cout<<"window active, pos difference "<<dx<<","<<dy<<std::endl;
-
- /*const float keyspeed = 500;
- if(input->isKeyDown(irr::KEY_UP))
- dy -= dtime * keyspeed;
- if(input->isKeyDown(irr::KEY_DOWN))
- dy += dtime * keyspeed;
- if(input->isKeyDown(irr::KEY_LEFT))
- dx -= dtime * keyspeed;
- if(input->isKeyDown(irr::KEY_RIGHT))
- dx += dtime * keyspeed;*/
-
- camera_yaw -= dx*0.2;
- camera_pitch += dy*0.2;
- if(camera_pitch < -89.5) camera_pitch = -89.5;
- if(camera_pitch > 89.5) camera_pitch = 89.5;
- }
- input->setMousePos(displaycenter.X, displaycenter.Y);
- }
- else{
- // Mac OSX gets upset if this is set every frame
- if(device->getCursorControl()->isVisible() == false)
- device->getCursorControl()->setVisible(true);
-
- //std::cout<<"window inactive"<<std::endl;
- first_loop_after_window_activation = true;
- }
-
LocalPlayer* player = client.getLocalPlayer();
camera.update(player, busytime, screensize);
camera.step(dtime);