diff options
Diffstat (limited to 'src/camera.cpp')
-rw-r--r-- | src/camera.cpp | 55 |
1 files changed, 48 insertions, 7 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); } |