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Diffstat (limited to 'src/client/camera.cpp')
-rw-r--r--src/client/camera.cpp35
1 files changed, 25 insertions, 10 deletions
diff --git a/src/client/camera.cpp b/src/client/camera.cpp
index d1e76026d..871ea709d 100644
--- a/src/client/camera.cpp
+++ b/src/client/camera.cpp
@@ -20,6 +20,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#include "camera.h"
#include "debug.h"
#include "client.h"
+#include "config.h"
#include "map.h"
#include "clientmap.h" // MapDrawControl
#include "player.h"
@@ -39,6 +40,8 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#define CAMERA_OFFSET_STEP 200
#define WIELDMESH_OFFSET_X 55.0f
#define WIELDMESH_OFFSET_Y -35.0f
+#define WIELDMESH_AMPLITUDE_X 7.0f
+#define WIELDMESH_AMPLITUDE_Y 10.0f
Camera::Camera(MapDrawControl &draw_control, Client *client):
m_draw_control(draw_control),
@@ -234,7 +237,8 @@ void Camera::addArmInertia(f32 player_yaw)
m_last_cam_pos.X = player_yaw;
m_wieldmesh_offset.X = rangelim(m_wieldmesh_offset.X,
- WIELDMESH_OFFSET_X - 7.0f, WIELDMESH_OFFSET_X + 7.0f);
+ WIELDMESH_OFFSET_X - (WIELDMESH_AMPLITUDE_X * 0.5f),
+ WIELDMESH_OFFSET_X + (WIELDMESH_AMPLITUDE_X * 0.5f));
}
if (m_cam_vel.Y > 1.0f) {
@@ -249,7 +253,8 @@ void Camera::addArmInertia(f32 player_yaw)
m_last_cam_pos.Y = m_camera_direction.Y;
m_wieldmesh_offset.Y = rangelim(m_wieldmesh_offset.Y,
- WIELDMESH_OFFSET_Y - 10.0f, WIELDMESH_OFFSET_Y + 5.0f);
+ WIELDMESH_OFFSET_Y - (WIELDMESH_AMPLITUDE_Y * 0.5f),
+ WIELDMESH_OFFSET_Y + (WIELDMESH_AMPLITUDE_Y * 0.5f));
}
m_arm_dir = dir(m_wieldmesh_offset);
@@ -259,10 +264,10 @@ void Camera::addArmInertia(f32 player_yaw)
following a vector, with a smooth deceleration factor.
*/
- f32 dec_X = 0.12f * (m_cam_vel_old.X * (1.0f +
+ f32 dec_X = 0.35f * (std::min(15.0f, m_cam_vel_old.X) * (1.0f +
(1.0f - m_arm_dir.X))) * (gap_X / 20.0f);
- f32 dec_Y = 0.06f * (m_cam_vel_old.Y * (1.0f +
+ f32 dec_Y = 0.25f * (std::min(15.0f, m_cam_vel_old.Y) * (1.0f +
(1.0f - m_arm_dir.Y))) * (gap_Y / 15.0f);
if (gap_X < 0.1f)
@@ -285,9 +290,13 @@ void Camera::update(LocalPlayer* player, f32 frametime, f32 busytime, f32 tool_r
// Smooth the movement when walking up stairs
v3f old_player_position = m_playernode->getPosition();
v3f player_position = player->getPosition();
- if (player->isAttached && player->parent)
- player_position = player->parent->getPosition();
- //if(player->touching_ground && player_position.Y > old_player_position.Y)
+
+ // This is worse than `LocalPlayer::getPosition()` but
+ // mods expect the player head to be at the parent's position
+ // plus eye height.
+ if (player->getParent())
+ player_position = player->getParent()->getPosition();
+
if(player->touching_ground &&
player_position.Y > old_player_position.Y)
{
@@ -561,10 +570,16 @@ void Camera::update(LocalPlayer* player, f32 frametime, f32 busytime, f32 tool_r
void Camera::updateViewingRange()
{
f32 viewing_range = g_settings->getFloat("viewing_range");
- f32 near_plane = g_settings->getFloat("near_plane");
+
+ // Ignore near_plane setting on all other platforms to prevent abuse
+#if ENABLE_GLES
+ m_cameranode->setNearValue(rangelim(
+ g_settings->getFloat("near_plane"), 0.0f, 0.25f) * BS);
+#else
+ m_cameranode->setNearValue(0.1f * BS);
+#endif
m_draw_control.wanted_range = std::fmin(adjustDist(viewing_range, getFovMax()), 4000);
- m_cameranode->setNearValue(rangelim(near_plane, 0.0f, 0.5f) * BS);
if (m_draw_control.range_all) {
m_cameranode->setFarValue(100000.0);
return;
@@ -592,7 +607,7 @@ void Camera::wield(const ItemStack &item)
void Camera::drawWieldedTool(irr::core::matrix4* translation)
{
- // Clear Z buffer so that the wielded tool stay in front of world geometry
+ // Clear Z buffer so that the wielded tool stays in front of world geometry
m_wieldmgr->getVideoDriver()->clearZBuffer();
// Draw the wielded node (in a separate scene manager)