minor view bobbing improvements
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0931d4b7ff
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@ -25,6 +25,8 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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#include "utility.h"
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#include "utility.h"
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#include <cmath>
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#include <cmath>
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const s32 BOBFRAMES = 0x1000000; // must be a power of two
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Camera::Camera(scene::ISceneManager* smgr, MapDrawControl& draw_control):
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Camera::Camera(scene::ISceneManager* smgr, MapDrawControl& draw_control):
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m_smgr(smgr),
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m_smgr(smgr),
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m_playernode(NULL),
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m_playernode(NULL),
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@ -70,18 +72,17 @@ void Camera::step(f32 dtime)
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{
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{
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if (m_view_bobbing_state != 0)
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if (m_view_bobbing_state != 0)
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{
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{
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const f32 bobspeed = 0x1000000;
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s32 offset = MYMAX(dtime * BOBFRAMES, 1);
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s32 offset = MYMAX(dtime * bobspeed, 1);
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if (m_view_bobbing_state == 2)
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if (m_view_bobbing_state == 2)
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{
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{
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// Animation is getting turned off
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// Animation is getting turned off
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s32 subanim = (m_view_bobbing_anim & 0x7fffff);
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s32 subanim = (m_view_bobbing_anim & (BOBFRAMES/2-1));
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if (subanim < 0x400000)
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if (subanim < BOBFRAMES/4)
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offset = -1 * MYMIN(offset, subanim);
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offset = -1 * MYMIN(offset, subanim);
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else
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else
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offset = MYMIN(offset, 0x800000 - subanim);
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offset = MYMIN(offset, BOBFRAMES/2 - subanim);
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}
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}
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m_view_bobbing_anim = (m_view_bobbing_anim + offset) & 0xffffff;
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m_view_bobbing_anim = (m_view_bobbing_anim + offset) & (BOBFRAMES-1);
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}
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}
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}
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}
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@ -102,14 +103,20 @@ void Camera::update(LocalPlayer* player, f32 frametime, v2u32 screensize)
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relative_cam_target.rotateYZBy(player->getPitch());
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relative_cam_target.rotateYZBy(player->getPitch());
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relative_cam_target += relative_cam_pos;
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relative_cam_target += relative_cam_pos;
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f32 bobangle = m_view_bobbing_anim * 2 * M_PI / 0x1000000;
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if ((m_view_bobbing_anim & (BOBFRAMES/2-1)) != 0)
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f32 bobangle_s = sin(bobangle);
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{
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f32 bobangle_c = cos(bobangle);
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f32 bobamount = cos(player->getPitch() * M_PI / 180);
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f32 bobwidth = 0.02 * cos(player->getPitch() * M_PI / 180)
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bobamount = 2 * MYMIN(bobamount, 0.5);
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/ (bobangle_c * bobangle_c + 1);
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f32 bobheight = bobwidth;
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f32 bobangle = m_view_bobbing_anim * 2 * M_PI / BOBFRAMES;
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relative_cam_pos.X += bobwidth * bobangle_s;
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f32 bobangle_s = sin(bobangle);
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relative_cam_pos.Y += bobheight * bobangle_s * bobangle_c;
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f32 bobangle_c = cos(bobangle);
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f32 bobwidth = 0.02 * bobamount / (bobangle_c * bobangle_c + 1);
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f32 bobheight = 1.5 * bobwidth;
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relative_cam_pos.X += bobwidth * bobangle_s;
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relative_cam_pos.Y += bobheight * bobangle_s * bobangle_c;
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}
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// Compute absolute camera position and target
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// Compute absolute camera position and target
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m_playernode->getAbsoluteTransformation().transformVect(m_camera_position, relative_cam_pos);
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m_playernode->getAbsoluteTransformation().transformVect(m_camera_position, relative_cam_pos);
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