minor view bobbing improvements
This commit is contained in:
parent
0931d4b7ff
commit
f2ec226521
|
@ -25,6 +25,8 @@ with this program; if not, write to the Free Software Foundation, Inc.,
|
|||
#include "utility.h"
|
||||
#include <cmath>
|
||||
|
||||
const s32 BOBFRAMES = 0x1000000; // must be a power of two
|
||||
|
||||
Camera::Camera(scene::ISceneManager* smgr, MapDrawControl& draw_control):
|
||||
m_smgr(smgr),
|
||||
m_playernode(NULL),
|
||||
|
@ -70,18 +72,17 @@ void Camera::step(f32 dtime)
|
|||
{
|
||||
if (m_view_bobbing_state != 0)
|
||||
{
|
||||
const f32 bobspeed = 0x1000000;
|
||||
s32 offset = MYMAX(dtime * bobspeed, 1);
|
||||
s32 offset = MYMAX(dtime * BOBFRAMES, 1);
|
||||
if (m_view_bobbing_state == 2)
|
||||
{
|
||||
// Animation is getting turned off
|
||||
s32 subanim = (m_view_bobbing_anim & 0x7fffff);
|
||||
if (subanim < 0x400000)
|
||||
s32 subanim = (m_view_bobbing_anim & (BOBFRAMES/2-1));
|
||||
if (subanim < BOBFRAMES/4)
|
||||
offset = -1 * MYMIN(offset, subanim);
|
||||
else
|
||||
offset = MYMIN(offset, 0x800000 - subanim);
|
||||
offset = MYMIN(offset, BOBFRAMES/2 - subanim);
|
||||
}
|
||||
m_view_bobbing_anim = (m_view_bobbing_anim + offset) & 0xffffff;
|
||||
m_view_bobbing_anim = (m_view_bobbing_anim + offset) & (BOBFRAMES-1);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -102,14 +103,20 @@ void Camera::update(LocalPlayer* player, f32 frametime, v2u32 screensize)
|
|||
relative_cam_target.rotateYZBy(player->getPitch());
|
||||
relative_cam_target += relative_cam_pos;
|
||||
|
||||
f32 bobangle = m_view_bobbing_anim * 2 * M_PI / 0x1000000;
|
||||
f32 bobangle_s = sin(bobangle);
|
||||
f32 bobangle_c = cos(bobangle);
|
||||
f32 bobwidth = 0.02 * cos(player->getPitch() * M_PI / 180)
|
||||
/ (bobangle_c * bobangle_c + 1);
|
||||
f32 bobheight = bobwidth;
|
||||
relative_cam_pos.X += bobwidth * bobangle_s;
|
||||
relative_cam_pos.Y += bobheight * bobangle_s * bobangle_c;
|
||||
if ((m_view_bobbing_anim & (BOBFRAMES/2-1)) != 0)
|
||||
{
|
||||
f32 bobamount = cos(player->getPitch() * M_PI / 180);
|
||||
bobamount = 2 * MYMIN(bobamount, 0.5);
|
||||
|
||||
f32 bobangle = m_view_bobbing_anim * 2 * M_PI / BOBFRAMES;
|
||||
f32 bobangle_s = sin(bobangle);
|
||||
f32 bobangle_c = cos(bobangle);
|
||||
f32 bobwidth = 0.02 * bobamount / (bobangle_c * bobangle_c + 1);
|
||||
f32 bobheight = 1.5 * bobwidth;
|
||||
|
||||
relative_cam_pos.X += bobwidth * bobangle_s;
|
||||
relative_cam_pos.Y += bobheight * bobangle_s * bobangle_c;
|
||||
}
|
||||
|
||||
// Compute absolute camera position and target
|
||||
m_playernode->getAbsoluteTransformation().transformVect(m_camera_position, relative_cam_pos);
|
||||
|
|
Loading…
Reference in New Issue