mirror of
https://github.com/moparisthebest/minetest
synced 2024-12-23 08:08:47 -05:00
Fix single-frame lag in camera yaw/pitch, tune view bobbing and add wielded tool movement when walking and tweak stuff a bit
This commit is contained in:
parent
3e012122d1
commit
2ecd53ce09
@ -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);
|
||||
}
|
||||
|
101
src/game.cpp
101
src/game.cpp
@ -1336,6 +1336,57 @@ void the_game(
|
||||
debug_stacks_print();
|
||||
}
|
||||
|
||||
/*
|
||||
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);
|
||||
|
Loading…
Reference in New Issue
Block a user