Apply camera smoothing to 'air stepheight' (#10025)

Recent changes to collision code have changed the behaviour of the 'touching_ground'
bool in movement code. This had the effect of disabling camera smoothing when
'air stepheight' occurred when jumping onto a node while pressing forwards against
the node, causing an unpleasant sharp camera movement.

Rewrite the conditions for camera smoothing such that it is applied when jumping.
master
Paramat 2020-07-05 23:45:21 +01:00 committed by GitHub
parent da71313e1d
commit dc6318b84a
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GPG Key ID: 4AEE18F83AFDEB23
1 changed files with 9 additions and 8 deletions

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@ -342,9 +342,13 @@ void Camera::update(LocalPlayer* player, f32 frametime, f32 busytime, f32 tool_r
if (player->getParent())
player_position = player->getParent()->getPosition();
if(player->touching_ground &&
player_position.Y > old_player_position.Y)
{
// Smooth the camera movement when the player instantly moves upward due to stepheight.
// To smooth the 'not touching_ground' stepheight, smoothing is necessary when jumping
// or swimming (for when moving from liquid to land).
// Disable smoothing if climbing or flying, to avoid upwards offset of player model
// when seen in 3rd person view.
bool flying = g_settings->getBool("free_move") && m_client->checkLocalPrivilege("fly");
if (player_position.Y > old_player_position.Y && !player->is_climbing && !flying) {
f32 oldy = old_player_position.Y;
f32 newy = player_position.Y;
f32 t = std::exp(-23 * frametime);
@ -607,14 +611,11 @@ void Camera::update(LocalPlayer* player, f32 frametime, f32 busytime, f32 tool_r
const bool walking = movement_XZ && player->touching_ground;
const bool swimming = (movement_XZ || player->swimming_vertical) && player->in_liquid;
const bool climbing = movement_Y && player->is_climbing;
if ((walking || swimming || climbing) &&
(!g_settings->getBool("free_move") || !m_client->checkLocalPrivilege("fly"))) {
if ((walking || swimming || climbing) && !flying) {
// Start animation
m_view_bobbing_state = 1;
m_view_bobbing_speed = MYMIN(speed.getLength(), 70);
}
else if (m_view_bobbing_state == 1)
{
} else if (m_view_bobbing_state == 1) {
// Stop animation
m_view_bobbing_state = 2;
m_view_bobbing_speed = 60;