Swing the camera down when the player lands on the ground, based on the velocity the surface is hit with.
parent
17cfb1850d
commit
7cd5eb4c77
|
@ -67,6 +67,7 @@ Camera::Camera(scene::ISceneManager* smgr, MapDrawControl& draw_control,
|
|||
m_view_bobbing_anim(0),
|
||||
m_view_bobbing_state(0),
|
||||
m_view_bobbing_speed(0),
|
||||
m_view_bobbing_fall(0),
|
||||
|
||||
m_digging_anim(0),
|
||||
m_digging_button(-1),
|
||||
|
@ -134,6 +135,13 @@ inline f32 my_modf(f32 x)
|
|||
|
||||
void Camera::step(f32 dtime)
|
||||
{
|
||||
if(m_view_bobbing_fall > 0)
|
||||
{
|
||||
m_view_bobbing_fall -= 3 * dtime;
|
||||
if(m_view_bobbing_fall <= 0)
|
||||
m_view_bobbing_fall = -1; // Mark the effect as finished
|
||||
}
|
||||
|
||||
if (m_view_bobbing_state != 0)
|
||||
{
|
||||
//f32 offset = dtime * m_view_bobbing_speed * 0.035;
|
||||
|
@ -237,11 +245,28 @@ void Camera::update(LocalPlayer* player, f32 frametime, v2u32 screensize,
|
|||
m_playernode->setRotation(v3f(0, -1 * player->getYaw(), 0));
|
||||
m_playernode->updateAbsolutePosition();
|
||||
|
||||
//Get camera tilt timer (hurt animation)
|
||||
// Get camera tilt timer (hurt animation)
|
||||
float cameratilt = fabs(fabs(player->hurt_tilt_timer-0.75)-0.75);
|
||||
|
||||
// Fall bobbing animation
|
||||
float fall_bobbing = 0;
|
||||
if(player->camera_impact >= 1)
|
||||
{
|
||||
if(m_view_bobbing_fall == -1) // Effect took place and has finished
|
||||
player->camera_impact = m_view_bobbing_fall = 0;
|
||||
else if(m_view_bobbing_fall == 0) // Initialize effect
|
||||
m_view_bobbing_fall = 1;
|
||||
|
||||
// Convert 0 -> 1 to 0 -> 1 -> 0
|
||||
fall_bobbing = m_view_bobbing_fall < 0.5 ? m_view_bobbing_fall * 2 : -(m_view_bobbing_fall - 0.5) * 2 + 1;
|
||||
// Smoothen and invert the above
|
||||
fall_bobbing = sin(fall_bobbing * 0.5 * M_PI) * -1;
|
||||
// Amplify according to the intensity of the impact
|
||||
fall_bobbing *= (1 - rangelim(50 / player->camera_impact, 0, 1)) * 5;
|
||||
}
|
||||
|
||||
// Set head node transformation
|
||||
m_headnode->setPosition(player->getEyeOffset()+v3f(0,cameratilt*-player->hurt_tilt_strength,0));
|
||||
m_headnode->setPosition(player->getEyeOffset()+v3f(0,cameratilt*-player->hurt_tilt_strength+fall_bobbing,0));
|
||||
m_headnode->setRotation(v3f(player->getPitch(), 0, cameratilt*player->hurt_tilt_strength));
|
||||
m_headnode->updateAbsolutePosition();
|
||||
|
||||
|
|
|
@ -166,6 +166,8 @@ private:
|
|||
s32 m_view_bobbing_state;
|
||||
// Speed of view bobbing animation
|
||||
f32 m_view_bobbing_speed;
|
||||
// Fall view bobbing
|
||||
f32 m_view_bobbing_fall;
|
||||
|
||||
// Digging animation frame (0 <= m_digging_anim < 1)
|
||||
f32 m_digging_anim;
|
||||
|
|
|
@ -329,6 +329,9 @@ void LocalPlayer::move(f32 dtime, ClientEnvironment *env, f32 pos_max_d,
|
|||
if(!touching_ground_was && touching_ground){
|
||||
MtEvent *e = new SimpleTriggerEvent("PlayerRegainGround");
|
||||
m_gamedef->event()->put(e);
|
||||
|
||||
// Set camera impact value to be used for view bobbing
|
||||
camera_impact = getSpeed().Y * -1;
|
||||
}
|
||||
|
||||
{
|
||||
|
|
|
@ -59,6 +59,8 @@ public:
|
|||
float last_yaw;
|
||||
unsigned int last_keyPressed;
|
||||
|
||||
float camera_impact;
|
||||
|
||||
private:
|
||||
// This is used for determining the sneaking range
|
||||
v3s16 m_sneak_node;
|
||||
|
|
Loading…
Reference in New Issue