Swing the camera down when the player lands on the ground, based on the velocity the surface is hit with.

experimental
MirceaKitsune 2013-04-07 15:41:33 -10:00 committed by kwolekr
parent 17cfb1850d
commit 7cd5eb4c77
4 changed files with 34 additions and 2 deletions

View File

@ -67,6 +67,7 @@ Camera::Camera(scene::ISceneManager* smgr, MapDrawControl& draw_control,
m_view_bobbing_anim(0), m_view_bobbing_anim(0),
m_view_bobbing_state(0), m_view_bobbing_state(0),
m_view_bobbing_speed(0), m_view_bobbing_speed(0),
m_view_bobbing_fall(0),
m_digging_anim(0), m_digging_anim(0),
m_digging_button(-1), m_digging_button(-1),
@ -134,6 +135,13 @@ inline f32 my_modf(f32 x)
void Camera::step(f32 dtime) 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) if (m_view_bobbing_state != 0)
{ {
//f32 offset = dtime * m_view_bobbing_speed * 0.035; //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->setRotation(v3f(0, -1 * player->getYaw(), 0));
m_playernode->updateAbsolutePosition(); 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); 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 // 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->setRotation(v3f(player->getPitch(), 0, cameratilt*player->hurt_tilt_strength));
m_headnode->updateAbsolutePosition(); m_headnode->updateAbsolutePosition();

View File

@ -166,6 +166,8 @@ private:
s32 m_view_bobbing_state; s32 m_view_bobbing_state;
// Speed of view bobbing animation // Speed of view bobbing animation
f32 m_view_bobbing_speed; f32 m_view_bobbing_speed;
// Fall view bobbing
f32 m_view_bobbing_fall;
// Digging animation frame (0 <= m_digging_anim < 1) // Digging animation frame (0 <= m_digging_anim < 1)
f32 m_digging_anim; f32 m_digging_anim;

View File

@ -329,6 +329,9 @@ void LocalPlayer::move(f32 dtime, ClientEnvironment *env, f32 pos_max_d,
if(!touching_ground_was && touching_ground){ if(!touching_ground_was && touching_ground){
MtEvent *e = new SimpleTriggerEvent("PlayerRegainGround"); MtEvent *e = new SimpleTriggerEvent("PlayerRegainGround");
m_gamedef->event()->put(e); m_gamedef->event()->put(e);
// Set camera impact value to be used for view bobbing
camera_impact = getSpeed().Y * -1;
} }
{ {

View File

@ -59,6 +59,8 @@ public:
float last_yaw; float last_yaw;
unsigned int last_keyPressed; unsigned int last_keyPressed;
float camera_impact;
private: private:
// This is used for determining the sneaking range // This is used for determining the sneaking range
v3s16 m_sneak_node; v3s16 m_sneak_node;