mirror of
				https://github.com/luanti-org/luanti.git
				synced 2025-11-04 09:15:29 +01:00 
			
		
		
		
	Camera: Arm inertia code cleanup (#6094)
This commit is contained in:
		@@ -37,6 +37,8 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 | 
			
		||||
#include "script/scripting_client.h"
 | 
			
		||||
 | 
			
		||||
#define CAMERA_OFFSET_STEP 200
 | 
			
		||||
#define WIELDMESH_OFFSET_X 55.0f
 | 
			
		||||
#define WIELDMESH_OFFSET_Y -35.0f
 | 
			
		||||
 | 
			
		||||
Camera::Camera(MapDrawControl &draw_control, Client *client):
 | 
			
		||||
	m_draw_control(draw_control),
 | 
			
		||||
@@ -192,8 +194,8 @@ void Camera::step(f32 dtime)
 | 
			
		||||
 | 
			
		||||
static inline v2f dir(const v2f &pos_dist)
 | 
			
		||||
{
 | 
			
		||||
	f32 x = pos_dist.X - 55.0f;
 | 
			
		||||
	f32 y = pos_dist.Y + 35.0f;
 | 
			
		||||
	f32 x = pos_dist.X - WIELDMESH_OFFSET_X;
 | 
			
		||||
	f32 y = pos_dist.Y - WIELDMESH_OFFSET_Y;
 | 
			
		||||
 | 
			
		||||
	f32 x_abs = std::fabs(x);
 | 
			
		||||
	f32 y_abs = std::fabs(y);
 | 
			
		||||
@@ -211,10 +213,12 @@ static inline v2f dir(const v2f &pos_dist)
 | 
			
		||||
	return v2f(std::fabs(x), std::fabs(y));
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void Camera::addArmInertia(f32 player_yaw, f32 frametime)
 | 
			
		||||
void Camera::addArmInertia(f32 player_yaw)
 | 
			
		||||
{
 | 
			
		||||
	m_cam_vel.X = std::fabs((m_last_cam_pos.X - player_yaw) / frametime) * 0.01f;
 | 
			
		||||
	m_cam_vel.Y = std::fabs((m_last_cam_pos.Y - m_camera_direction.Y) / frametime);
 | 
			
		||||
	m_cam_vel.X = std::fabs((m_last_cam_pos.X - player_yaw) / 0.016f) * 0.01f;
 | 
			
		||||
	m_cam_vel.Y = std::fabs((m_last_cam_pos.Y - m_camera_direction.Y) / 0.016f);
 | 
			
		||||
	f32 gap_X = std::fabs(WIELDMESH_OFFSET_X - m_wieldmesh_offset.X);
 | 
			
		||||
	f32 gap_Y = std::fabs(WIELDMESH_OFFSET_Y - m_wieldmesh_offset.Y);
 | 
			
		||||
 | 
			
		||||
	if (m_cam_vel.X > 1.0f || m_cam_vel.Y > 1.0f) {
 | 
			
		||||
		/*
 | 
			
		||||
@@ -226,40 +230,29 @@ void Camera::addArmInertia(f32 player_yaw, f32 frametime)
 | 
			
		||||
			if (m_cam_vel.X > m_cam_vel_old.X)
 | 
			
		||||
				m_cam_vel_old.X = m_cam_vel.X;
 | 
			
		||||
 | 
			
		||||
			if (m_last_cam_pos.X > player_yaw) {
 | 
			
		||||
				// right
 | 
			
		||||
				m_cam_vel.X -= std::fabs(55.0f - m_wieldmesh_offset.X) * 0.1f;
 | 
			
		||||
				m_wieldmesh_offset.X -= (0.1f + frametime) * m_cam_vel.X;
 | 
			
		||||
			} else {
 | 
			
		||||
				// left
 | 
			
		||||
				m_cam_vel.X += std::fabs(55.0f - m_wieldmesh_offset.X) * 0.1f;
 | 
			
		||||
				m_wieldmesh_offset.X += (0.1f + frametime) * m_cam_vel.X;
 | 
			
		||||
			}
 | 
			
		||||
			f32 acc_X = 0.12f * (m_cam_vel.X - (gap_X * 0.1f));
 | 
			
		||||
			m_wieldmesh_offset.X += m_last_cam_pos.X < player_yaw ? acc_X : -acc_X;
 | 
			
		||||
 | 
			
		||||
			if (m_last_cam_pos.X != player_yaw)
 | 
			
		||||
				m_last_cam_pos.X = player_yaw;
 | 
			
		||||
 | 
			
		||||
			m_wieldmesh_offset.X = rangelim(m_wieldmesh_offset.X, 48.0f, 62.0f);
 | 
			
		||||
			m_wieldmesh_offset.X = rangelim(m_wieldmesh_offset.X,
 | 
			
		||||
				WIELDMESH_OFFSET_X - 7.0f, WIELDMESH_OFFSET_X + 7.0f);
 | 
			
		||||
		}
 | 
			
		||||
 | 
			
		||||
		if (m_cam_vel.Y > 1.0f) {
 | 
			
		||||
			if (m_cam_vel.Y > m_cam_vel_old.Y)
 | 
			
		||||
				m_cam_vel_old.Y = m_cam_vel.Y;
 | 
			
		||||
 | 
			
		||||
			if (m_last_cam_pos.Y > m_camera_direction.Y) {
 | 
			
		||||
				// down
 | 
			
		||||
				m_cam_vel.Y -= std::fabs(-35.0f - m_wieldmesh_offset.Y) * 0.1f;
 | 
			
		||||
				m_wieldmesh_offset.Y += (0.1f + frametime) * m_cam_vel.Y;
 | 
			
		||||
			} else {
 | 
			
		||||
				// up
 | 
			
		||||
				m_cam_vel.Y += std::fabs(-35.0f - m_wieldmesh_offset.Y) * 0.1f;
 | 
			
		||||
				m_wieldmesh_offset.Y -= (0.1f + frametime) * m_cam_vel.Y;
 | 
			
		||||
			}
 | 
			
		||||
			f32 acc_Y = 0.12f * (m_cam_vel.Y - (gap_Y * 0.1f));
 | 
			
		||||
			m_wieldmesh_offset.Y +=
 | 
			
		||||
				m_last_cam_pos.Y > m_camera_direction.Y ? acc_Y : -acc_Y;
 | 
			
		||||
 | 
			
		||||
			if (m_last_cam_pos.Y != m_camera_direction.Y)
 | 
			
		||||
				m_last_cam_pos.Y = m_camera_direction.Y;
 | 
			
		||||
 | 
			
		||||
			m_wieldmesh_offset.Y = rangelim(m_wieldmesh_offset.Y, -45.0f, -30.0f);
 | 
			
		||||
			m_wieldmesh_offset.Y = rangelim(m_wieldmesh_offset.Y,
 | 
			
		||||
				WIELDMESH_OFFSET_Y - 10.0f, WIELDMESH_OFFSET_Y + 5.0f);
 | 
			
		||||
		}
 | 
			
		||||
 | 
			
		||||
		m_arm_dir = dir(m_wieldmesh_offset);
 | 
			
		||||
@@ -269,28 +262,23 @@ void Camera::addArmInertia(f32 player_yaw, f32 frametime)
 | 
			
		||||
		    following a vector, with a smooth deceleration factor.
 | 
			
		||||
		*/
 | 
			
		||||
 | 
			
		||||
		f32 acc_X = (m_cam_vel_old.X * (1.0f + (1.0f - m_arm_dir.X))) /
 | 
			
		||||
			(20.0f / std::fabs(55.0f - m_wieldmesh_offset.X));
 | 
			
		||||
		f32 acc_Y = (m_cam_vel_old.Y * (1.0f + (1.0f - m_arm_dir.Y))) /
 | 
			
		||||
			(15.0f / std::fabs(-35.0f - m_wieldmesh_offset.Y));
 | 
			
		||||
		f32 dec_X = 0.12f * (m_cam_vel_old.X * (1.0f +
 | 
			
		||||
			(1.0f - m_arm_dir.X))) * (gap_X / 20.0f);
 | 
			
		||||
 | 
			
		||||
		if (std::fabs(55.0f - m_wieldmesh_offset.X) < 0.1f)
 | 
			
		||||
		f32 dec_Y = 0.06f * (m_cam_vel_old.Y * (1.0f +
 | 
			
		||||
			(1.0f - m_arm_dir.Y))) * (gap_Y / 15.0f);
 | 
			
		||||
 | 
			
		||||
		if (gap_X < 0.1f)
 | 
			
		||||
			m_cam_vel_old.X = 0.0f;
 | 
			
		||||
 | 
			
		||||
		if (m_wieldmesh_offset.X > 55.0f)
 | 
			
		||||
			m_wieldmesh_offset.X -= (0.2f + frametime) * acc_X;
 | 
			
		||||
		m_wieldmesh_offset.X -=
 | 
			
		||||
			m_wieldmesh_offset.X > WIELDMESH_OFFSET_X ? dec_X : -dec_X;
 | 
			
		||||
 | 
			
		||||
		if (m_wieldmesh_offset.X < 55.0f)
 | 
			
		||||
			m_wieldmesh_offset.X += (0.2f + frametime) * acc_X;
 | 
			
		||||
 | 
			
		||||
		if (std::fabs(-35.0f - m_wieldmesh_offset.Y) < 0.1f)
 | 
			
		||||
		if (gap_Y < 0.1f)
 | 
			
		||||
			m_cam_vel_old.Y = 0.0f;
 | 
			
		||||
 | 
			
		||||
		if (m_wieldmesh_offset.Y > -35.0f)
 | 
			
		||||
			m_wieldmesh_offset.Y -= (0.1f + frametime) * acc_Y;
 | 
			
		||||
 | 
			
		||||
		if (m_wieldmesh_offset.Y < -35.0f)
 | 
			
		||||
			m_wieldmesh_offset.Y += (0.1f + frametime) * acc_Y;
 | 
			
		||||
		m_wieldmesh_offset.Y -=
 | 
			
		||||
			m_wieldmesh_offset.Y > WIELDMESH_OFFSET_Y ? dec_Y : -dec_Y;
 | 
			
		||||
	}
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
@@ -482,8 +470,8 @@ void Camera::update(LocalPlayer* player, f32 frametime, f32 busytime,
 | 
			
		||||
	m_cameranode->setAspectRatio(m_aspect);
 | 
			
		||||
	m_cameranode->setFOV(m_fov_y);
 | 
			
		||||
 | 
			
		||||
	if (m_arm_inertia && frametime > 0.0f)
 | 
			
		||||
		addArmInertia(player->getYaw(), frametime);
 | 
			
		||||
	if (m_arm_inertia)
 | 
			
		||||
		addArmInertia(player->getYaw());
 | 
			
		||||
 | 
			
		||||
	// Position the wielded item
 | 
			
		||||
	//v3f wield_position = v3f(45, -35, 65);
 | 
			
		||||
 
 | 
			
		||||
@@ -165,7 +165,7 @@ public:
 | 
			
		||||
 | 
			
		||||
	void drawNametags();
 | 
			
		||||
 | 
			
		||||
	inline void addArmInertia(f32 player_yaw, f32 frametime);
 | 
			
		||||
	inline void addArmInertia(f32 player_yaw);
 | 
			
		||||
 | 
			
		||||
private:
 | 
			
		||||
	// Nodes
 | 
			
		||||
 
 | 
			
		||||
		Reference in New Issue
	
	Block a user