From 7cd5eb4c77de9fda4946de7e1c2384d0c2a0253e Mon Sep 17 00:00:00 2001 From: MirceaKitsune Date: Sun, 7 Apr 2013 15:41:33 -1000 Subject: [PATCH] Swing the camera down when the player lands on the ground, based on the velocity the surface is hit with. --- src/camera.cpp | 29 +++++++++++++++++++++++++++-- src/camera.h | 2 ++ src/localplayer.cpp | 3 +++ src/localplayer.h | 2 ++ 4 files changed, 34 insertions(+), 2 deletions(-) diff --git a/src/camera.cpp b/src/camera.cpp index 735a8d1e9..211ecfd70 100644 --- a/src/camera.cpp +++ b/src/camera.cpp @@ -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(); diff --git a/src/camera.h b/src/camera.h index 989dcb718..0ed5c20d2 100644 --- a/src/camera.h +++ b/src/camera.h @@ -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; diff --git a/src/localplayer.cpp b/src/localplayer.cpp index 9c70c8b2f..6b7b0943c 100644 --- a/src/localplayer.cpp +++ b/src/localplayer.cpp @@ -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; } { diff --git a/src/localplayer.h b/src/localplayer.h index 9ac2bc682..8c3041c04 100644 --- a/src/localplayer.h +++ b/src/localplayer.h @@ -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;