Add setting to mirror hands

This commit is contained in:
Elias Fleckenstein 2022-07-24 00:18:39 +02:00 committed by Andrey2470T
parent 4acba9b648
commit 9e45cc0fd9
4 changed files with 17 additions and 6 deletions

View File

@ -320,6 +320,9 @@ view_bobbing_amount (View bobbing factor) float 1.0 0.0 7.9
# For example: 0 for no view bobbing; 1.0 for normal; 2.0 for double.
fall_bobbing_amount (Fall bobbing factor) float 0.03 0.0 100.0
# Draw main hand on left side of screen, offhand on right side.
mirror_hands (Mirror hands) bool false
[**Camera]
# Field of view in degrees.

View File

@ -63,6 +63,11 @@ WieldNode::WieldNode(HandIndex index, Client *client, scene::ISceneManager *mgr)
m_meshnode->drop(); // mgr grabbed it
}
int WieldNode::getDirection()
{
return g_settings->getBool("mirror_hands") ? -m_direction : m_direction;
}
void WieldNode::step(f32 dtime)
{
bool was_under_zero = m_change_timer < 0;
@ -135,7 +140,7 @@ void WieldNode::addArmInertia(f32 player_yaw, v3f camera_direction)
m_cam_vel_old.X = m_cam_vel.X;
f32 acc_X = 0.12f * (m_cam_vel.X - (gap_X * 0.1f));
m_offset.X += (m_last_cam_pos.X < player_yaw ? acc_X : -acc_X) * m_direction;
m_offset.X += (m_last_cam_pos.X < player_yaw ? acc_X : -acc_X) * getDirection();
if (m_last_cam_pos.X != player_yaw)
m_last_cam_pos.X = player_yaw;
@ -190,6 +195,7 @@ void WieldNode::addArmInertia(f32 player_yaw, v3f camera_direction)
void WieldNode::update(video::SColor player_light_color, f32 view_bobbing_anim, f32 tool_reload_ratio)
{
int direction = getDirection();
m_player_light_color = player_light_color;
// Position the wielded item
@ -231,15 +237,15 @@ void WieldNode::update(video::SColor player_light_color, f32 view_bobbing_anim,
core::quaternion quat_end(v3f(80, 30, 100) * core::DEGTORAD);
core::quaternion quat_slerp;
quat_slerp.slerp(quat_begin, quat_end, sin(digfrac * M_PI));
quat_slerp.W *= m_direction;
quat_slerp.X *= m_direction;
quat_slerp.W *= direction;
quat_slerp.X *= direction;
quat_slerp.toEuler(rot);
rot *= core::RADTODEG;
pos.X *= m_direction;
pos.X *= direction;
} else {
f32 bobfrac = my_modf(view_bobbing_anim);
pos.X *= m_direction;
pos.X -= sin(bobfrac*M_PI*2.0+M_PI*m_index) * 3.0 * m_direction;
pos.X *= direction;
pos.X -= sin(bobfrac*M_PI*2.0+M_PI*m_index) * 3.0 * direction;
pos.Y += sin(my_modf(bobfrac*2.0)*M_PI+M_PI*m_index) * 3.0;
}

View File

@ -78,6 +78,7 @@ class WieldNode
{
public:
WieldNode(HandIndex index, Client *client, scene::ISceneManager *mgr);
int getDirection();
void step(f32 dtime);
void addArmInertia(f32 player_yaw, v3f camera_direction);
void update(video::SColor player_light_color, f32 view_bobbing_anim, f32 tool_reload_ratio);

View File

@ -222,6 +222,7 @@ void set_default_settings()
settings->setDefault("enable_clouds", "true");
settings->setDefault("view_bobbing_amount", "1.0");
settings->setDefault("fall_bobbing_amount", "0.03");
settings->setDefault("mirror_hands", "false");
settings->setDefault("enable_3d_clouds", "true");
settings->setDefault("cloud_radius", "12");
settings->setDefault("menu_clouds", "true");