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Limit stepheight smoothing to the stepheight and stop smoothing durin…
…g jumps (#11705)
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TurkeyMcMac committed Oct 25, 2021
1 parent 660e63d commit 1e26e4553033ebb11991721ba836e6425f556851
Showing with 15 additions and 7 deletions.
  1. +13 −7 src/client/camera.cpp
  2. +2 −0 src/client/camera.h
@@ -26,6 +26,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#include "player.h"
#include <cmath>
#include "client/renderingengine.h"
#include "client/content_cao.h"
#include "settings.h"
#include "wieldmesh.h"
#include "noise.h" // easeCurve
@@ -341,13 +342,16 @@ void Camera::update(LocalPlayer* player, f32 frametime, f32 busytime, f32 tool_r
if (player->getParent())
player_position = player->getParent()->getPosition();

// Smooth the camera movement when the player instantly moves upward due to stepheight.
// To smooth the 'not touching_ground' stepheight, smoothing is necessary when jumping
// or swimming (for when moving from liquid to land).
// Disable smoothing if climbing or flying, to avoid upwards offset of player model
// when seen in 3rd person view.
bool flying = g_settings->getBool("free_move") && m_client->checkLocalPrivilege("fly");
if (player_position.Y > old_player_position.Y && !player->is_climbing && !flying) {
// Smooth the camera movement after the player instantly moves upward due to stepheight.
// The smoothing usually continues until the camera position reaches the player position.
float player_stepheight = player->getCAO() ? player->getCAO()->getStepHeight() : HUGE_VALF;
float upward_movement = player_position.Y - old_player_position.Y;
if (upward_movement < 0.01f || upward_movement > player_stepheight) {
m_stepheight_smooth_active = false;
} else if (player->touching_ground) {
m_stepheight_smooth_active = true;
}
if (m_stepheight_smooth_active) {
f32 oldy = old_player_position.Y;
f32 newy = player_position.Y;
f32 t = std::exp(-23 * frametime);
@@ -587,6 +591,8 @@ void Camera::update(LocalPlayer* player, f32 frametime, f32 busytime, f32 tool_r
const bool walking = movement_XZ && player->touching_ground;
const bool swimming = (movement_XZ || player->swimming_vertical) && player->in_liquid;
const bool climbing = movement_Y && player->is_climbing;
const bool flying = g_settings->getBool("free_move")
&& m_client->checkLocalPrivilege("fly");
if ((walking || swimming || climbing) && !flying) {
// Start animation
m_view_bobbing_state = 1;
@@ -218,6 +218,8 @@ class Camera
// Camera offset
v3s16 m_camera_offset;

bool m_stepheight_smooth_active = false;

// Server-sent FOV variables
bool m_server_sent_fov = false;
f32 m_curr_fov_degrees, m_old_fov_degrees, m_target_fov_degrees;

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