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Swing the camera down when the player lands on the ground, based on t…

…he velocity the surface is hit with.
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MirceaKitsune authored and kwolekr committed Apr 11, 2013
1 parent 17cfb18 commit 7cd5eb4c77de9fda4946de7e1c2384d0c2a0253e
Showing with 34 additions and 2 deletions.
  1. +27 −2 src/camera.cpp
  2. +2 −0 src/camera.h
  3. +3 −0 src/localplayer.cpp
  4. +2 −0 src/localplayer.h
@@ -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();

@@ -166,6 +166,8 @@ class Camera
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;
@@ -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;
}

{
@@ -59,6 +59,8 @@ class LocalPlayer : public Player
float last_yaw;
unsigned int last_keyPressed;

float camera_impact;

private:
// This is used for determining the sneaking range
v3s16 m_sneak_node;

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