diff --git a/src/camera.cpp b/src/camera.cpp index 2de76da193e49..40fd6276739f4 100644 --- a/src/camera.cpp +++ b/src/camera.cpp @@ -195,39 +195,51 @@ void Camera::step(f32 dtime) } } -void Camera::addArmInertia(f32 player_yaw, f32 frametime) +static inline v2f dir(const v2f &pos_dist) { - if (m_timer.X == 0.0f) { - // In the limit case where timer is 0 set a static velocity (generic case divide by zero) - m_cam_vel.X = 1.0001f; + f32 x = pos_dist.X - 55.0f; + f32 y = pos_dist.Y + 35.0f; + + f32 x_abs = std::fabs(x); + f32 y_abs = std::fabs(y); + + if (x_abs >= y_abs) { + y *= (1.0f / x_abs); + x /= x_abs; } - else - m_cam_vel.X = std::fabs((m_last_cam_pos.X - player_yaw) / m_timer.X) * 0.01f; - if (m_timer.Y == 0.0f) { - // In the limit case where timer is 0 set a static velocity (generic case divide by zero) - m_cam_vel.Y = 1.0001f; + if (y_abs >= x_abs) { + x *= (1.0f / y_abs); + y /= y_abs; } - else - m_cam_vel.Y = std::fabs((m_last_cam_pos.Y - m_camera_direction.Y) / m_timer.Y); + + return v2f(std::fabs(x), std::fabs(y)); +} + +void Camera::addArmInertia(f32 player_yaw, f32 frametime) +{ + 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); if (m_cam_vel.X > 1.0f || m_cam_vel.Y > 1.0f) { /* - the arm moves when the camera moves fast enough. + The arm moves relative to the camera speed, + with an acceleration factor. */ if (m_cam_vel.X > 1.0f) { - m_timer.X = 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) + 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 + } 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; + } if (m_last_cam_pos.X != player_yaw) m_last_cam_pos.X = player_yaw; @@ -236,47 +248,54 @@ void Camera::addArmInertia(f32 player_yaw, f32 frametime) } if (m_cam_vel.Y > 1.0f) { - m_timer.Y = frametime; - 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) + 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 + } 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; + } 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_arm_dir = dir(m_wieldmesh_offset); } else { /* - the arm now gets back to its default position when the camera stops. + Now the arm gets back to its default position when the camera stops, + following a vector, with a smooth deceleration factor. */ - if (floor(m_wieldmesh_offset.X) == 55.0f) { + 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)); + + if (std::fabs(55.0f - m_wieldmesh_offset.X) < 0.1f) m_cam_vel_old.X = 0.0f; - m_wieldmesh_offset.X = 55.0f; - } if (m_wieldmesh_offset.X > 55.0f) - m_wieldmesh_offset.X -= (0.05f + frametime) * m_cam_vel_old.X; + m_wieldmesh_offset.X -= (0.2f + frametime) * acc_X; + if (m_wieldmesh_offset.X < 55.0f) - m_wieldmesh_offset.X += (0.05f + frametime) * m_cam_vel_old.X; + m_wieldmesh_offset.X += (0.2f + frametime) * acc_X; - if (floor(m_wieldmesh_offset.Y) == -35.0f) { + if (std::fabs(-35.0f - m_wieldmesh_offset.Y) < 0.1f) m_cam_vel_old.Y = 0.0f; - m_wieldmesh_offset.Y = -35.0f; - } if (m_wieldmesh_offset.Y > -35.0f) - m_wieldmesh_offset.Y -= (0.05f + frametime) * m_cam_vel_old.Y; + m_wieldmesh_offset.Y -= (0.1f + frametime) * acc_Y; + if (m_wieldmesh_offset.Y < -35.0f) - m_wieldmesh_offset.Y += (0.05f + frametime) * m_cam_vel_old.Y; + m_wieldmesh_offset.Y += (0.1f + frametime) * acc_Y; } } @@ -468,7 +487,7 @@ void Camera::update(LocalPlayer* player, f32 frametime, f32 busytime, m_cameranode->setAspectRatio(m_aspect); m_cameranode->setFOV(m_fov_y); - if (m_arm_inertia) + if (m_arm_inertia && frametime > 0.0f) addArmInertia(player->getYaw(), frametime); // Position the wielded item diff --git a/src/camera.h b/src/camera.h index 4b2d9d45ece7e..f88f1cc94b97d 100644 --- a/src/camera.h +++ b/src/camera.h @@ -191,7 +191,7 @@ class Camera v3s16 m_camera_offset; v2f m_wieldmesh_offset = v2f(55.0f, -35.0f); - v2f m_timer; + v2f m_arm_dir; v2f m_cam_vel; v2f m_cam_vel_old; v2f m_last_cam_pos;