void Camera::addArmInertia(f32 player_yaw)
{
- m_cam_vel.X = std::fabs((m_last_cam_pos.X - player_yaw) / 0.016f) * 0.01f;
+ m_cam_vel.X = std::fabs(rangelim(m_last_cam_pos.X - player_yaw,
+ -100.0f, 100.0f) / 0.016f) * 0.01f;
m_cam_vel.Y = std::fabs((m_last_cam_pos.Y - m_camera_direction.Y) / 0.016f);
f32 gap_X = std::fabs(WIELDMESH_OFFSET_X - m_wieldmesh_offset.X);
f32 gap_Y = std::fabs(WIELDMESH_OFFSET_Y - m_wieldmesh_offset.Y);
// If the player is walking, swimming, or climbing,
// view bobbing is enabled and free_move is off,
// start (or continue) the view bobbing animation.
- v3f speed = player->getSpeed();
+ const v3f &speed = player->getSpeed();
const bool movement_XZ = hypot(speed.X, speed.Z) > BS;
const bool movement_Y = fabs(speed.Y) > BS;
// shadow can remain.
continue;
}
- v3f pos = nametag->parent_node->getAbsolutePosition() + v3f(0.0, 1.1 * BS, 0.0);
+ v3f pos = nametag->parent_node->getAbsolutePosition() + nametag->nametag_pos * BS;
f32 transformed_pos[4] = { pos.X, pos.Y, pos.Z, 1.0f };
trans.multiplyWith1x4Matrix(transformed_pos);
if (transformed_pos[3] > 0) {
}
Nametag *Camera::addNametag(scene::ISceneNode *parent_node,
- std::string nametag_text, video::SColor nametag_color)
+ const std::string &nametag_text, video::SColor nametag_color,
+ const v3f &pos)
{
- Nametag *nametag = new Nametag(parent_node, nametag_text, nametag_color);
+ Nametag *nametag = new Nametag(parent_node, nametag_text, nametag_color, pos);
m_nametags.push_back(nametag);
return nametag;
}