Fix single-frame lag in camera yaw/pitch, tune view bobbing and add wielded tool...
authorPerttu Ahola <celeron55@gmail.com>
Mon, 26 Sep 2011 12:09:04 +0000 (15:09 +0300)
committerPerttu Ahola <celeron55@gmail.com>
Mon, 26 Sep 2011 12:09:04 +0000 (15:09 +0300)
src/camera.cpp
src/game.cpp

index a615321438ed0019a9d05212df2e6c48e895b2d3..1a53304970b295885bdf7334451618dc8d91e78a 100644 (file)
@@ -126,9 +126,11 @@ void Camera::step(f32 dtime)
 {
        if (m_view_bobbing_state != 0)
        {
-               f32 offset = dtime * m_view_bobbing_speed * 0.035;
+               //f32 offset = dtime * m_view_bobbing_speed * 0.035;
+               f32 offset = dtime * m_view_bobbing_speed * 0.030;
                if (m_view_bobbing_state == 2)
                {
+#if 0
                        // Animation is getting turned off
                        if (m_view_bobbing_anim < 0.5)
                                m_view_bobbing_anim -= offset;
@@ -139,6 +141,29 @@ void Camera::step(f32 dtime)
                                m_view_bobbing_anim = 0;
                                m_view_bobbing_state = 0;
                        }
+#endif
+#if 1
+                       // Animation is getting turned off
+                       if(m_view_bobbing_anim < 0.25){
+                               m_view_bobbing_anim -= offset;
+                       } else if(m_view_bobbing_anim > 0.75){
+                               m_view_bobbing_anim += offset;
+                       } if(m_view_bobbing_anim < 0.5){
+                               m_view_bobbing_anim += offset;
+                               if(m_view_bobbing_anim > 0.5)
+                                       m_view_bobbing_anim = 0.5;
+                       } else {
+                               m_view_bobbing_anim -= offset;
+                               if(m_view_bobbing_anim < 0.5)
+                                       m_view_bobbing_anim = 0.5;
+                       }
+                       if(m_view_bobbing_anim <= 0 || m_view_bobbing_anim >= 1 ||
+                                       fabs(m_view_bobbing_anim - 0.5) < 0.01)
+                       {
+                               m_view_bobbing_anim = 0;
+                               m_view_bobbing_state = 0;
+                       }
+#endif
                }
                else
                {
@@ -183,15 +208,24 @@ void Camera::update(LocalPlayer* player, f32 frametime, v2u32 screensize)
                #if 1
                f32 bobknob = 1.2;
                f32 bobtmp = sin(pow(bobfrac, bobknob) * PI);
+               f32 bobtmp2 = cos(pow(bobfrac, bobknob) * PI);
 
                v3f bobvec = v3f(
-                       bobdir * sin(bobfrac * PI),
-                       0.8 * bobtmp * bobtmp,
+                       0.3 * bobdir * sin(bobfrac * PI),
+                       -0.28 * bobtmp * bobtmp,
                        0.);
 
-               rel_cam_pos += 0.02 * bobvec;
-               rel_cam_target += 0.03 * bobvec;
-               rel_cam_up.rotateXYBy(0.02 * bobdir * bobtmp * PI);
+               //rel_cam_pos += 0.2 * bobvec;
+               //rel_cam_target += 0.03 * bobvec;
+               //rel_cam_up.rotateXYBy(0.02 * bobdir * bobtmp * PI);
+               float f = 1.0;
+               rel_cam_pos += bobvec * f;
+               //rel_cam_target += 0.995 * bobvec * f;
+               rel_cam_target += bobvec * f;
+               rel_cam_target.Z -= 0.005 * bobvec.Z * f;
+               //rel_cam_target.X -= 0.005 * bobvec.X * f;
+               //rel_cam_target.Y -= 0.005 * bobvec.Y * f;
+               rel_cam_up.rotateXYBy(-0.03 * bobdir * bobtmp * PI * f);
                #else
                f32 angle_deg = 1 * bobdir * sin(bobfrac * PI);
                f32 angle_rad = angle_deg * PI / 180;
@@ -241,12 +275,17 @@ void Camera::update(LocalPlayer* player, f32 frametime, v2u32 screensize)
 
                // Euler angles are PURE EVIL, so why not use quaternions?
                core::quaternion quat_begin(wield_rotation * core::DEGTORAD);
-               core::quaternion quat_end(v3f(90, 20, -130) * core::DEGTORAD);
+               core::quaternion quat_end(v3f(90, -10, -130) * core::DEGTORAD);
                core::quaternion quat_slerp;
                quat_slerp.slerp(quat_begin, quat_end, sin(digfrac * PI));
                quat_slerp.toEuler(wield_rotation);
                wield_rotation *= core::RADTODEG;
        }
+       else {
+               f32 bobfrac = my_modf(m_view_bobbing_anim);
+               wield_position.X -= sin(bobfrac*PI*2.0) * 3.0;
+               wield_position.Y += sin(my_modf(bobfrac*2.0)*PI) * 3.0;
+       }
        m_wieldnode->setPosition(wield_position);
        m_wieldnode->setRotation(wield_rotation);
        m_wieldnode->updateLight(player->light);
@@ -557,6 +596,8 @@ void ExtrudedSpriteSceneNode::updateLight(u8 light)
        m_light = light;
 
        u8 li = decode_light(light);
+       // Set brightness one lower than incoming light
+       diminish_light(li);
        video::SColor color(255,li,li,li);
        setMeshVerticesColor(m_meshnode->getMesh(), color);
 }
index a996626515d677a70772553a373ede615053ca5b..13b06db6c23c8fb7e636b41fb2780682bd224fc8 100644 (file)
@@ -1336,6 +1336,57 @@ void the_game(
                        debug_stacks_print();
                }
 
+               /*
+                       Mouse and camera control
+                       NOTE: Do this before client.setPlayerControl() to not cause a camera lag of one frame
+               */
+               
+               if((device->isWindowActive() && noMenuActive()) || random_input)
+               {
+                       if(!random_input)
+                       {
+                               // Mac OSX gets upset if this is set every frame
+                               if(device->getCursorControl()->isVisible())
+                                       device->getCursorControl()->setVisible(false);
+                       }
+
+                       if(first_loop_after_window_activation){
+                               //std::cout<<"window active, first loop"<<std::endl;
+                               first_loop_after_window_activation = false;
+                       }
+                       else{
+                               s32 dx = input->getMousePos().X - displaycenter.X;
+                               s32 dy = input->getMousePos().Y - displaycenter.Y;
+                               if(invert_mouse)
+                                       dy = -dy;
+                               //std::cout<<"window active, pos difference "<<dx<<","<<dy<<std::endl;
+                               
+                               /*const float keyspeed = 500;
+                               if(input->isKeyDown(irr::KEY_UP))
+                                       dy -= dtime * keyspeed;
+                               if(input->isKeyDown(irr::KEY_DOWN))
+                                       dy += dtime * keyspeed;
+                               if(input->isKeyDown(irr::KEY_LEFT))
+                                       dx -= dtime * keyspeed;
+                               if(input->isKeyDown(irr::KEY_RIGHT))
+                                       dx += dtime * keyspeed;*/
+
+                               camera_yaw -= dx*0.2;
+                               camera_pitch += dy*0.2;
+                               if(camera_pitch < -89.5) camera_pitch = -89.5;
+                               if(camera_pitch > 89.5) camera_pitch = 89.5;
+                       }
+                       input->setMousePos(displaycenter.X, displaycenter.Y);
+               }
+               else{
+                       // Mac OSX gets upset if this is set every frame
+                       if(device->getCursorControl()->isVisible() == false)
+                               device->getCursorControl()->setVisible(true);
+
+                       //std::cout<<"window inactive"<<std::endl;
+                       first_loop_after_window_activation = true;
+               }
+
                /*
                        Player speed control
                        TODO: Cache the keycodes from getKeySetting
@@ -1408,56 +1459,6 @@ void the_game(
                
                //TimeTaker //timer2("//timer2");
 
-               /*
-                       Mouse and camera control
-               */
-               
-               if((device->isWindowActive() && noMenuActive()) || random_input)
-               {
-                       if(!random_input)
-                       {
-                               // Mac OSX gets upset if this is set every frame
-                               if(device->getCursorControl()->isVisible())
-                                       device->getCursorControl()->setVisible(false);
-                       }
-
-                       if(first_loop_after_window_activation){
-                               //std::cout<<"window active, first loop"<<std::endl;
-                               first_loop_after_window_activation = false;
-                       }
-                       else{
-                               s32 dx = input->getMousePos().X - displaycenter.X;
-                               s32 dy = input->getMousePos().Y - displaycenter.Y;
-                               if(invert_mouse)
-                                       dy = -dy;
-                               //std::cout<<"window active, pos difference "<<dx<<","<<dy<<std::endl;
-                               
-                               /*const float keyspeed = 500;
-                               if(input->isKeyDown(irr::KEY_UP))
-                                       dy -= dtime * keyspeed;
-                               if(input->isKeyDown(irr::KEY_DOWN))
-                                       dy += dtime * keyspeed;
-                               if(input->isKeyDown(irr::KEY_LEFT))
-                                       dx -= dtime * keyspeed;
-                               if(input->isKeyDown(irr::KEY_RIGHT))
-                                       dx += dtime * keyspeed;*/
-
-                               camera_yaw -= dx*0.2;
-                               camera_pitch += dy*0.2;
-                               if(camera_pitch < -89.5) camera_pitch = -89.5;
-                               if(camera_pitch > 89.5) camera_pitch = 89.5;
-                       }
-                       input->setMousePos(displaycenter.X, displaycenter.Y);
-               }
-               else{
-                       // Mac OSX gets upset if this is set every frame
-                       if(device->getCursorControl()->isVisible() == false)
-                               device->getCursorControl()->setVisible(true);
-
-                       //std::cout<<"window inactive"<<std::endl;
-                       first_loop_after_window_activation = true;
-               }
-
                LocalPlayer* player = client.getLocalPlayer();
                camera.update(player, busytime, screensize);
                camera.step(dtime);