In pitch fly mode, you fly to the exact direction you are pointing at, using the forward key. Other move directions are also pitched accordingly.
It allows smoother and more complex movements.
Can be enabled/disabled by L key by default (set keymap_pitchfly in minetest.conf)
| + | Increase view range |
| - | Decrease view range |
| K | Enable/disable fly mode (needs fly privilege) |
+| L | Enable/disable pitch fly mode |
| J | Enable/disable fast mode (needs fast privilege) |
| H | Enable/disable noclip mode (needs noclip privilege) |
| E | Move fast in fast mode |
# This requires the "fly" privilege on the server.
free_move (Flying) bool false
+# If enabled together with fly mode, makes move directions relative to the player's pitch.
+pitch_fly (Pitch fly mode) bool false
+
# Fast movement (via the "special" key).
# This requires the "fast" privilege on the server.
fast_move (Fast movement) bool false
# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
keymap_freemove (Fly key) key KEY_KEY_K
+# Key for toggling pitch fly mode.
+# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
+keymap_pitchfly (Pitch fly key) key KEY_KEY_L
+
# Key for toggling fast mode.
# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
keymap_fastmove (Fast key) key KEY_KEY_J
# type: bool
# free_move = false
+# If enabled together with fly mode, makes move directions relative to the player's pitch.
+# type: bool
+# pitch_fly = false
+
# Fast movement (via the "special" key).
# This requires the "fast" privilege on the server.
# type: bool
# type: key
# keymap_freemove = KEY_KEY_K
+# Key for toggling pitch fly mode.
+# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
+# type: key
+# keymap_pitchfly = KEY_KEY_L
+
# Key for toggling fast mode.
# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
# type: key
void openConsole(float scale, const wchar_t *line=NULL);
void toggleFreeMove();
void toggleFreeMoveAlt();
+ void togglePitchFly();
void toggleFast();
void toggleNoClip();
void toggleCinematic();
toggleFreeMove();
} else if (wasKeyDown(KeyType::JUMP)) {
toggleFreeMoveAlt();
+ } else if (wasKeyDown(KeyType::PITCHFLY)) {
+ togglePitchFly();
} else if (wasKeyDown(KeyType::FASTMOVE)) {
toggleFast();
} else if (wasKeyDown(KeyType::NOCLIP)) {
}
+void Game::togglePitchFly()
+{
+ bool pitch_fly = !g_settings->getBool("pitch_fly");
+ g_settings->set("pitch_fly", bool_to_cstr(pitch_fly));
+
+ if (pitch_fly) {
+ m_game_ui->showTranslatedStatusText("Pitch fly mode enabled");
+ } else {
+ m_game_ui->showTranslatedStatusText("Pitch fly mode disabled");
+ }
+}
+
+
void Game::toggleFast()
{
bool fast_move = !g_settings->getBool("fast_move");
key[KeyType::CONSOLE] = getKeySetting("keymap_console");
key[KeyType::MINIMAP] = getKeySetting("keymap_minimap");
key[KeyType::FREEMOVE] = getKeySetting("keymap_freemove");
+ key[KeyType::PITCHFLY] = getKeySetting("keymap_pitchfly");
key[KeyType::FASTMOVE] = getKeySetting("keymap_fastmove");
key[KeyType::NOCLIP] = getKeySetting("keymap_noclip");
key[KeyType::HOTBAR_PREV] = getKeySetting("keymap_hotbar_previous");
CONSOLE,
MINIMAP,
FREEMOVE,
+ PITCHFLY,
FASTMOVE,
NOCLIP,
HOTBAR_PREV,
PlayerSettings &player_settings = getPlayerSettings();
- v3f move_direction = v3f(0,0,1);
- move_direction.rotateXZBy(getYaw());
-
+ // All vectors are relative to the player's yaw,
+ // (and pitch if pitch fly mode enabled),
+ // and will be rotated at the end
v3f speedH = v3f(0,0,0); // Horizontal (X, Z)
v3f speedV = v3f(0,0,0); // Vertical (Y)
bool free_move = fly_allowed && player_settings.free_move;
bool fast_move = fast_allowed && player_settings.fast_move;
+ bool pitch_fly = free_move && player_settings.pitch_fly;
// When aux1_descends is enabled the fast key is used to go down, so fast isn't possible
bool fast_climb = fast_move && control.aux1 && !player_settings.aux1_descends;
bool continuous_forward = player_settings.continuous_forward;
}
if (continuous_forward)
- speedH += move_direction;
+ speedH += v3f(0,0,1);
if (control.up) {
if (continuous_forward) {
if (fast_move)
superspeed = true;
} else {
- speedH += move_direction;
+ speedH += v3f(0,0,1);
}
}
if (control.down) {
- speedH -= move_direction;
+ speedH -= v3f(0,0,1);
}
if (!control.up && !control.down) {
- speedH -= move_direction *
+ speedH -= v3f(0,0,1) *
(control.forw_move_joystick_axis / 32767.f);
}
if (control.left) {
- speedH += move_direction.crossProduct(v3f(0,1,0));
+ speedH += v3f(-1,0,0);
}
if (control.right) {
- speedH += move_direction.crossProduct(v3f(0,-1,0));
+ speedH += v3f(1,0,0);
}
if (!control.left && !control.right) {
- speedH -= move_direction.crossProduct(v3f(0,1,0)) *
+ speedH += v3f(1,0,0) *
(control.sidew_move_joystick_axis / 32767.f);
}
if(control.jump)
slip_factor = getSlipFactor(env, speedH);
// Accelerate to target speed with maximum increment
- accelerateHorizontal(speedH * physics_override_speed,
- incH * physics_override_speed * slip_factor);
- accelerateVertical(speedV * physics_override_speed,
- incV * physics_override_speed);
+ accelerate((speedH + speedV) * physics_override_speed,
+ incH * physics_override_speed * slip_factor, incV * physics_override_speed,
+ pitch_fly);
}
v3s16 LocalPlayer::getStandingNodePos()
return v3f(0, BS * eye_height, 0);
}
-// Horizontal acceleration (X and Z), Y direction is ignored
-void LocalPlayer::accelerateHorizontal(const v3f &target_speed,
- const f32 max_increase)
+// 3D acceleration
+void LocalPlayer::accelerate(const v3f &target_speed, const f32 max_increase_H,
+ const f32 max_increase_V, const bool use_pitch)
{
- if (max_increase == 0)
- return;
-
- v3f d_wanted = target_speed - m_speed;
- d_wanted.Y = 0.0f;
- f32 dl = d_wanted.getLength();
- if (dl > max_increase)
- dl = max_increase;
-
- v3f d = d_wanted.normalize() * dl;
-
- m_speed.X += d.X;
- m_speed.Z += d.Z;
-}
+ const f32 yaw = getYaw();
+ const f32 pitch = getPitch();
+ v3f flat_speed = m_speed;
+ // Rotate speed vector by -yaw and -pitch to make it relative to the player's yaw and pitch
+ flat_speed.rotateXZBy(-yaw);
+ if (use_pitch)
+ flat_speed.rotateYZBy(-pitch);
+
+ v3f d_wanted = target_speed - flat_speed;
+ v3f d = v3f(0,0,0);
+
+ // Then compare the horizontal and vertical components with the wanted speed
+ if (max_increase_H > 0) {
+ v3f d_wanted_H = d_wanted * v3f(1,0,1);
+ if (d_wanted_H.getLength() > max_increase_H)
+ d += d_wanted_H.normalize() * max_increase_H;
+ else
+ d += d_wanted_H;
+ }
-// Vertical acceleration (Y), X and Z directions are ignored
-void LocalPlayer::accelerateVertical(const v3f &target_speed, const f32 max_increase)
-{
- if (max_increase == 0)
- return;
+ if (max_increase_V > 0) {
+ f32 d_wanted_V = d_wanted.Y;
+ if (d_wanted_V > max_increase_V)
+ d.Y += max_increase_V;
+ else if (d_wanted_V < -max_increase_V)
+ d.Y -= max_increase_V;
+ else
+ d.Y += d_wanted_V;
+ }
- f32 d_wanted = target_speed.Y - m_speed.Y;
- if (d_wanted > max_increase)
- d_wanted = max_increase;
- else if (d_wanted < -max_increase)
- d_wanted = -max_increase;
+ // Finally rotate it again
+ if (use_pitch)
+ d.rotateYZBy(pitch);
+ d.rotateXZBy(yaw);
- m_speed.Y += d_wanted;
+ m_speed += d;
}
// Temporary option for old move code
bool getAutojump() const { return m_autojump; }
private:
- void accelerateHorizontal(const v3f &target_speed, const f32 max_increase);
- void accelerateVertical(const v3f &target_speed, const f32 max_increase);
+ void accelerate(const v3f &target_speed, const f32 max_increase_H,
+ const f32 max_increase_V, const bool use_pitch);
bool updateSneakNode(Map *map, const v3f &position, const v3f &sneak_max);
float getSlipFactor(Environment *env, const v3f &speedH);
void handleAutojump(f32 dtime, Environment *env,
settings->setDefault("meshgen_block_cache_size", "20");
settings->setDefault("enable_vbo", "true");
settings->setDefault("free_move", "false");
+ settings->setDefault("pitch_fly", "false");
settings->setDefault("fast_move", "false");
settings->setDefault("noclip", "false");
settings->setDefault("screenshot_path", ".");
settings->setDefault("keymap_console", "KEY_F10");
settings->setDefault("keymap_rangeselect", "KEY_KEY_R");
settings->setDefault("keymap_freemove", "KEY_KEY_K");
+ settings->setDefault("keymap_pitchfly", "KEY_KEY_L");
settings->setDefault("keymap_fastmove", "KEY_KEY_J");
settings->setDefault("keymap_noclip", "KEY_KEY_H");
settings->setDefault("keymap_hotbar_next", "KEY_KEY_N");
void PlayerSettings::readGlobalSettings()
{
free_move = g_settings->getBool("free_move");
+ pitch_fly = g_settings->getBool("pitch_fly");
fast_move = g_settings->getBool("fast_move");
continuous_forward = g_settings->getBool("continuous_forward");
always_fly_fast = g_settings->getBool("always_fly_fast");
struct PlayerSettings
{
bool free_move = false;
+ bool pitch_fly = false;
bool fast_move = false;
bool continuous_forward = false;
bool always_fly_fast = false;
bool noclip = false;
bool autojump = false;
- const std::string setting_names[7] = {
- "free_move", "fast_move", "continuous_forward", "always_fly_fast",
+ const std::string setting_names[8] = {
+ "free_move", "pitch_fly", "fast_move", "continuous_forward", "always_fly_fast",
"aux1_descends", "noclip", "autojump"
};
void readGlobalSettings();