}
}
-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;
}
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;
}
}
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