Camera: Arm inertia code cleanup (#6094)
authorkilbith <kilbith@users.noreply.github.com>
Tue, 4 Jul 2017 07:25:36 +0000 (09:25 +0200)
committerLoïc Blot <nerzhul@users.noreply.github.com>
Tue, 4 Jul 2017 07:25:36 +0000 (09:25 +0200)
src/camera.cpp
src/camera.h

index ae6907da768ef5e596349dece052adb26d34ad75..35aaeaad4ef4059d586de477633d141f69527540 100644 (file)
@@ -37,6 +37,8 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 #include "script/scripting_client.h"
 
 #define CAMERA_OFFSET_STEP 200
+#define WIELDMESH_OFFSET_X 55.0f
+#define WIELDMESH_OFFSET_Y -35.0f
 
 Camera::Camera(MapDrawControl &draw_control, Client *client):
        m_draw_control(draw_control),
@@ -192,8 +194,8 @@ void Camera::step(f32 dtime)
 
 static inline v2f dir(const v2f &pos_dist)
 {
-       f32 x = pos_dist.X - 55.0f;
-       f32 y = pos_dist.Y + 35.0f;
+       f32 x = pos_dist.X - WIELDMESH_OFFSET_X;
+       f32 y = pos_dist.Y - WIELDMESH_OFFSET_Y;
 
        f32 x_abs = std::fabs(x);
        f32 y_abs = std::fabs(y);
@@ -211,10 +213,12 @@ static inline v2f dir(const v2f &pos_dist)
        return v2f(std::fabs(x), std::fabs(y));
 }
 
-void Camera::addArmInertia(f32 player_yaw, f32 frametime)
+void Camera::addArmInertia(f32 player_yaw)
 {
-       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);
+       m_cam_vel.X = std::fabs((m_last_cam_pos.X - player_yaw) / 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 (m_cam_vel.X > 1.0f || m_cam_vel.Y > 1.0f) {
                /*
@@ -226,40 +230,29 @@ void Camera::addArmInertia(f32 player_yaw, f32 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) {
-                               // 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 {
-                               // 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;
-                       }
+                       f32 acc_X = 0.12f * (m_cam_vel.X - (gap_X * 0.1f));
+                       m_wieldmesh_offset.X += m_last_cam_pos.X < player_yaw ? acc_X : -acc_X;
 
                        if (m_last_cam_pos.X != player_yaw)
                                m_last_cam_pos.X = player_yaw;
 
-                       m_wieldmesh_offset.X = rangelim(m_wieldmesh_offset.X, 48.0f, 62.0f);
+                       m_wieldmesh_offset.X = rangelim(m_wieldmesh_offset.X,
+                               WIELDMESH_OFFSET_X - 7.0f, WIELDMESH_OFFSET_X + 7.0f);
                }
 
                if (m_cam_vel.Y > 1.0f) {
                        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) {
-                               // 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 {
-                               // 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;
-                       }
+                       f32 acc_Y = 0.12f * (m_cam_vel.Y - (gap_Y * 0.1f));
+                       m_wieldmesh_offset.Y +=
+                               m_last_cam_pos.Y > m_camera_direction.Y ? acc_Y : -acc_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_wieldmesh_offset.Y = rangelim(m_wieldmesh_offset.Y,
+                               WIELDMESH_OFFSET_Y - 10.0f, WIELDMESH_OFFSET_Y + 5.0f);
                }
 
                m_arm_dir = dir(m_wieldmesh_offset);
@@ -269,28 +262,23 @@ void Camera::addArmInertia(f32 player_yaw, f32 frametime)
                    following a vector, with a smooth deceleration factor.
                */
 
-               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));
+               f32 dec_X = 0.12f * (m_cam_vel_old.X * (1.0f +
+                       (1.0f - m_arm_dir.X))) * (gap_X / 20.0f);
 
-               if (std::fabs(55.0f - m_wieldmesh_offset.X) < 0.1f)
-                       m_cam_vel_old.X = 0.0f;
+               f32 dec_Y = 0.06f * (m_cam_vel_old.Y * (1.0f +
+                       (1.0f - m_arm_dir.Y))) * (gap_Y / 15.0f);
 
-               if (m_wieldmesh_offset.X > 55.0f)
-                       m_wieldmesh_offset.X -= (0.2f + frametime) * acc_X;
+               if (gap_X < 0.1f)
+                       m_cam_vel_old.X = 0.0f;
 
-               if (m_wieldmesh_offset.X < 55.0f)
-                       m_wieldmesh_offset.X += (0.2f + frametime) * acc_X;
+               m_wieldmesh_offset.X -=
+                       m_wieldmesh_offset.X > WIELDMESH_OFFSET_X ? dec_X : -dec_X;
 
-               if (std::fabs(-35.0f - m_wieldmesh_offset.Y) < 0.1f)
+               if (gap_Y < 0.1f)
                        m_cam_vel_old.Y = 0.0f;
 
-               if (m_wieldmesh_offset.Y > -35.0f)
-                       m_wieldmesh_offset.Y -= (0.1f + frametime) * acc_Y;
-
-               if (m_wieldmesh_offset.Y < -35.0f)
-                       m_wieldmesh_offset.Y += (0.1f + frametime) * acc_Y;
+               m_wieldmesh_offset.Y -=
+                       m_wieldmesh_offset.Y > WIELDMESH_OFFSET_Y ? dec_Y : -dec_Y;
        }
 }
 
@@ -482,8 +470,8 @@ void Camera::update(LocalPlayer* player, f32 frametime, f32 busytime,
        m_cameranode->setAspectRatio(m_aspect);
        m_cameranode->setFOV(m_fov_y);
 
-       if (m_arm_inertia && frametime > 0.0f)
-               addArmInertia(player->getYaw(), frametime);
+       if (m_arm_inertia)
+               addArmInertia(player->getYaw());
 
        // Position the wielded item
        //v3f wield_position = v3f(45, -35, 65);
index 51918be79cc7b315e57d2f86b792c7a153a64de3..620e316de676c0c75c8451b29bbfc313daf63640 100644 (file)
@@ -165,7 +165,7 @@ public:
 
        void drawNametags();
 
-       inline void addArmInertia(f32 player_yaw, f32 frametime);
+       inline void addArmInertia(f32 player_yaw);
 
 private:
        // Nodes