m_time_per_range(30. / 50), // a sane default of 30ms per 50 nodes of range
m_view_bobbing_anim(0),
- m_view_bobbing_anim_left(0)
+ m_view_bobbing_state(0)
{
//dstream<<__FUNCTION_NAME<<std::endl;
+ // note: making the camera node a child of the player node
+ // would lead to unexpected behaviour, so we don't do that.
m_playernode = smgr->addEmptySceneNode(smgr->getRootSceneNode());
- m_cameranode = smgr->addCameraSceneNode(m_playernode);
+ m_cameranode = smgr->addCameraSceneNode(smgr->getRootSceneNode());
+ m_cameranode->bindTargetAndRotation(true);
updateSettings();
}
void Camera::step(f32 dtime)
{
+ if (m_view_bobbing_state != 0)
+ {
+ const f32 bobspeed = 0x1000000;
+ s32 offset = MYMAX(dtime * bobspeed, 1);
+ if (m_view_bobbing_state == 2)
+ {
+ // Animation is getting turned off
+ s32 subanim = (m_view_bobbing_anim & 0x7fffff);
+ if (subanim < 0x400000)
+ offset = -1 * MYMIN(offset, subanim);
+ else
+ offset = MYMIN(offset, 0x800000 - subanim);
+ }
+ m_view_bobbing_anim = (m_view_bobbing_anim + offset) & 0xffffff;
+ }
}
void Camera::update(LocalPlayer* player, f32 frametime, v2u32 screensize)
if (m_playernode == NULL || m_cameranode == NULL)
return;
+ // Set player node transformation
+ m_playernode->setPosition(player->getPosition());
+ //m_playernode->setRotation(v3f(player->getPitch(), -1 * player->getYaw(), 0));
+ m_playernode->setRotation(v3f(0, -1 * player->getYaw(), 0));
+ m_playernode->updateAbsolutePosition();
+
+ // Compute relative camera position and target
+ v3f relative_cam_pos = player->getEyePosition() - player->getPosition();
+ v3f relative_cam_target = v3f(0,0,1);
+ relative_cam_target.rotateYZBy(player->getPitch());
+ relative_cam_target += relative_cam_pos;
+
+ f32 bobangle = m_view_bobbing_anim * 2 * M_PI / 0x1000000;
+ f32 bobangle_s = sin(bobangle);
+ f32 bobangle_c = cos(bobangle);
+ f32 bobwidth = 0.03 * cos(player->getPitch() * M_PI / 180)
+ / (bobangle_c * bobangle_c + 1);
+ f32 bobheight = bobwidth;
+ relative_cam_pos.X += bobwidth * bobangle_s;
+ relative_cam_pos.Y += bobheight * bobangle_s * bobangle_c;
+
+ // Compute absolute camera position and target
+ m_playernode->getAbsoluteTransformation().transformVect(m_camera_position, relative_cam_pos);
+ m_playernode->getAbsoluteTransformation().transformVect(m_camera_direction, relative_cam_target);
+ m_camera_direction -= m_camera_position;
+
+ // Set camera node transformation
+ m_cameranode->setPosition(m_camera_position);
+ // *100.0 helps in large map coordinates
+ m_cameranode->setTarget(m_camera_position + 100.0 * m_camera_direction);
+
// FOV and and aspect ratio
m_aspect = (f32)screensize.X / (f32) screensize.Y;
m_fov_x = 2 * atan(0.5 * m_aspect * tan(m_fov_y));
m_cameranode->setAspectRatio(m_aspect);
m_cameranode->setFOV(m_fov_y);
-
// Just so big a value that everything rendered is visible
// Some more allowance that m_viewing_range_max * BS because of active objects etc.
m_cameranode->setFarValue(m_viewing_range_max * BS * 10);
- m_camera_position = player->getEyePosition(); // TODO bobbing
- m_cameranode->setPosition(m_camera_position);
-
- m_camera_direction = v3f(0,0,1);
- m_camera_direction.rotateYZBy(player->getPitch());
- m_camera_direction.rotateXZBy(player->getYaw());
- // *100.0 helps in large map coordinates
- m_cameranode->setTarget(m_camera_position + m_camera_direction * 100.0);
-
// Render distance feedback loop
updateViewingRange(frametime);
- // Check if view bobbing is active
+ // If the player seems to be walking on solid ground,
+ // view bobbing is enabled and free_move is off,
+ // start (or continue) the view bobbing animation.
v3f speed = player->getSpeed();
- f32 epsilon = BS / 1000.0;
- if (speed.X * speed.X + speed.Z * speed.Z > epsilon*epsilon &&
- speed.Y < epsilon &&
- g_settings.getBool("view_bobbing") == true &&
- g_settings.getBool("free_move") == false)
+ //dstream<<"speed: ("<<speed.X<<","<<speed.Y<<","<<speed.Z<<")"<<std::endl;
+ if ((hypot(speed.X, speed.Z) > BS) &&
+ (fabs(speed.Y) < BS/10) &&
+ (g_settings.getBool("view_bobbing") == true) &&
+ (g_settings.getBool("free_move") == false))
{
- // The player seems to be walking on solid ground.
- // Enable view bobbing.
- //dstream << "View bobbing active" << std::endl;
+ // Start animation
+ m_view_bobbing_state = 1;
}
- else
+ else if (m_view_bobbing_state == 1)
{
- //dstream << "View bobbing inactive" << std::endl;
+ // Stop animation
+ m_view_bobbing_state = 2;
}
}
// Get player scene node.
// This node is positioned at the player's torso (without any view bobbing),
- // as given by Player::m_position, Player::m_pitch and Player::m_yaw.
+ // as given by Player::m_position. Yaw is applied but not pitch.
// Things like wielded tools should be positioned relative to this node.
inline scene::ISceneNode* getPlayerNode() const
{
}
// Get camera scene node.
- // The camera node is a child of the player node.
// It has the eye transformation and view bobbing applied.
inline scene::ICameraSceneNode* getCameraNode() const
{
f32 m_frametime_counter;
f32 m_time_per_range;
- // View bobbing animation frame (0 <= m_view_bobbing < 0x10000)
- u32 m_view_bobbing_anim;
- // Number of frames to continue the view bobbing animation.
- u32 m_view_bobbing_anim_left;
+ // View bobbing animation frame (0 <= m_view_bobbing < 0x1000000)
+ s32 m_view_bobbing_anim;
+ // If 0, view bobbing is off (e.g. player is standing).
+ // If 1, view bobbing is on (player is walking).
+ // If 2, view bobbing is getting switched off.
+ s32 m_view_bobbing_state;
};
#endif