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kilbithnerzhul
authored andcommittedJul 4, 2017
Camera: Arm inertia code cleanup (#6094)
1 parent 014a1a0 commit 7c24889

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2 files changed

+32
-44
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2 files changed

+32
-44
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Diff for: ‎src/camera.cpp

+31-43
Original file line numberDiff line numberDiff line change
@@ -37,6 +37,8 @@ with this program; if not, write to the Free Software Foundation, Inc.,
3737
#include "script/scripting_client.h"
3838

3939
#define CAMERA_OFFSET_STEP 200
40+
#define WIELDMESH_OFFSET_X 55.0f
41+
#define WIELDMESH_OFFSET_Y -35.0f
4042

4143
Camera::Camera(MapDrawControl &draw_control, Client *client):
4244
m_draw_control(draw_control),
@@ -192,8 +194,8 @@ void Camera::step(f32 dtime)
192194

193195
static inline v2f dir(const v2f &pos_dist)
194196
{
195-
f32 x = pos_dist.X - 55.0f;
196-
f32 y = pos_dist.Y + 35.0f;
197+
f32 x = pos_dist.X - WIELDMESH_OFFSET_X;
198+
f32 y = pos_dist.Y - WIELDMESH_OFFSET_Y;
197199

198200
f32 x_abs = std::fabs(x);
199201
f32 y_abs = std::fabs(y);
@@ -211,10 +213,12 @@ static inline v2f dir(const v2f &pos_dist)
211213
return v2f(std::fabs(x), std::fabs(y));
212214
}
213215

214-
void Camera::addArmInertia(f32 player_yaw, f32 frametime)
216+
void Camera::addArmInertia(f32 player_yaw)
215217
{
216-
m_cam_vel.X = std::fabs((m_last_cam_pos.X - player_yaw) / frametime) * 0.01f;
217-
m_cam_vel.Y = std::fabs((m_last_cam_pos.Y - m_camera_direction.Y) / frametime);
218+
m_cam_vel.X = std::fabs((m_last_cam_pos.X - player_yaw) / 0.016f) * 0.01f;
219+
m_cam_vel.Y = std::fabs((m_last_cam_pos.Y - m_camera_direction.Y) / 0.016f);
220+
f32 gap_X = std::fabs(WIELDMESH_OFFSET_X - m_wieldmesh_offset.X);
221+
f32 gap_Y = std::fabs(WIELDMESH_OFFSET_Y - m_wieldmesh_offset.Y);
218222

219223
if (m_cam_vel.X > 1.0f || m_cam_vel.Y > 1.0f) {
220224
/*
@@ -226,40 +230,29 @@ void Camera::addArmInertia(f32 player_yaw, f32 frametime)
226230
if (m_cam_vel.X > m_cam_vel_old.X)
227231
m_cam_vel_old.X = m_cam_vel.X;
228232

229-
if (m_last_cam_pos.X > player_yaw) {
230-
// right
231-
m_cam_vel.X -= std::fabs(55.0f - m_wieldmesh_offset.X) * 0.1f;
232-
m_wieldmesh_offset.X -= (0.1f + frametime) * m_cam_vel.X;
233-
} else {
234-
// left
235-
m_cam_vel.X += std::fabs(55.0f - m_wieldmesh_offset.X) * 0.1f;
236-
m_wieldmesh_offset.X += (0.1f + frametime) * m_cam_vel.X;
237-
}
233+
f32 acc_X = 0.12f * (m_cam_vel.X - (gap_X * 0.1f));
234+
m_wieldmesh_offset.X += m_last_cam_pos.X < player_yaw ? acc_X : -acc_X;
238235

239236
if (m_last_cam_pos.X != player_yaw)
240237
m_last_cam_pos.X = player_yaw;
241238

242-
m_wieldmesh_offset.X = rangelim(m_wieldmesh_offset.X, 48.0f, 62.0f);
239+
m_wieldmesh_offset.X = rangelim(m_wieldmesh_offset.X,
240+
WIELDMESH_OFFSET_X - 7.0f, WIELDMESH_OFFSET_X + 7.0f);
243241
}
244242

245243
if (m_cam_vel.Y > 1.0f) {
246244
if (m_cam_vel.Y > m_cam_vel_old.Y)
247245
m_cam_vel_old.Y = m_cam_vel.Y;
248246

249-
if (m_last_cam_pos.Y > m_camera_direction.Y) {
250-
// down
251-
m_cam_vel.Y -= std::fabs(-35.0f - m_wieldmesh_offset.Y) * 0.1f;
252-
m_wieldmesh_offset.Y += (0.1f + frametime) * m_cam_vel.Y;
253-
} else {
254-
// up
255-
m_cam_vel.Y += std::fabs(-35.0f - m_wieldmesh_offset.Y) * 0.1f;
256-
m_wieldmesh_offset.Y -= (0.1f + frametime) * m_cam_vel.Y;
257-
}
247+
f32 acc_Y = 0.12f * (m_cam_vel.Y - (gap_Y * 0.1f));
248+
m_wieldmesh_offset.Y +=
249+
m_last_cam_pos.Y > m_camera_direction.Y ? acc_Y : -acc_Y;
258250

259251
if (m_last_cam_pos.Y != m_camera_direction.Y)
260252
m_last_cam_pos.Y = m_camera_direction.Y;
261253

262-
m_wieldmesh_offset.Y = rangelim(m_wieldmesh_offset.Y, -45.0f, -30.0f);
254+
m_wieldmesh_offset.Y = rangelim(m_wieldmesh_offset.Y,
255+
WIELDMESH_OFFSET_Y - 10.0f, WIELDMESH_OFFSET_Y + 5.0f);
263256
}
264257

265258
m_arm_dir = dir(m_wieldmesh_offset);
@@ -269,28 +262,23 @@ void Camera::addArmInertia(f32 player_yaw, f32 frametime)
269262
following a vector, with a smooth deceleration factor.
270263
*/
271264

272-
f32 acc_X = (m_cam_vel_old.X * (1.0f + (1.0f - m_arm_dir.X))) /
273-
(20.0f / std::fabs(55.0f - m_wieldmesh_offset.X));
274-
f32 acc_Y = (m_cam_vel_old.Y * (1.0f + (1.0f - m_arm_dir.Y))) /
275-
(15.0f / std::fabs(-35.0f - m_wieldmesh_offset.Y));
265+
f32 dec_X = 0.12f * (m_cam_vel_old.X * (1.0f +
266+
(1.0f - m_arm_dir.X))) * (gap_X / 20.0f);
276267

277-
if (std::fabs(55.0f - m_wieldmesh_offset.X) < 0.1f)
278-
m_cam_vel_old.X = 0.0f;
268+
f32 dec_Y = 0.06f * (m_cam_vel_old.Y * (1.0f +
269+
(1.0f - m_arm_dir.Y))) * (gap_Y / 15.0f);
279270

280-
if (m_wieldmesh_offset.X > 55.0f)
281-
m_wieldmesh_offset.X -= (0.2f + frametime) * acc_X;
271+
if (gap_X < 0.1f)
272+
m_cam_vel_old.X = 0.0f;
282273

283-
if (m_wieldmesh_offset.X < 55.0f)
284-
m_wieldmesh_offset.X += (0.2f + frametime) * acc_X;
274+
m_wieldmesh_offset.X -=
275+
m_wieldmesh_offset.X > WIELDMESH_OFFSET_X ? dec_X : -dec_X;
285276

286-
if (std::fabs(-35.0f - m_wieldmesh_offset.Y) < 0.1f)
277+
if (gap_Y < 0.1f)
287278
m_cam_vel_old.Y = 0.0f;
288279

289-
if (m_wieldmesh_offset.Y > -35.0f)
290-
m_wieldmesh_offset.Y -= (0.1f + frametime) * acc_Y;
291-
292-
if (m_wieldmesh_offset.Y < -35.0f)
293-
m_wieldmesh_offset.Y += (0.1f + frametime) * acc_Y;
280+
m_wieldmesh_offset.Y -=
281+
m_wieldmesh_offset.Y > WIELDMESH_OFFSET_Y ? dec_Y : -dec_Y;
294282
}
295283
}
296284

@@ -482,8 +470,8 @@ void Camera::update(LocalPlayer* player, f32 frametime, f32 busytime,
482470
m_cameranode->setAspectRatio(m_aspect);
483471
m_cameranode->setFOV(m_fov_y);
484472

485-
if (m_arm_inertia && frametime > 0.0f)
486-
addArmInertia(player->getYaw(), frametime);
473+
if (m_arm_inertia)
474+
addArmInertia(player->getYaw());
487475

488476
// Position the wielded item
489477
//v3f wield_position = v3f(45, -35, 65);

Diff for: ‎src/camera.h

+1-1
Original file line numberDiff line numberDiff line change
@@ -165,7 +165,7 @@ class Camera
165165

166166
void drawNametags();
167167

168-
inline void addArmInertia(f32 player_yaw, f32 frametime);
168+
inline void addArmInertia(f32 player_yaw);
169169

170170
private:
171171
// Nodes

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