Fixed zoom, changed camera shaking parameters

This commit is contained in:
MihailRis
2022-03-04 16:53:55 +03:00
committed by GitHub
parent cdc8a26a30
commit 1dd9a72fb3
4 changed files with 38 additions and 16 deletions
+23 -14
View File
@@ -70,13 +70,14 @@ void close_world(WorldFiles* wfile, Chunks* chunks){
#define RUN_SPEED_MUL 1.5f
#define CROUCH_ZOOM 0.9f
#define RUN_ZOOM 1.1f
#define C_ZOOM 0.5f
#define C_ZOOM 0.1f
#define ZOOM_SPEED 16.0f
#define DEFAULT_AIR_DAMPING 0.1f
#define PLAYER_NOT_ONGROUND_DAMPING 18.0f
#define CAMERA_SHAKING_OFFSET 0.027f
#define CAMERA_SHAKING_SPEED 1.8f
#define CAMERA_SHAKING_DELTA_K 3.0f
#define PLAYER_NOT_ONGROUND_DAMPING 10.0f
#define CAMERA_SHAKING_OFFSET 0.025f
#define CAMERA_SHAKING_OFFSET_Y 0.031f
#define CAMERA_SHAKING_SPEED 1.6f
#define CAMERA_SHAKING_DELTA_K 10.0f
void update_controls(PhysicsSolver* physics,
Chunks* chunks,
@@ -112,27 +113,35 @@ void update_controls(PhysicsSolver* physics,
camera->position.z = hitbox->position.z;
// Camera shaking
player->interpVel = player->interpVel * (1.0f - delta * 5) + hitbox->velocity * delta * 0.1f;
if (hitbox->grounded && player->interpVel.y < 0.0f){
player->interpVel.y *= -30.0f;
}
float factor = hitbox->grounded ? length(vec2(hitbox->velocity.x, hitbox->velocity.z)) : 0.0f;
player->cameraShakingTimer += delta * factor * CAMERA_SHAKING_SPEED;
float shakeTimer = player->cameraShakingTimer;
player->cameraShaking = player->cameraShaking * (1.0f - delta * CAMERA_SHAKING_DELTA_K) + factor * delta * CAMERA_SHAKING_DELTA_K;
camera->position += camera->right * sin(shakeTimer) * CAMERA_SHAKING_OFFSET * player->cameraShaking;
camera->position += camera->up * abs(cos(shakeTimer)) * CAMERA_SHAKING_OFFSET * player->cameraShaking;
camera->position += camera->up * abs(cos(shakeTimer)) * CAMERA_SHAKING_OFFSET_Y * player->cameraShaking;
camera->position -= player->interpVel * 0.05f;
// Field of view manipulations
float dt = min(1.0f, delta * ZOOM_SPEED);
if (dt > 1.0f)
dt = 1.0f;
float zoomValue = 1.0f;
if (shift){
speed *= CROUCH_SPEED_MUL;
camera->position.y += CROUCH_SHIFT_Y;
camera->zoom = CROUCH_ZOOM * dt + camera->zoom * (1.0f - dt);
zoomValue = CROUCH_ZOOM;
} else if (sprint){
speed *= RUN_SPEED_MUL;
camera->zoom = RUN_ZOOM * dt + camera->zoom * (1.0f - dt);
} else {
camera->zoom = dt + camera->zoom * (1.0f - dt);
zoomValue = RUN_ZOOM;
}
if (zoom)
camera->zoom = C_ZOOM * dt + camera->zoom * (1.0f - dt);
zoomValue *= C_ZOOM;
camera->zoom = zoomValue * dt + camera->zoom * (1.0f - dt);
if (Events::pressed(GLFW_KEY_SPACE) && hitbox->grounded){
hitbox->velocity.y = 6.0f;
@@ -163,8 +172,8 @@ void update_controls(PhysicsSolver* physics,
if (!hitbox->grounded)
hitbox->linear_damping = PLAYER_NOT_ONGROUND_DAMPING;
hitbox->velocity.x += dir.x * speed * delta * 16;
hitbox->velocity.z += dir.z * speed * delta * 16;
hitbox->velocity.x += dir.x * speed * delta * 9;
hitbox->velocity.z += dir.z * speed * delta * 9;
}
if (Events::_cursor_locked){
@@ -236,7 +245,7 @@ int main() {
Chunks *chunks = new Chunks(34,1,34, 0,0,0);
Player* player = new Player(vec3(camera->position), 5.0f, camera);
Player* player = new Player(vec3(camera->position), 4.0f, camera);
wfile->readPlayer(player);
camera->rotation = mat4(1.0f);
camera->rotate(player->camY, player->camX, 0);