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