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https://github.com/ClassiCube/ClassiCube.git
synced 2025-09-17 11:35:08 -04:00
Fix some of current text in top left not having font changed, hopefully improve view bobbing somewhat.
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30c4384d66
commit
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@ -83,7 +83,6 @@ namespace ClassicalSharp {
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}
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void ChatFontChanged( object sender, EventArgs e ) {
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if( !game.Drawer2D.UseBitmappedChat ) return;
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Dispose();
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Init();
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}
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@ -51,7 +51,7 @@ namespace ClassicalSharp {
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rightArmZRot = idleZRot;
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leftArmZRot = -idleZRot;
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bobYOffset = -(float)(Math.Abs( Math.Cos( walkTime ) ) * swing * (2/16f));
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bobYOffset = (float)(Math.Abs( Math.Cos( walkTime ) ) * swing * (2/16f));
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}
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}
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}
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@ -81,7 +81,7 @@ namespace ClassicalSharp {
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UpdateAnimState( lastPos, nextPos, delta );
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CheckSkin();
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game.Camera.PlayerTick( delta, prevVel, Velocity, onGround );
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game.Camera.PlayerTick( delta, prevVel, Velocity, curMovementSpeed, onGround );
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}
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public override void RenderModel( double deltaTime, float t ) {
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@ -152,6 +152,7 @@ namespace ClassicalSharp {
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normalDrag = new Vector3( 0.91f, 0.98f, 0.91f ),
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airDrag = new Vector3( 0.6f, 1f, 0.6f );
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const float liquidGrav = 0.02f, ropeGrav = 0.034f, normalGrav = 0.08f;
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float curMovementSpeed;
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void PhysicsTick( float xMoving, float zMoving ) {
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float multiply = (flying || noClip) ?
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@ -160,6 +161,7 @@ namespace ClassicalSharp {
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float modifier = LowestSpeedModifier();
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float horMul = multiply * modifier;
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float yMul = Math.Max( 1f, multiply / 5 ) * modifier;
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curMovementSpeed = horMul;
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if( TouchesAnyWater() && !flying && !noClip ) {
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Move( xMoving, zMoving, 0.02f * horMul, waterDrag, liquidGrav, 1 );
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@ -67,7 +67,7 @@ namespace ClassicalSharp.Model {
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XQuad( extent, TileSide.Left, -extent, extent, true, FastColour.ShadeX );
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ZQuad( -extent, TileSide.Front, -extent, extent, true, FastColour.ShadeZ );
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ZQuad( extent, TileSide.Back, -extent, extent, true, FastColour.ShadeZ );
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ZQuad( extent, TileSide.Back, -extent, extent, false, FastColour.ShadeZ );
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YQuad( blockHeight, TileSide.Top, 1.0f );
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XQuad( -extent, TileSide.Right, -extent, extent, true, FastColour.ShadeX );
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}
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@ -181,7 +181,7 @@ namespace ClassicalSharp.Model {
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void TransformVertices() {
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for( int i = 0; i < index; i++ ) {
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VertexPos3fTex2fCol4b vertex = cache.vertices[i];
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Vector3 newPos = Utils.RotateY( vertex.X, vertex.Y, vertex.Z, cosA, sinA ) + pos;
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Vector3 newPos = new Vector3( vertex.X, vertex.Y, vertex.Z ) + pos;//Utils.RotateY( vertex.X, vertex.Y, vertex.Z, cosA, sinA ) + pos;
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vertex.X = newPos.X; vertex.Y = newPos.Y; vertex.Z = newPos.Z;
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cache.vertices[i] = vertex;
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}
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@ -24,7 +24,7 @@ namespace ClassicalSharp.Model {
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}
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public override bool Bobbing {
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get { return false; }
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get { return true; }
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}
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public override float NameYOffset {
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@ -23,8 +23,8 @@ namespace ClassicalSharp {
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public virtual void Tick( double elapsed ) {
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}
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public virtual void PlayerTick( double elapsed, Vector3 prevVel,
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Vector3 nextVel, bool onGround ) {
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public virtual void PlayerTick( double elapsed, Vector3 prevVel, Vector3 nextVel,
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float moveSpeed, bool onGround ) {
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}
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public virtual bool MouseZoom( MouseWheelEventArgs e ) {
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@ -41,11 +41,11 @@ namespace ClassicalSharp {
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public abstract class PerspectiveCamera : Camera {
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protected LocalPlayer player;
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protected Matrix4 BobMatrix;
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protected Matrix4 titleMatrix;
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public PerspectiveCamera( Game game ) {
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this.game = game;
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player = game.LocalPlayer;
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BobMatrix = Matrix4.Identity;
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titleMatrix = Matrix4.Identity;
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}
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public override Matrix4 GetProjection() {
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@ -104,8 +104,8 @@ namespace ClassicalSharp {
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}
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float speed = 0;
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public override void PlayerTick( double elapsed, Vector3 prevVel,
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Vector3 nextVel, bool onGround ) {
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public override void PlayerTick( double elapsed, Vector3 prevVel, Vector3 nextVel,
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float moveSpeed, bool onGround ) {
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if( !onGround || !game.ViewBobbing ) {
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speed = 0; return;
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}
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@ -115,10 +115,9 @@ namespace ClassicalSharp {
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zero( prevVel.X ) && zero( prevVel.Z ) ) {
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speed = 0;
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} else {
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float sqrDist = (float)Math.Sqrt( Math.Abs( dist ) * 120 );
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speed += Math.Sign( dist ) * sqrDist;
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speed = moveSpeed * 8;
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}
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Utils.Clamp( ref speed, 0, 15f );
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Utils.Clamp( ref speed, 0, 50f );
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}
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bool zero( float value ) {
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@ -133,15 +132,17 @@ namespace ClassicalSharp {
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protected float bobYOffset = 0;
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const float angle = 0.25f * Utils.Deg2Rad;
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protected void CalcBobMatix( double delta ) {
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protected void CalcViewBobbing( double delta ) {
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bobAccumulator += delta * speed;
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if( speed == 0 ) {
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BobMatrix = Matrix4.Identity;
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titleMatrix = Matrix4.Identity;
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bobYOffset = 0;
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} else {
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float time = (float)Math.Sin( bobAccumulator );
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BobMatrix = Matrix4.RotateZ( time * angle );
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bobYOffset = (float)Math.Sin( bobAccumulator ) * 0.1f;
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float tiltTime = (float)Math.Sin( bobAccumulator );
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titleMatrix = Matrix4.RotateZ( tiltTime * angle );
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float bobTime = (float)Math.Sin( bobAccumulator );
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bobYOffset = bobTime * (1/16f);
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}
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}
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}
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@ -159,11 +160,11 @@ namespace ClassicalSharp {
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}
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public override Matrix4 GetView( double delta ) {
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CalcBobMatix( delta );
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CalcViewBobbing( delta );
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Vector3 eyePos = player.EyePosition;
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eyePos.Y += bobYOffset;
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Vector3 cameraPos = eyePos - Utils.GetDirVector( player.YawRadians, player.PitchRadians ) * distance;
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return Matrix4.LookAt( cameraPos, eyePos, Vector3.UnitY ) * BobMatrix;
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return Matrix4.LookAt( cameraPos, eyePos, Vector3.UnitY ) * titleMatrix;
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}
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public override bool IsThirdPerson {
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@ -188,11 +189,11 @@ namespace ClassicalSharp {
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}
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public override Matrix4 GetView( double delta ) {
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CalcBobMatix( delta );
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CalcViewBobbing( delta );
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Vector3 eyePos = player.EyePosition;
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eyePos.Y += bobYOffset;
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Vector3 cameraPos = eyePos + Utils.GetDirVector( player.YawRadians, player.PitchRadians ) * distance;
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return Matrix4.LookAt( cameraPos, eyePos, Vector3.UnitY ) * BobMatrix;
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return Matrix4.LookAt( cameraPos, eyePos, Vector3.UnitY ) * titleMatrix;
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}
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public override bool IsThirdPerson {
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@ -211,11 +212,11 @@ namespace ClassicalSharp {
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public override Matrix4 GetView( double delta ) {
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CalcBobMatix( delta );
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CalcViewBobbing( delta );
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Vector3 eyePos = player.EyePosition;
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eyePos.Y += bobYOffset;
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Vector3 cameraDir = Utils.GetDirVector( player.YawRadians, player.PitchRadians );
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return Matrix4.LookAt( eyePos, eyePos + cameraDir, Vector3.UnitY ) * BobMatrix;
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return Matrix4.LookAt( eyePos, eyePos + cameraDir, Vector3.UnitY ) * titleMatrix;
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}
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public override bool IsThirdPerson {
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