]> git.lizzy.rs Git - minetest.git/blobdiff - src/client/camera.cpp
Add setting to mirror hands
[minetest.git] / src / client / camera.cpp
index 68bed8ee2708802bd1905a4bd3b112049a2bb6d4..5a3bd651a18b2f91d59bed77baa7676bcdbbb776 100644 (file)
@@ -64,6 +64,11 @@ WieldNode::WieldNode(HandIndex index, Client *client, scene::ISceneManager *mgr)
        m_meshnode->drop(); // mgr grabbed it
 }
 
+int WieldNode::getDirection()
+{
+       return g_settings->getBool("mirror_hands") ? -m_direction : m_direction;
+}
+
 void WieldNode::step(f32 dtime)
 {
        bool was_under_zero = m_change_timer < 0;
@@ -136,7 +141,7 @@ void WieldNode::addArmInertia(f32 player_yaw, v3f camera_direction)
                                m_cam_vel_old.X = m_cam_vel.X;
 
                        f32 acc_X = 0.12f * (m_cam_vel.X - (gap_X * 0.1f));
-                       m_offset.X += (m_last_cam_pos.X < player_yaw ? acc_X : -acc_X) * m_direction;
+                       m_offset.X += (m_last_cam_pos.X < player_yaw ? acc_X : -acc_X) * getDirection();
 
                        if (m_last_cam_pos.X != player_yaw)
                                m_last_cam_pos.X = player_yaw;
@@ -191,6 +196,7 @@ void WieldNode::addArmInertia(f32 player_yaw, v3f camera_direction)
 
 void WieldNode::update(video::SColor player_light_color, f32 view_bobbing_anim, f32 tool_reload_ratio)
 {
+       int direction = getDirection();
        m_player_light_color = player_light_color;
 
        // Position the wielded item
@@ -232,15 +238,15 @@ void WieldNode::update(video::SColor player_light_color, f32 view_bobbing_anim,
                core::quaternion quat_end(v3f(80, 30, 100) * core::DEGTORAD);
                core::quaternion quat_slerp;
                quat_slerp.slerp(quat_begin, quat_end, sin(digfrac * M_PI));
-               quat_slerp.W *= m_direction;
-               quat_slerp.X *= m_direction;
+               quat_slerp.W *= direction;
+               quat_slerp.X *= direction;
                quat_slerp.toEuler(rot);
                rot *= core::RADTODEG;
-               pos.X *= m_direction;
+               pos.X *= direction;
        } else {
                f32 bobfrac = my_modf(view_bobbing_anim);
-               pos.X *= m_direction;
-               pos.X -= sin(bobfrac*M_PI*2.0+M_PI*m_index) * 3.0 * m_direction;
+               pos.X *= direction;
+               pos.X -= sin(bobfrac*M_PI*2.0+M_PI*m_index) * 3.0 * direction;
                pos.Y += sin(my_modf(bobfrac*2.0)*M_PI+M_PI*m_index) * 3.0;
        }