local camera = require('openmw.camera') local self = require('openmw.self') local settings = require('openmw.settings') local util = require('openmw.util') local doubleStepLength = settings._getFloatFromSettingsCfg('Camera', 'head bobbing step') * 2 local stepHeight = settings._getFloatFromSettingsCfg('Camera', 'head bobbing height') local maxRoll = math.rad(settings._getFloatFromSettingsCfg('Camera', 'head bobbing roll')) local effectWeight = 0 local totalMovement = 0 local M = { enabled = settings._getBoolFromSettingsCfg('Camera', 'head bobbing') } -- Trajectory of each step is a scaled arc of 60 degrees. local halfArc = math.rad(30) local sampleArc = function(x) return 1 - math.cos(x * halfArc) end local arcHeight = sampleArc(1) function M.update(dt, smoothedSpeed) local speed = self:getCurrentSpeed() speed = speed / (1 + speed / 500) -- limit bobbing frequency if the speed is very high totalMovement = totalMovement + speed * dt if not M.enabled or camera.getMode() ~= camera.MODE.FirstPerson then effectWeight = 0 return end if self:isOnGround() then effectWeight = math.min(1, effectWeight + dt * 5) else effectWeight = math.max(0, effectWeight - dt * 5) end local doubleStepState = totalMovement / doubleStepLength doubleStepState = doubleStepState - math.floor(doubleStepState) -- from 0 to 1 during 2 steps local stepState = math.abs(doubleStepState * 4 - 2) - 1 -- from -1 to 1 on even steps and from 1 to -1 on odd steps local effect = sampleArc(stepState) / arcHeight -- range from 0 to 1 -- Smoothly reduce the effect to zero when the player stops local coef = math.min(smoothedSpeed / 300, 1) * effectWeight local zOffset = (0.5 - effect) * coef * stepHeight -- range from -stepHeight/2 to stepHeight/2 local roll = ((stepState > 0 and 1) or -1) * effect * coef * maxRoll -- range from -maxRoll to maxRoll camera.setFirstPersonOffset(camera.getFirstPersonOffset() + util.vector3(0, 0, zOffset)) camera.setRoll(camera.getRoll() + roll) end return M