feat: add Camera Stiffness and Pivot Height settings for motion comfort

Camera Stiffness (default 20, range 5-100): controls how tightly the
camera follows the player. Higher values = less sway/lag. Users who
experience motion sickness can increase this to reduce floaty camera.

Camera Pivot Height (default 1.8, range 0-3): height of the camera
orbit point above the player's feet. Lower values reduce the
"detached/floating" feel that can cause nausea. Setting to 0 puts the
pivot at foot level (ground-locked camera).

Both settings saved to settings file and applied via sliders in the
Gameplay tab of the Settings window.
This commit is contained in:
Kelsi 2026-03-28 11:39:37 -07:00
parent 5a8ab87a78
commit 416e091498
4 changed files with 42 additions and 10 deletions

View file

@ -181,7 +181,7 @@ void CameraController::update(float deltaTime) {
// Pivot point at upper chest/neck
float mountedOffset = mounted_ ? mountHeightOffset_ : 0.0f;
glm::vec3 pivot = targetPos + glm::vec3(0.0f, 0.0f, PIVOT_HEIGHT + mountedOffset);
glm::vec3 pivot = targetPos + glm::vec3(0.0f, 0.0f, pivotHeight_ + mountedOffset);
// Camera direction from yaw/pitch
glm::vec3 camDir = -forward3D;
@ -201,7 +201,7 @@ void CameraController::update(float deltaTime) {
if (glm::dot(smoothedCamPos, smoothedCamPos) < 1e-4f) {
smoothedCamPos = actualCam;
}
float camLerp = 1.0f - std::exp(-CAM_SMOOTH_SPEED * deltaTime);
float camLerp = 1.0f - std::exp(-camSmoothSpeed_ * deltaTime);
smoothedCamPos += (actualCam - smoothedCamPos) * camLerp;
camera->setPosition(smoothedCamPos);
@ -1450,7 +1450,7 @@ void CameraController::update(float deltaTime) {
if (terrainAtCam) {
// Keep pivot high enough so near-hill camera rays don't cut through terrain.
constexpr float kMinRayClearance = 2.0f;
float basePivotZ = targetPos.z + PIVOT_HEIGHT + mountedOffset;
float basePivotZ = targetPos.z + pivotHeight_ + mountedOffset;
float rayClearance = basePivotZ - *terrainAtCam;
if (rayClearance < kMinRayClearance) {
desiredLift = std::clamp(kMinRayClearance - rayClearance, 0.0f, 1.4f);
@ -1468,7 +1468,7 @@ void CameraController::update(float deltaTime) {
// are not relevant for camera pivoting.
cachedPivotLift_ = 0.0f;
}
glm::vec3 pivot = targetPos + glm::vec3(0.0f, 0.0f, PIVOT_HEIGHT + mountedOffset + pivotLift);
glm::vec3 pivot = targetPos + glm::vec3(0.0f, 0.0f, pivotHeight_ + mountedOffset + pivotLift);
// Camera direction from yaw/pitch (already computed as forward3D)
glm::vec3 camDir = -forward3D; // Camera looks at pivot, so it's behind
@ -1549,7 +1549,7 @@ void CameraController::update(float deltaTime) {
if (glm::dot(smoothedCamPos, smoothedCamPos) < 1e-4f) {
smoothedCamPos = actualCam; // Initialize
}
float camLerp = 1.0f - std::exp(-CAM_SMOOTH_SPEED * deltaTime);
float camLerp = 1.0f - std::exp(-camSmoothSpeed_ * deltaTime);
smoothedCamPos += (actualCam - smoothedCamPos) * camLerp;
// ===== Final floor clearance check =====
@ -2090,7 +2090,7 @@ void CameraController::reset() {
currentDistance = userTargetDistance;
collisionDistance = currentDistance;
float mountedOffset = mounted_ ? mountHeightOffset_ : 0.0f;
glm::vec3 pivot = spawnPos + glm::vec3(0.0f, 0.0f, PIVOT_HEIGHT + mountedOffset);
glm::vec3 pivot = spawnPos + glm::vec3(0.0f, 0.0f, pivotHeight_ + mountedOffset);
glm::vec3 camDir = -forward3D;
glm::vec3 camPos = pivot + camDir * currentDistance;
smoothedCamPos = camPos;
@ -2232,7 +2232,7 @@ void CameraController::reset() {
collisionDistance = currentDistance;
float mountedOffset = mounted_ ? mountHeightOffset_ : 0.0f;
glm::vec3 pivot = spawnPos + glm::vec3(0.0f, 0.0f, PIVOT_HEIGHT + mountedOffset);
glm::vec3 pivot = spawnPos + glm::vec3(0.0f, 0.0f, pivotHeight_ + mountedOffset);
glm::vec3 camDir = -forward3D;
glm::vec3 camPos = pivot + camDir * currentDistance;
smoothedCamPos = camPos;
@ -2271,7 +2271,7 @@ void CameraController::teleportTo(const glm::vec3& pos) {
camera->setRotation(yaw, pitch);
glm::vec3 forward3D = camera->getForward();
float mountedOffset = mounted_ ? mountHeightOffset_ : 0.0f;
glm::vec3 pivot = pos + glm::vec3(0.0f, 0.0f, PIVOT_HEIGHT + mountedOffset);
glm::vec3 pivot = pos + glm::vec3(0.0f, 0.0f, pivotHeight_ + mountedOffset);
glm::vec3 camDir = -forward3D;
glm::vec3 camPos = pivot + camDir * currentDistance;
smoothedCamPos = camPos;