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feat: implement SMSG_CAMERA_SHAKE with sinusoidal camera shake effect
- Add triggerShake(magnitude, frequency, duration) to CameraController - Apply envelope-decaying sinusoidal XYZ offset to camera in update() - Handle SMSG_CAMERA_SHAKE opcode in GameHandler dispatch - Translate shakeId to magnitude (minor <50: 0.04, larger: 0.08 world units) - Wire CameraShakeCallback from GameHandler through to CameraController - Shake uses 18Hz oscillation with 30% fade-out envelope at end of duration
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5 changed files with 70 additions and 0 deletions
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@ -140,6 +140,17 @@ std::optional<float> CameraController::getCachedFloorHeight(float x, float y, fl
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return result;
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}
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void CameraController::triggerShake(float magnitude, float frequency, float duration) {
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// Allow stronger shake to override weaker; don't allow zero magnitude.
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if (magnitude <= 0.0f || duration <= 0.0f) return;
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if (magnitude > shakeMagnitude_ || shakeElapsed_ >= shakeDuration_) {
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shakeMagnitude_ = magnitude;
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shakeFrequency_ = frequency;
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shakeDuration_ = duration;
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shakeElapsed_ = 0.0f;
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}
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}
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void CameraController::update(float deltaTime) {
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if (!enabled || !camera) {
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return;
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@ -1859,6 +1870,23 @@ void CameraController::update(float deltaTime) {
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wasFalling = !grounded && verticalVelocity <= 0.0f;
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// R key is now handled above with chat safeguard (WantTextInput check)
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// Camera shake (SMSG_CAMERA_SHAKE): apply sinusoidal offset to final camera position.
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if (shakeElapsed_ < shakeDuration_) {
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shakeElapsed_ += deltaTime;
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float t = shakeElapsed_ / shakeDuration_;
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// Envelope: fade out over the last 30% of shake duration
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float envelope = (t < 0.7f) ? 1.0f : (1.0f - (t - 0.7f) / 0.3f);
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float theta = shakeElapsed_ * shakeFrequency_ * 2.0f * 3.14159265f;
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glm::vec3 offset(
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shakeMagnitude_ * envelope * std::sin(theta),
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shakeMagnitude_ * envelope * std::cos(theta * 1.3f),
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shakeMagnitude_ * envelope * std::sin(theta * 0.7f) * 0.5f
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);
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if (camera) {
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camera->setPosition(camera->getPosition() + offset);
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}
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}
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}
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void CameraController::processMouseMotion(const SDL_MouseMotionEvent& event) {
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