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Diffstat (limited to 'src/camera.cpp')
-rw-r--r--src/camera.cpp31
1 files changed, 24 insertions, 7 deletions
diff --git a/src/camera.cpp b/src/camera.cpp
index 09e3c836a..db53cd5d9 100644
--- a/src/camera.cpp
+++ b/src/camera.cpp
@@ -97,6 +97,23 @@ Camera::Camera(scene::ISceneManager* smgr, MapDrawControl& draw_control,
m_wieldnode->setItem(ItemStack(), m_gamedef);
m_wieldnode->drop(); // m_wieldmgr grabbed it
m_wieldlightnode = m_wieldmgr->addLightSceneNode(NULL, v3f(0.0, 50.0, 0.0));
+
+ /* TODO: Add a callback function so these can be updated when a setting
+ * changes. At this point in time it doesn't matter (e.g. /set
+ * is documented to change server settings only)
+ *
+ * TODO: Local caching of settings is not optimal and should at some stage
+ * be updated to use a global settings object for getting thse values
+ * (as opposed to the this local caching). This can be addressed in
+ * a later release.
+ */
+ m_cache_fall_bobbing_amount = g_settings->getFloat("fall_bobbing_amount");
+ m_cache_view_bobbing_amount = g_settings->getFloat("view_bobbing_amount");
+ m_cache_viewing_range_min = g_settings->getFloat("viewing_range_nodes_min");
+ m_cache_viewing_range_max = g_settings->getFloat("viewing_range_nodes_max");
+ m_cache_wanted_fps = g_settings->getFloat("wanted_fps");
+ m_cache_fov = g_settings->getFloat("fov");
+ m_cache_view_bobbing = g_settings->getBool("view_bobbing");
}
Camera::~Camera()
@@ -283,7 +300,7 @@ void Camera::update(LocalPlayer* player, f32 frametime, f32 busytime,
// Amplify according to the intensity of the impact
fall_bobbing *= (1 - rangelim(50 / player->camera_impact, 0, 1)) * 5;
- fall_bobbing *= g_settings->getFloat("fall_bobbing_amount");
+ fall_bobbing *= m_cache_fall_bobbing_amount;
}
// Calculate players eye offset for different camera modes
@@ -322,7 +339,7 @@ void Camera::update(LocalPlayer* player, f32 frametime, f32 busytime,
//rel_cam_target += 0.03 * bobvec;
//rel_cam_up.rotateXYBy(0.02 * bobdir * bobtmp * M_PI);
float f = 1.0;
- f *= g_settings->getFloat("view_bobbing_amount");
+ f *= m_cache_view_bobbing_amount;
rel_cam_pos += bobvec * f;
//rel_cam_target += 0.995 * bobvec * f;
rel_cam_target += bobvec * f;
@@ -410,7 +427,7 @@ void Camera::update(LocalPlayer* player, f32 frametime, f32 busytime,
m_camera_position = my_cp;
// Get FOV setting
- f32 fov_degrees = g_settings->getFloat("fov");
+ f32 fov_degrees = m_cache_fov;
fov_degrees = MYMAX(fov_degrees, 10.0);
fov_degrees = MYMIN(fov_degrees, 170.0);
@@ -482,7 +499,7 @@ void Camera::update(LocalPlayer* player, f32 frametime, f32 busytime,
v3f speed = player->getSpeed();
if ((hypot(speed.X, speed.Z) > BS) &&
(player->touching_ground) &&
- (g_settings->getBool("view_bobbing") == true) &&
+ (m_cache_view_bobbing == true) &&
(g_settings->getBool("free_move") == false ||
!m_gamedef->checkLocalPrivilege("fly")))
{
@@ -522,10 +539,10 @@ void Camera::updateViewingRange(f32 frametime_in, f32 busytime_in)
<<std::endl;*/
// Get current viewing range and FPS settings
- f32 viewing_range_min = g_settings->getS16("viewing_range_nodes_min");
+ f32 viewing_range_min = m_cache_viewing_range_min;
viewing_range_min = MYMAX(15.0, viewing_range_min);
- f32 viewing_range_max = g_settings->getS16("viewing_range_nodes_max");
+ f32 viewing_range_max = m_cache_viewing_range_max;
viewing_range_max = MYMAX(viewing_range_min, viewing_range_max);
// Immediately apply hard limits
@@ -542,7 +559,7 @@ void Camera::updateViewingRange(f32 frametime_in, f32 busytime_in)
else
m_cameranode->setFarValue(viewing_range_max * BS * 10);
- f32 wanted_fps = g_settings->getFloat("wanted_fps");
+ f32 wanted_fps = m_cache_wanted_fps;
wanted_fps = MYMAX(wanted_fps, 1.0);
f32 wanted_frametime = 1.0 / wanted_fps;