From 2cb96d9d6800a3fd74bb6264974e8811ff8d4acd Mon Sep 17 00:00:00 2001 From: Kahrl Date: Wed, 1 Feb 2012 02:24:55 +0100 Subject: Page up and down change the minimum viewing range --- src/camera.cpp | 56 ++++++++++++++++++++++++++------------------------------ 1 file changed, 26 insertions(+), 30 deletions(-) (limited to 'src/camera.cpp') diff --git a/src/camera.cpp b/src/camera.cpp index 066208569..b36daf1d7 100644 --- a/src/camera.cpp +++ b/src/camera.cpp @@ -40,8 +40,6 @@ Camera::Camera(scene::ISceneManager* smgr, MapDrawControl& draw_control): m_wieldlight(0), m_draw_control(draw_control), - m_viewing_range_min(5.0), - m_viewing_range_max(5.0), m_camera_position(0,0,0), m_camera_direction(0,0,0), @@ -50,7 +48,6 @@ Camera::Camera(scene::ISceneManager* smgr, MapDrawControl& draw_control): m_fov_x(1.0), m_fov_y(1.0), - m_wanted_frametime(0.0), m_added_frametime(0), m_added_frames(0), m_range_old(0), @@ -79,8 +76,6 @@ Camera::Camera(scene::ISceneManager* smgr, MapDrawControl& draw_control): m_wieldmgr = smgr->createNewSceneManager(); m_wieldmgr->addCameraSceneNode(); m_wieldnode = m_wieldmgr->addMeshSceneNode(createCubeMesh(v3f(1,1,1)), NULL); // need a dummy mesh - - updateSettings(); } Camera::~Camera() @@ -259,14 +254,17 @@ void Camera::update(LocalPlayer* player, f32 frametime, v2u32 screensize) // *100.0 helps in large map coordinates m_cameranode->setTarget(m_camera_position + 100 * m_camera_direction); - // FOV and and aspect ratio + // Get FOV setting + f32 fov_degrees = g_settings->getFloat("fov"); + fov_degrees = MYMAX(fov_degrees, 10.0); + fov_degrees = MYMIN(fov_degrees, 170.0); + + // FOV and aspect ratio m_aspect = (f32)screensize.X / (f32) screensize.Y; + m_fov_y = fov_degrees * PI / 180.0; m_fov_x = 2 * atan(0.5 * m_aspect * tan(m_fov_y)); m_cameranode->setAspectRatio(m_aspect); m_cameranode->setFOV(m_fov_y); - // Just so big a value that everything rendered is visible - // Some more allowance that m_viewing_range_max * BS because of active objects etc. - m_cameranode->setFarValue(m_viewing_range_max * BS * 10); // Position the wielded item v3f wield_position = v3f(45, -35, 65); @@ -343,7 +341,18 @@ void Camera::updateViewingRange(f32 frametime_in) <getS16("viewing_range_nodes_min"); + viewing_range_min = MYMAX(5.0, viewing_range_min); + + f32 viewing_range_max = g_settings->getS16("viewing_range_nodes_max"); + viewing_range_max = MYMAX(viewing_range_min, viewing_range_max); + + f32 wanted_fps = g_settings->getFloat("wanted_fps"); + wanted_fps = MYMAX(wanted_fps, 1.0); + f32 wanted_frametime = 1.0 / wanted_fps; + + m_draw_control.wanted_min_range = viewing_range_min; m_draw_control.wanted_max_blocks = (2.0*m_draw_control.blocks_would_have_drawn)+1; if (m_draw_control.wanted_max_blocks < 10) m_draw_control.wanted_max_blocks = 10; @@ -362,13 +371,13 @@ void Camera::updateViewingRange(f32 frametime_in) m_added_frametime = 0.0; m_added_frames = 0; - f32 wanted_frametime_change = m_wanted_frametime - frametime; + f32 wanted_frametime_change = wanted_frametime - frametime; //dstream<<"wanted_frametime_change="<getS16("viewing_range_nodes_min"); - m_viewing_range_min = MYMAX(5.0, m_viewing_range_min); - m_viewing_range_max = g_settings->getS16("viewing_range_nodes_max"); - m_viewing_range_max = MYMAX(m_viewing_range_min, m_viewing_range_max); - - f32 fov_degrees = g_settings->getFloat("fov"); - fov_degrees = MYMAX(fov_degrees, 10.0); - fov_degrees = MYMIN(fov_degrees, 170.0); - m_fov_y = fov_degrees * PI / 180.0; + // Just so big a value that everything rendered is visible + // Some more allowance than viewing_range_max * BS because of active objects etc. + m_cameranode->setFarValue(viewing_range_max * BS * 10); - f32 wanted_fps = g_settings->getFloat("wanted_fps"); - wanted_fps = MYMAX(wanted_fps, 1.0); - m_wanted_frametime = 1.0 / wanted_fps; } void Camera::setDigging(s32 button) -- cgit v1.2.3