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Collected and moved existing camera infrastructure from game.cpp to camera.cpp and camera.h. Introduced configuration settings 'fov' which chooses the camera's (vertical) field of view and 'view_bobbing' which currently does nothing. Other code refactored to not expect the FOV to be a build time constant.
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13 changed files with 428 additions and 209 deletions
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@ -1978,9 +1978,9 @@ void Client::addNode(v3s16 p, MapNode n)
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}
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}
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void Client::updateCamera(v3f pos, v3f dir)
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void Client::updateCamera(v3f pos, v3f dir, f32 fov)
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{
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m_env.getClientMap().updateCamera(pos, dir);
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m_env.getClientMap().updateCamera(pos, dir, fov);
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}
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void Client::renderPostFx()
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@ -2004,16 +2004,6 @@ LocalPlayer* Client::getLocalPlayer()
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return m_env.getLocalPlayer();
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}
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v3f Client::getPlayerPosition(v3f *eye_position)
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{
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//JMutexAutoLock envlock(m_env_mutex); //bulk comment-out
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LocalPlayer *player = m_env.getLocalPlayer();
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assert(player != NULL);
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if (eye_position)
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*eye_position = player->getEyePosition();
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return player->getPosition();
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}
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void Client::setPlayerControl(PlayerControl &control)
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{
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//JMutexAutoLock envlock(m_env_mutex); //bulk comment-out
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