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Remove camera stuff from RenderingManager
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parent
694e0b5906
commit
e9b2e9b474
@ -1316,55 +1316,6 @@ namespace MWRender
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return mTerrain->getHeightAt(pos);
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return mTerrain->getHeightAt(pos);
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}
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}
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bool RenderingManager::vanityRotateCamera(const float *rot)
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{
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if(!mCamera->isVanityOrPreviewModeEnabled())
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return false;
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mCamera->rotateCamera(rot[0], rot[2], true);
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return true;
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}
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void RenderingManager::resetCamera()
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{
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mCamera->reset();
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}
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float RenderingManager::getCameraDistance() const
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{
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return mCamera->getCameraDistance();
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}
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Camera* RenderingManager::getCamera()
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{
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return mCamera.get();
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}
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const osg::Vec3f &RenderingManager::getCameraPosition() const
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{
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return mCurrentCameraPos;
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}
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void RenderingManager::togglePOV(bool force)
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{
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mCamera->toggleViewMode(force);
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}
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void RenderingManager::togglePreviewMode(bool enable)
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{
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mCamera->togglePreviewMode(enable);
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}
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bool RenderingManager::toggleVanityMode(bool enable)
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{
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return mCamera->toggleVanityMode(enable);
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}
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void RenderingManager::allowVanityMode(bool allow)
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{
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mCamera->allowVanityMode(allow);
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}
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void RenderingManager::overrideFieldOfView(float val)
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void RenderingManager::overrideFieldOfView(float val)
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{
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{
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if (mFieldOfViewOverridden != true || mFieldOfViewOverride != val)
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if (mFieldOfViewOverridden != true || mFieldOfViewOverride != val)
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@ -209,15 +209,8 @@ namespace MWRender
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float getTerrainHeightAt(const osg::Vec3f& pos);
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float getTerrainHeightAt(const osg::Vec3f& pos);
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// camera stuff
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// camera stuff
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bool vanityRotateCamera(const float *rot);
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Camera* getCamera() { return mCamera.get(); }
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void resetCamera();
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const osg::Vec3f& getCameraPosition() const { return mCurrentCameraPos; }
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float getCameraDistance() const;
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Camera* getCamera();
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const osg::Vec3f& getCameraPosition() const;
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void togglePOV(bool force = false);
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void togglePreviewMode(bool enable);
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bool toggleVanityMode(bool enable);
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void allowVanityMode(bool allow);
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/// temporarily override the field of view with given value.
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/// temporarily override the field of view with given value.
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void overrideFieldOfView(float val);
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void overrideFieldOfView(float val);
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@ -225,7 +225,7 @@ namespace MWWorld
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setupPlayer();
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setupPlayer();
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renderPlayer();
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renderPlayer();
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mRendering->resetCamera();
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mRendering->getCamera()->reset();
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// we don't want old weather to persist on a new game
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// we don't want old weather to persist on a new game
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// Note that if reset later, the initial ChangeWeather that the chargen script calls will be lost.
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// Note that if reset later, the initial ChangeWeather that the chargen script calls will be lost.
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@ -1953,7 +1953,7 @@ namespace MWWorld
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MWWorld::Ptr World::getFacedObject(float maxDistance, bool ignorePlayer)
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MWWorld::Ptr World::getFacedObject(float maxDistance, bool ignorePlayer)
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{
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{
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const float camDist = mRendering->getCameraDistance();
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const float camDist = mRendering->getCamera()->getCameraDistance();
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maxDistance += camDist;
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maxDistance += camDist;
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MWWorld::Ptr facedObject;
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MWWorld::Ptr facedObject;
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MWRender::RenderingManager::RayResult rayToObject;
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MWRender::RenderingManager::RayResult rayToObject;
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@ -2356,7 +2356,7 @@ namespace MWWorld
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void World::togglePOV(bool force)
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void World::togglePOV(bool force)
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{
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{
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mRendering->togglePOV(force);
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mRendering->getCamera()->toggleViewMode(force);
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}
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}
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bool World::isFirstPerson() const
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bool World::isFirstPerson() const
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@ -2371,12 +2371,12 @@ namespace MWWorld
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void World::togglePreviewMode(bool enable)
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void World::togglePreviewMode(bool enable)
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{
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{
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mRendering->togglePreviewMode(enable);
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mRendering->getCamera()->togglePreviewMode(enable);
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}
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}
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bool World::toggleVanityMode(bool enable)
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bool World::toggleVanityMode(bool enable)
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{
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{
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return mRendering->toggleVanityMode(enable);
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return mRendering->getCamera()->toggleVanityMode(enable);
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}
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}
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void World::disableDeferredPreviewRotation()
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void World::disableDeferredPreviewRotation()
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@ -2391,12 +2391,16 @@ namespace MWWorld
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void World::allowVanityMode(bool allow)
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void World::allowVanityMode(bool allow)
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{
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{
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mRendering->allowVanityMode(allow);
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mRendering->getCamera()->allowVanityMode(allow);
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}
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}
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bool World::vanityRotateCamera(float * rot)
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bool World::vanityRotateCamera(float * rot)
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{
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{
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return mRendering->vanityRotateCamera(rot);
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if(!mRendering->getCamera()->isVanityOrPreviewModeEnabled())
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return false;
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mRendering->getCamera()->rotateCamera(rot[0], rot[2], true);
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return true;
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}
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}
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void World::adjustCameraDistance(float dist)
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void World::adjustCameraDistance(float dist)
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