From baf7da9d4a7fc0566840b159903999d76d99a228 Mon Sep 17 00:00:00 2001 From: Kahrl Date: Thu, 8 Sep 2011 01:08:47 +0200 Subject: 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. --- src/utility.cpp | 7 +++---- 1 file changed, 3 insertions(+), 4 deletions(-) (limited to 'src/utility.cpp') diff --git a/src/utility.cpp b/src/utility.cpp index 0721100cb..9c1edc8a9 100644 --- a/src/utility.cpp +++ b/src/utility.cpp @@ -162,8 +162,8 @@ void mysrand(unsigned seed) camera_dir: an unit vector pointing to camera direction range: viewing range */ -bool isBlockInSight(v3s16 blockpos_b, v3f camera_pos, v3f camera_dir, f32 range, - f32 *distance_ptr) +bool isBlockInSight(v3s16 blockpos_b, v3f camera_pos, v3f camera_dir, + f32 camera_fov, f32 range, f32 *distance_ptr) { v3s16 blockpos_nodes = blockpos_b * MAP_BLOCKSIZE; @@ -211,8 +211,7 @@ bool isBlockInSight(v3s16 blockpos_b, v3f camera_pos, v3f camera_dir, f32 range, cosangle += block_max_radius / dforward; // If block is not in the field of view, skip it - //if(cosangle < cos(FOV_ANGLE/2)) - if(cosangle < cos(FOV_ANGLE/2. * 4./3.)) + if(cosangle < cos(camera_fov / 2)) return false; } -- cgit v1.2.3