Remove camera stuff from RenderingManager

pull/593/head
Petr Mikheev 5 years ago
parent 694e0b5906
commit e9b2e9b474

@ -1316,55 +1316,6 @@ namespace MWRender
return mTerrain->getHeightAt(pos);
}
bool RenderingManager::vanityRotateCamera(const float *rot)
{
if(!mCamera->isVanityOrPreviewModeEnabled())
return false;
mCamera->rotateCamera(rot[0], rot[2], true);
return true;
}
void RenderingManager::resetCamera()
{
mCamera->reset();
}
float RenderingManager::getCameraDistance() const
{
return mCamera->getCameraDistance();
}
Camera* RenderingManager::getCamera()
{
return mCamera.get();
}
const osg::Vec3f &RenderingManager::getCameraPosition() const
{
return mCurrentCameraPos;
}
void RenderingManager::togglePOV(bool force)
{
mCamera->toggleViewMode(force);
}
void RenderingManager::togglePreviewMode(bool enable)
{
mCamera->togglePreviewMode(enable);
}
bool RenderingManager::toggleVanityMode(bool enable)
{
return mCamera->toggleVanityMode(enable);
}
void RenderingManager::allowVanityMode(bool allow)
{
mCamera->allowVanityMode(allow);
}
void RenderingManager::overrideFieldOfView(float val)
{
if (mFieldOfViewOverridden != true || mFieldOfViewOverride != val)

@ -209,15 +209,8 @@ namespace MWRender
float getTerrainHeightAt(const osg::Vec3f& pos);
// camera stuff
bool vanityRotateCamera(const float *rot);
void resetCamera();
float getCameraDistance() const;
Camera* getCamera();
const osg::Vec3f& getCameraPosition() const;
void togglePOV(bool force = false);
void togglePreviewMode(bool enable);
bool toggleVanityMode(bool enable);
void allowVanityMode(bool allow);
Camera* getCamera() { return mCamera.get(); }
const osg::Vec3f& getCameraPosition() const { return mCurrentCameraPos; }
/// temporarily override the field of view with given value.
void overrideFieldOfView(float val);

@ -225,7 +225,7 @@ namespace MWWorld
setupPlayer();
renderPlayer();
mRendering->resetCamera();
mRendering->getCamera()->reset();
// we don't want old weather to persist on a new game
// Note that if reset later, the initial ChangeWeather that the chargen script calls will be lost.
@ -1953,7 +1953,7 @@ namespace MWWorld
MWWorld::Ptr World::getFacedObject(float maxDistance, bool ignorePlayer)
{
const float camDist = mRendering->getCameraDistance();
const float camDist = mRendering->getCamera()->getCameraDistance();
maxDistance += camDist;
MWWorld::Ptr facedObject;
MWRender::RenderingManager::RayResult rayToObject;
@ -2356,7 +2356,7 @@ namespace MWWorld
void World::togglePOV(bool force)
{
mRendering->togglePOV(force);
mRendering->getCamera()->toggleViewMode(force);
}
bool World::isFirstPerson() const
@ -2371,12 +2371,12 @@ namespace MWWorld
void World::togglePreviewMode(bool enable)
{
mRendering->togglePreviewMode(enable);
mRendering->getCamera()->togglePreviewMode(enable);
}
bool World::toggleVanityMode(bool enable)
{
return mRendering->toggleVanityMode(enable);
return mRendering->getCamera()->toggleVanityMode(enable);
}
void World::disableDeferredPreviewRotation()
@ -2391,12 +2391,16 @@ namespace MWWorld
void World::allowVanityMode(bool allow)
{
mRendering->allowVanityMode(allow);
mRendering->getCamera()->allowVanityMode(allow);
}
bool World::vanityRotateCamera(float * rot)
{
return mRendering->vanityRotateCamera(rot);
if(!mRendering->getCamera()->isVanityOrPreviewModeEnabled())
return false;
mRendering->getCamera()->rotateCamera(rot[0], rot[2], true);
return true;
}
void World::adjustCameraDistance(float dist)

Loading…
Cancel
Save