|
|
|
@ -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)
|
|
|
|
|