| 366 | } |
| 367 | |
| 368 | void World::InitCameraPars() |
| 369 | { |
| 370 | Camera camera; |
| 371 | if (_cameraOn != nullptr) |
| 372 | { |
| 373 | for (int i = 0; i < MaxCameraType; i++) |
| 374 | { |
| 375 | _cameraOn->InitVirtual((CameraType)i, _camHeading[i], _camDive[i], _camFOV[i]); |
| 376 | _camHeadingWanted[i] = _camHeading[i]; |
| 377 | _camDiveWanted[i] = _camDive[i]; |
| 378 | _camFOVWanted[i] = _camFOV[i]; |
| 379 | } |
| 380 | Matrix4 transform; |
| 381 | |
| 382 | transform = _cameraOn->Transform() * _cameraOn->InsideCamera(_camType); |
| 383 | transform.SetOrientation(transform.Orientation()); |
| 384 | |
| 385 | camera.SetTransform(transform); |
| 386 | camera.SetSpeed(_cameraOn->ObjectSpeed()); |
| 387 | float fov = _camFOV[_camType]; |
| 388 | float cNear = 0.067f / fov; // near plane scales inversely with fov; typical soldier fov ~0.85 |
| 389 | saturate(cNear, 0.07f, 0.2f); |
| 390 | |
| 391 | camera.SetPerspectiveForView(GEngine, cNear, _scene.GetFogMaxRange(), fov); |
| 392 | camera.Adjust(GEngine); |
| 393 | _scene.SetCamera(camera); |
| 394 | } |
| 395 | } |
| 396 | |
| 397 | void World::FreelookChange(bool active) |
| 398 | { |
nothing calls this directly
no test coverage detected