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Oops, up vector is needed.
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@ -120,10 +120,12 @@ void Camera::update(LocalPlayer* player, f32 frametime, v2u32 screensize)
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v3f eye_offset = player->getEyePosition() - player->getPosition();
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m_headnode->setPosition(eye_offset);
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m_headnode->setRotation(v3f(player->getPitch(), 0, 0));
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m_headnode->updateAbsolutePosition();
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// Compute relative camera position and target
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v3f rel_cam_pos = v3f(0,0,0);
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v3f rel_cam_target = v3f(0,0,1);
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v3f rel_cam_up = v3f(0,1,0);
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s32 bobframe = m_view_bobbing_anim & (BOBFRAMES/2-1);
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if (bobframe != 0)
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@ -140,7 +142,7 @@ void Camera::update(LocalPlayer* player, f32 frametime, v2u32 screensize)
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0.);
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rel_cam_pos += bobvec * 3.;
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rel_cam_target += bobvec * 1.5;
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rel_cam_target += bobvec * 4.5;
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}
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// Compute absolute camera position and target
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@ -148,8 +150,13 @@ void Camera::update(LocalPlayer* player, f32 frametime, v2u32 screensize)
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m_headnode->getAbsoluteTransformation().transformVect(m_camera_direction, rel_cam_target);
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m_camera_direction -= m_camera_position;
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v3f abs_cam_up;
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m_headnode->getAbsoluteTransformation().transformVect(abs_cam_up, rel_cam_pos + rel_cam_up);
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abs_cam_up -= m_camera_position;
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// Set camera node transformation
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m_cameranode->setPosition(m_camera_position);
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m_cameranode->setUpVector(abs_cam_up);
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m_cameranode->setTarget(m_camera_position + m_camera_direction);
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// FOV and and aspect ratio
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