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Use an higher FOV value in demos

A vertical FOV of 74 degrees is roughly equivalent to a 90 degree
horizontal FOV on a 4:3 display (~106.26 degrees on 16:9), which
is the typical default FOV used in PC games.
Hugo Locurcio 7 years ago
parent
commit
86bf5060b3

+ 1 - 1
3d/ik/fabrik_ik.tscn

@@ -298,7 +298,7 @@ v_offset = 0.0
 doppler_tracking = 0
 projection = 0
 current = false
-fov = 70.0
+fov = 74.0
 size = 1.0
 near = 0.05
 far = 100.0

+ 1 - 1
3d/ik/fps_example.tscn

@@ -1424,7 +1424,7 @@ v_offset = 0.0
 doppler_tracking = 0
 projection = 0
 current = false
-fov = 80.0
+fov = 74.0
 size = 1.0
 near = 0.05
 far = 100.0

+ 1 - 1
3d/ik/look_at_ik.tscn

@@ -237,7 +237,7 @@ v_offset = 0.0
 doppler_tracking = 0
 projection = 0
 current = false
-fov = 70.0
+fov = 74.0
 size = 1.0
 near = 0.05
 far = 100.0

+ 1 - 1
3d/kinematic_character/follow_camera.gd

@@ -4,7 +4,7 @@ extends Camera
 # Member variables
 var collision_exception = []
 export var min_distance = 0.5
-export var max_distance = 4.0
+export var max_distance = 5.5
 export var angle_v_adjust = 0.0
 export var autoturn_ray_aperture = 25
 export var autoturn_speed = 50

BIN
3d/kinematic_character/level.scn


+ 12 - 12
3d/platformer/follow_camera.gd

@@ -4,7 +4,7 @@ extends Camera
 # Member variables
 var collision_exception = []
 export var min_distance = 0.5
-export var max_distance = 4.0
+export var max_distance = 3.5
 export var angle_v_adjust = 0.0
 export var autoturn_ray_aperture = 25
 export var autoturn_speed = 50
@@ -15,33 +15,33 @@ func _physics_process(dt):
 	var target = get_parent().get_global_transform().origin
 	var pos = get_global_transform().origin
 	var up = Vector3(0, 1, 0)
-	
+
 	var delta = pos - target
-	
+
 	# Regular delta follow
-	
+
 	# Check ranges
 	if  delta.length() < min_distance:
 		delta = delta.normalized() * min_distance
 	elif  delta.length() > max_distance:
 		delta = delta.normalized() * max_distance
-	
+
 	# Check upper and lower height
 	if delta.y > max_height:
 		delta.y = max_height
 	if delta.y < min_height:
 		delta.y = min_height
-		
+
 	# Check autoturn
 	var ds = PhysicsServer.space_get_direct_state(get_world().get_space())
-	
+
 	var col_left = ds.intersect_ray(target, target + Basis(up, deg2rad(autoturn_ray_aperture)).xform(delta), collision_exception)
 	var col = ds.intersect_ray(target, target + delta, collision_exception)
 	var col_right = ds.intersect_ray(target, target + Basis(up, deg2rad(-autoturn_ray_aperture)).xform(delta), collision_exception)
-	
+
 	if !col.empty():
 		# If main ray was occluded, get camera closer, this is the worst case scenario
-		delta = col.position - target	
+		delta = col.position - target
 	elif !col_left.empty() and col_right.empty():
 		# If only left ray is occluded, turn the camera around to the right
 		delta = Basis(up, deg2rad(-dt * autoturn_speed)).xform(delta)
@@ -51,15 +51,15 @@ func _physics_process(dt):
 	else:
 		# Do nothing otherwise, left and right are occluded but center is not, so do not autoturn
 		pass
-	
+
 	# Apply lookat
 	if delta == Vector3():
 		delta = (pos - target).normalized() * 0.0001
 
 	pos = target + delta
-	
+
 	look_at_from_position(pos, target, up)
-	
+
 	# Turn a little up or down
 	var t = get_transform()
 	t.basis = Basis(t.basis[0], deg2rad(angle_v_adjust)) * t.basis

BIN
3d/platformer/player.scn


+ 1 - 3
3d/truck_town/car_base.tscn

@@ -332,7 +332,7 @@ v_offset = 0.0
 doppler_tracking = 0
 projection = 0
 current = true
-fov = 60.0
+fov = 74.0
 size = 1.0
 near = 0.1
 far = 100.0
@@ -353,5 +353,3 @@ playback_default_blend_time = 0.0
 playback_speed = 1.0
 blend_times = [  ]
 autoplay = ""
-
-

+ 1 - 3
3d/truck_town/crane.tscn

@@ -582,7 +582,7 @@ v_offset = 0.0
 doppler_tracking = 0
 projection = 0
 current = true
-fov = 60.0
+fov = 74.0
 size = 1.0
 near = 0.1
 far = 100.0
@@ -1116,5 +1116,3 @@ collision/exclude_nodes = true
 params/bias = 0.3
 params/damping = 1.0
 params/impulse_clamp = 0.0
-
-

+ 1 - 3
3d/truck_town/trailer_truck.tscn

@@ -734,7 +734,7 @@ v_offset = 0.0
 doppler_tracking = 0
 projection = 0
 current = true
-fov = 60.0
+fov = 74.0
 size = 1.0
 near = 0.1
 far = 100.0
@@ -768,5 +768,3 @@ twist_span = 45.0
 bias = 0.3
 softness = 0.8
 relaxation = 1.0
-
-

+ 1 - 3
misc/multitouch_cubes/CubeScene.tscn

@@ -107,7 +107,7 @@ directional_shadow_max_distance = 200.0
 
 transform = Transform( 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 7.09558 )
 projection = 0
-fov = 50.0
+fov = 74.0
 near = 0.1
 far = 100.0
 keep_aspect = 1
@@ -121,5 +121,3 @@ doppler/tracking = 0
 [node name="WorldEnvironment" type="WorldEnvironment" parent="."]
 
 environment = ExtResource( 1 )
-
-

+ 1 - 3
misc/pause/spinpause.tscn

@@ -57,7 +57,7 @@ v_offset = 0.0
 doppler_tracking = 0
 projection = 0
 current = false
-fov = 60.0
+fov = 74.0
 size = 1.0
 near = 0.1
 far = 100.0
@@ -189,5 +189,3 @@ align = 1
 [connection signal="pressed" from="pause" to="." method="_on_pause_pressed"]
 
 [connection signal="pressed" from="pause_popup/unpause" to="." method="_on_unpause_pressed"]
-
-

+ 1 - 3
misc/sensors/main.tscn

@@ -406,7 +406,7 @@ v_offset = 0.0
 doppler_tracking = 0
 projection = 0
 current = false
-fov = 65.0
+fov = 74.0
 size = 1.0
 near = 0.1
 far = 100.0
@@ -592,5 +592,3 @@ directional_shadow_normal_bias = 0.8
 directional_shadow_bias_split_scale = 0.25
 directional_shadow_depth_range = 0
 directional_shadow_max_distance = 200.0
-
-

+ 1 - 3
misc/window_management/observer/observer.tscn

@@ -27,7 +27,7 @@ v_offset = 0.0
 doppler_tracking = 0
 projection = 0
 current = false
-fov = 60.0
+fov = 74.0
 size = 1.0
 near = 0.1
 far = 1000.0
@@ -52,5 +52,3 @@ omni_range = 5.0
 omni_attenuation = 1.0
 omni_shadow_mode = 1
 omni_shadow_detail = 1
-
-

+ 1 - 3
viewport/2d_in_3d/2D_in_3D.tscn

@@ -340,7 +340,7 @@ v_offset = 0.0
 doppler_tracking = 0
 projection = 0
 current = false
-fov = 65.0
+fov = 74.0
 size = 1.0
 near = 0.1
 far = 100.0
@@ -617,5 +617,3 @@ _sections_unfolded = [ "Transform" ]
 position = Vector2( 298, 200 )
 texture = ExtResource( 6 )
 _sections_unfolded = [ "Transform" ]
-
-

+ 1 - 3
viewport/gui_in_3d/Gui_in_3D.tscn

@@ -398,7 +398,7 @@ v_offset = 0.0
 doppler_tracking = 0
 projection = 0
 current = false
-fov = 65.0
+fov = 74.0
 size = 1.0
 near = 0.1
 far = 100.0
@@ -567,5 +567,3 @@ skeleton = NodePath("..")
 material/0 = SubResource( 12 )
 script = SubResource( 13 )
 _sections_unfolded = [ "Transform" ]
-
-