mirror of
https://github.com/HifiExperiments/overte.git
synced 2025-08-04 00:33:11 +02:00
remove unused camera functions
This commit is contained in:
parent
244256bb91
commit
f4b9ccbceb
3 changed files with 5 additions and 70 deletions
|
@ -2962,7 +2962,7 @@ void Application::displaySide(Camera& whichCamera, bool selfAvatarOnly) {
|
|||
}
|
||||
}
|
||||
|
||||
bool mirrorMode = (whichCamera.getInterpolatedMode() == CAMERA_MODE_MIRROR);
|
||||
bool mirrorMode = (whichCamera.getMode() == CAMERA_MODE_MIRROR);
|
||||
{
|
||||
PerformanceTimer perfTimer("avatars");
|
||||
_avatarManager.renderAvatars(mirrorMode ? Avatar::MIRROR_RENDER_MODE : Avatar::NORMAL_RENDER_MODE,
|
||||
|
|
|
@ -29,8 +29,8 @@ const float CAMERA_INDEPENDENT_MODE_DISTANCE = 0.0f;
|
|||
const float CAMERA_INDEPENDENT_MODE_TIGHTNESS = 100.0f;
|
||||
|
||||
const float CAMERA_THIRD_PERSON_MODE_UP_SHIFT = -0.2f;
|
||||
const float CAMERA_THIRD_PERSON_MODE_DISTANCE = 1.5f;
|
||||
const float CAMERA_THIRD_PERSON_MODE_TIGHTNESS = 8.0f;
|
||||
const float CAMERA_THIRD_PERSON_MODE_DISTANCE = 10.5f;
|
||||
const float CAMERA_THIRD_PERSON_MODE_TIGHTNESS = 100.0f;
|
||||
|
||||
const float CAMERA_MIRROR_MODE_UP_SHIFT = 0.0f;
|
||||
const float CAMERA_MIRROR_MODE_DISTANCE = 0.17f;
|
||||
|
@ -61,9 +61,7 @@ Camera::Camera() :
|
|||
_modeShift(1.0f),
|
||||
_linearModeShift(0.0f),
|
||||
_modeShiftPeriod(1.0f),
|
||||
_scale(1.0f),
|
||||
_lookingAt(0.0f, 0.0f, 0.0f),
|
||||
_isKeepLookingAt(false)
|
||||
_scale(1.0f)
|
||||
{
|
||||
}
|
||||
|
||||
|
@ -99,11 +97,6 @@ void Camera::updateFollowMode(float deltaTime) {
|
|||
t = 1.0f;
|
||||
}
|
||||
|
||||
// handle keepLookingAt
|
||||
if (_isKeepLookingAt) {
|
||||
lookAt(_lookingAt);
|
||||
}
|
||||
|
||||
// Update position and rotation, setting directly if tightness is 0.0
|
||||
if (_needsToInitialize || (_tightness == 0.0f)) {
|
||||
_rotation = _targetRotation;
|
||||
|
@ -167,13 +160,7 @@ void Camera::setMode(CameraMode m) {
|
|||
}
|
||||
|
||||
void Camera::setTargetPosition(const glm::vec3& t) {
|
||||
_targetPosition = t;
|
||||
|
||||
// handle keepLookingAt
|
||||
if (_isKeepLookingAt) {
|
||||
lookAt(_lookingAt);
|
||||
}
|
||||
|
||||
_targetPosition = t;
|
||||
}
|
||||
|
||||
void Camera::setTargetRotation( const glm::quat& targetRotation ) {
|
||||
|
@ -226,36 +213,11 @@ bool Camera::getFrustumNeedsReshape() const {
|
|||
return _frustumNeedsReshape;
|
||||
}
|
||||
|
||||
// call this when deciding whether to render the head or not
|
||||
CameraMode Camera::getInterpolatedMode() const {
|
||||
const float SHIFT_THRESHOLD_INTO_FIRST_PERSON = 0.7f;
|
||||
const float SHIFT_THRESHOLD_OUT_OF_FIRST_PERSON = 0.6f;
|
||||
if ((_mode == CAMERA_MODE_FIRST_PERSON && _linearModeShift < SHIFT_THRESHOLD_INTO_FIRST_PERSON) ||
|
||||
(_prevMode == CAMERA_MODE_FIRST_PERSON && _linearModeShift < SHIFT_THRESHOLD_OUT_OF_FIRST_PERSON)) {
|
||||
return _prevMode;
|
||||
}
|
||||
return _mode;
|
||||
}
|
||||
|
||||
// call this after reshaping the view frustum
|
||||
void Camera::setFrustumWasReshaped() {
|
||||
_frustumNeedsReshape = false;
|
||||
}
|
||||
|
||||
void Camera::lookAt(const glm::vec3& lookAt) {
|
||||
glm::vec3 up = IDENTITY_UP;
|
||||
glm::mat4 lookAtMatrix = glm::lookAt(_targetPosition, lookAt, up);
|
||||
glm::quat rotation = glm::quat_cast(lookAtMatrix);
|
||||
rotation.w = -rotation.w; // Rosedale approved
|
||||
setTargetRotation(rotation);
|
||||
}
|
||||
|
||||
void Camera::keepLookingAt(const glm::vec3& point) {
|
||||
lookAt(point);
|
||||
_isKeepLookingAt = true;
|
||||
_lookingAt = point;
|
||||
}
|
||||
|
||||
CameraScriptableObject::CameraScriptableObject(Camera* camera, ViewFrustum* viewFrustum) :
|
||||
_camera(camera), _viewFrustum(viewFrustum)
|
||||
{
|
||||
|
|
|
@ -67,21 +67,8 @@ public:
|
|||
const glm::quat& getEyeOffsetOrientation() const { return _eyeOffsetOrientation; }
|
||||
float getScale() const { return _scale; }
|
||||
|
||||
CameraMode getInterpolatedMode() const;
|
||||
|
||||
bool getFrustumNeedsReshape() const; // call to find out if the view frustum needs to be reshaped
|
||||
void setFrustumWasReshaped(); // call this after reshaping the view frustum.
|
||||
|
||||
// These only work on independent cameras
|
||||
/// one time change to what the camera is looking at
|
||||
void lookAt(const glm::vec3& value);
|
||||
|
||||
/// fix what the camera is looking at, and keep the camera looking at this even if position changes
|
||||
void keepLookingAt(const glm::vec3& value);
|
||||
|
||||
/// stops the keep looking at feature, doesn't change what's being looked at, but will stop camera from
|
||||
/// continuing to update it's orientation to keep looking at the item
|
||||
void stopLooking() { _isKeepLookingAt = false; }
|
||||
|
||||
private:
|
||||
|
||||
|
@ -113,9 +100,6 @@ private:
|
|||
float _linearModeShift;
|
||||
float _modeShiftPeriod;
|
||||
float _scale;
|
||||
|
||||
glm::vec3 _lookingAt;
|
||||
bool _isKeepLookingAt;
|
||||
|
||||
void updateFollowMode(float deltaTime);
|
||||
};
|
||||
|
@ -137,17 +121,6 @@ public slots:
|
|||
void setOrientation(const glm::quat& value) { _camera->setTargetRotation(value); }
|
||||
glm::quat getOrientation() const { return _camera->getRotation(); }
|
||||
|
||||
// These only work on independent cameras
|
||||
/// one time change to what the camera is looking at
|
||||
void lookAt(const glm::vec3& value) { _camera->lookAt(value);}
|
||||
|
||||
/// fix what the camera is looking at, and keep the camera looking at this even if position changes
|
||||
void keepLookingAt(const glm::vec3& value) { _camera->keepLookingAt(value);}
|
||||
|
||||
/// stops the keep looking at feature, doesn't change what's being looked at, but will stop camera from
|
||||
/// continuing to update it's orientation to keep looking at the item
|
||||
void stopLooking() { _camera->stopLooking();}
|
||||
|
||||
PickRay computePickRay(float x, float y);
|
||||
|
||||
private:
|
||||
|
|
Loading…
Reference in a new issue