From f4b9ccbceb5cc1d590134d247fa71647a38c5a94 Mon Sep 17 00:00:00 2001 From: Philip Rosedale Date: Tue, 7 Oct 2014 21:51:46 -0700 Subject: [PATCH] remove unused camera functions --- interface/src/Application.cpp | 2 +- interface/src/Camera.cpp | 46 +++-------------------------------- interface/src/Camera.h | 27 -------------------- 3 files changed, 5 insertions(+), 70 deletions(-) diff --git a/interface/src/Application.cpp b/interface/src/Application.cpp index 215848b355..6d36d06ee3 100644 --- a/interface/src/Application.cpp +++ b/interface/src/Application.cpp @@ -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, diff --git a/interface/src/Camera.cpp b/interface/src/Camera.cpp index 4a924b4ec3..762fb1a3f6 100644 --- a/interface/src/Camera.cpp +++ b/interface/src/Camera.cpp @@ -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) { diff --git a/interface/src/Camera.h b/interface/src/Camera.h index 2bbbf0e751..ab229b7ef5 100644 --- a/interface/src/Camera.h +++ b/interface/src/Camera.h @@ -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: