mirror of
https://github.com/overte-org/overte.git
synced 2025-04-21 06:44:06 +02:00
More reformatting.
This commit is contained in:
parent
fff9d1c372
commit
3330b20232
2 changed files with 31 additions and 30 deletions
|
@ -90,10 +90,10 @@ void Camera::updateFollowMode(float deltaTime) {
|
|||
|
||||
// update rotation (before position!)
|
||||
if (_needsToInitialize || OculusManager::isConnected()) {
|
||||
_rotation = _idealRotation;
|
||||
_rotation = _targetRotation;
|
||||
} else {
|
||||
// pull rotation towards ideal
|
||||
_rotation = safeMix(_rotation, _idealRotation, t);
|
||||
_rotation = safeMix(_rotation, _targetRotation, t);
|
||||
}
|
||||
|
||||
_idealPosition = _targetPosition + _rotation * glm::vec3(0.0f, _upShift, _distance);
|
||||
|
@ -145,7 +145,7 @@ void Camera::setMode(CameraMode m) {
|
|||
|
||||
|
||||
void Camera::setTargetRotation( const glm::quat& targetRotation ) {
|
||||
_idealRotation = targetRotation;
|
||||
_targetRotation = targetRotation;
|
||||
}
|
||||
|
||||
void Camera::setFieldOfView(float f) {
|
||||
|
|
|
@ -30,35 +30,36 @@ public:
|
|||
|
||||
void update( float deltaTime );
|
||||
|
||||
void setUpShift ( float u ) { _upShift = u; }
|
||||
void setDistance ( float d ) { _distance = d; }
|
||||
void setTargetPosition( glm::vec3 t ) { _targetPosition = t; }
|
||||
void setPosition ( glm::vec3 p ) { _position = p; }
|
||||
void setTightness ( float t ) { _tightness = t; }
|
||||
void setUpShift ( float u ) { _upShift = u; }
|
||||
void setDistance ( float d ) { _distance = d; }
|
||||
void setTargetPosition( const glm::vec3& t ) { _targetPosition = t; }
|
||||
void setPosition ( const glm::vec3& p ) { _position = p; }
|
||||
void setTightness ( float t ) { _tightness = t; }
|
||||
void setTargetRotation( const glm::quat& rotation );
|
||||
|
||||
void setMode ( CameraMode m );
|
||||
void setModeShiftRate ( float r );
|
||||
void setFieldOfView ( float f );
|
||||
void setAspectRatio ( float a );
|
||||
void setNearClip ( float n );
|
||||
void setFarClip ( float f );
|
||||
void setEyeOffsetPosition ( const glm::vec3& p);
|
||||
void setEyeOffsetOrientation ( const glm::quat& o);
|
||||
void setMode ( CameraMode m );
|
||||
void setModeShiftRate ( float r );
|
||||
void setFieldOfView ( float f );
|
||||
void setAspectRatio ( float a );
|
||||
void setNearClip ( float n );
|
||||
void setFarClip ( float f );
|
||||
void setEyeOffsetPosition ( const glm::vec3& p );
|
||||
void setEyeOffsetOrientation( const glm::quat& o );
|
||||
|
||||
glm::vec3 getTargetPosition () { return _targetPosition; }
|
||||
glm::vec3 getPosition () { return _position; }
|
||||
glm::quat getTargetRotation () { return _idealRotation; }
|
||||
glm::quat getRotation () { return _rotation; }
|
||||
CameraMode getMode () { return _mode; }
|
||||
float getFieldOfView() { return _fieldOfView; }
|
||||
float getAspectRatio() { return _aspectRatio; }
|
||||
float getNearClip () { return _nearClip; }
|
||||
float getFarClip () { return _farClip; }
|
||||
glm::vec3 getEyeOffsetPosition () { return _eyeOffsetPosition; }
|
||||
glm::quat getEyeOffsetOrientation () { return _eyeOffsetOrientation; }
|
||||
bool getFrustumNeedsReshape(); // call to find out if the view frustum needs to be reshaped
|
||||
void setFrustumWasReshaped(); // call this after reshaping the view frustum.
|
||||
const glm::vec3& getTargetPosition () { return _targetPosition; }
|
||||
const glm::vec3& getPosition () { return _position; }
|
||||
const glm::quat& getTargetRotation () { return _targetRotation; }
|
||||
const glm::quat& getRotation () { return _rotation; }
|
||||
CameraMode getMode () { return _mode; }
|
||||
float getFieldOfView () { return _fieldOfView; }
|
||||
float getAspectRatio () { return _aspectRatio; }
|
||||
float getNearClip () { return _nearClip; }
|
||||
float getFarClip () { return _farClip; }
|
||||
const glm::vec3& getEyeOffsetPosition () { return _eyeOffsetPosition; }
|
||||
const glm::quat& getEyeOffsetOrientation () { return _eyeOffsetOrientation; }
|
||||
|
||||
bool getFrustumNeedsReshape(); // call to find out if the view frustum needs to be reshaped
|
||||
void setFrustumWasReshaped(); // call this after reshaping the view frustum.
|
||||
|
||||
private:
|
||||
|
||||
|
@ -75,7 +76,7 @@ private:
|
|||
glm::vec3 _eyeOffsetPosition;
|
||||
glm::quat _eyeOffsetOrientation;
|
||||
glm::quat _rotation;
|
||||
glm::quat _idealRotation;
|
||||
glm::quat _targetRotation;
|
||||
float _upShift;
|
||||
float _distance;
|
||||
float _tightness;
|
||||
|
|
Loading…
Reference in a new issue