diff --git a/interface/src/Camera.h b/interface/src/Camera.h index dd966b8448..8b70a06504 100644 --- a/interface/src/Camera.h +++ b/interface/src/Camera.h @@ -35,8 +35,8 @@ public: void initialize(); // instantly put the camera at the ideal position and rotation. - void update( float deltaTime ); - + void update( float deltaTime ); + void setYaw ( float y ) { _yaw = y; } void setPitch ( float p ) { _pitch = p; } void setRoll ( float r ) { _roll = r; } @@ -75,27 +75,27 @@ public: private: bool _needsToInitialize; - CameraMode _mode; + CameraMode _mode; bool _frustumNeedsReshape; - glm::vec3 _position; - glm::vec3 _idealPosition; - glm::vec3 _targetPosition; - float _fieldOfView; - float _aspectRatio; - float _nearClip; - float _farClip; + glm::vec3 _position; + glm::vec3 _idealPosition; + glm::vec3 _targetPosition; + float _fieldOfView; + float _aspectRatio; + float _nearClip; + float _farClip; glm::vec3 _eyeOffsetPosition; glm::quat _eyeOffsetOrientation; - float _yaw; - float _pitch; - float _roll; - float _upShift; - float _idealYaw; - float _idealPitch; - float _idealRoll; - float _distance; - float _tightness; - Orientation _orientation; + float _yaw; + float _pitch; + float _roll; + float _upShift; + float _idealYaw; + float _idealPitch; + float _idealRoll; + float _distance; + float _tightness; + Orientation _orientation; float _modeShift; CameraFollowingAttributes _attributes[NUM_CAMERA_MODES]; diff --git a/libraries/voxels/src/ViewFrustum.h b/libraries/voxels/src/ViewFrustum.h index 772371c7df..7fd2026133 100644 --- a/libraries/voxels/src/ViewFrustum.h +++ b/libraries/voxels/src/ViewFrustum.h @@ -66,11 +66,11 @@ public: const glm::vec3& getRight() const { return _right; }; // setters for lens attributes - void setFieldOfView ( float f ) { _fieldOfView = f; } - void setAspectRatio ( float a ) { _aspectRatio = a; } - void setNearClip ( float n ) { _nearClip = n; } - void setFarClip ( float f ) { _farClip = f; } - void setEyeOffsetPosition (const glm::vec3& p) { _eyeOffsetPosition = p; } + void setFieldOfView ( float f ) { _fieldOfView = f; } + void setAspectRatio ( float a ) { _aspectRatio = a; } + void setNearClip ( float n ) { _nearClip = n; } + void setFarClip ( float f ) { _farClip = f; } + void setEyeOffsetPosition (const glm::vec3& p) { _eyeOffsetPosition = p; } void setEyeOffsetOrientation (const glm::quat& o) { _eyeOffsetOrientation = o; }