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Tabs -> spaces, spacing fix.
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2 changed files with 25 additions and 25 deletions
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@ -35,8 +35,8 @@ public:
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void initialize(); // instantly put the camera at the ideal position and rotation.
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void initialize(); // instantly put the camera at the ideal position and rotation.
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void update( float deltaTime );
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void update( float deltaTime );
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void setYaw ( float y ) { _yaw = y; }
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void setYaw ( float y ) { _yaw = y; }
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void setPitch ( float p ) { _pitch = p; }
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void setPitch ( float p ) { _pitch = p; }
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void setRoll ( float r ) { _roll = r; }
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void setRoll ( float r ) { _roll = r; }
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@ -75,27 +75,27 @@ public:
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private:
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private:
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bool _needsToInitialize;
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bool _needsToInitialize;
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CameraMode _mode;
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CameraMode _mode;
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bool _frustumNeedsReshape;
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bool _frustumNeedsReshape;
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glm::vec3 _position;
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glm::vec3 _position;
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glm::vec3 _idealPosition;
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glm::vec3 _idealPosition;
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glm::vec3 _targetPosition;
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glm::vec3 _targetPosition;
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float _fieldOfView;
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float _fieldOfView;
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float _aspectRatio;
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float _aspectRatio;
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float _nearClip;
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float _nearClip;
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float _farClip;
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float _farClip;
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glm::vec3 _eyeOffsetPosition;
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glm::vec3 _eyeOffsetPosition;
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glm::quat _eyeOffsetOrientation;
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glm::quat _eyeOffsetOrientation;
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float _yaw;
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float _yaw;
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float _pitch;
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float _pitch;
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float _roll;
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float _roll;
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float _upShift;
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float _upShift;
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float _idealYaw;
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float _idealYaw;
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float _idealPitch;
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float _idealPitch;
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float _idealRoll;
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float _idealRoll;
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float _distance;
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float _distance;
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float _tightness;
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float _tightness;
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Orientation _orientation;
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Orientation _orientation;
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float _modeShift;
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float _modeShift;
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CameraFollowingAttributes _attributes[NUM_CAMERA_MODES];
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CameraFollowingAttributes _attributes[NUM_CAMERA_MODES];
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@ -66,11 +66,11 @@ public:
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const glm::vec3& getRight() const { return _right; };
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const glm::vec3& getRight() const { return _right; };
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// setters for lens attributes
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// setters for lens attributes
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void setFieldOfView ( float f ) { _fieldOfView = f; }
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void setFieldOfView ( float f ) { _fieldOfView = f; }
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void setAspectRatio ( float a ) { _aspectRatio = a; }
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void setAspectRatio ( float a ) { _aspectRatio = a; }
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void setNearClip ( float n ) { _nearClip = n; }
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void setNearClip ( float n ) { _nearClip = n; }
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void setFarClip ( float f ) { _farClip = f; }
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void setFarClip ( float f ) { _farClip = f; }
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void setEyeOffsetPosition (const glm::vec3& p) { _eyeOffsetPosition = p; }
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void setEyeOffsetPosition (const glm::vec3& p) { _eyeOffsetPosition = p; }
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void setEyeOffsetOrientation (const glm::quat& o) { _eyeOffsetOrientation = o; }
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void setEyeOffsetOrientation (const glm::quat& o) { _eyeOffsetOrientation = o; }
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