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Merge remote-tracking branch 'origin'
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commit
f8d7b84a67
2 changed files with 13 additions and 17 deletions
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@ -13,7 +13,7 @@ Camera::Camera() {
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_mode = CAMERA_MODE_THIRD_PERSON;
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_tightness = DEFAULT_CAMERA_TIGHTNESS;
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_fieldOfView = 60.0; // default
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_nearClip = 0.01; // default
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_nearClip = 0.08; // default
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_farClip = 50.0; // default
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_yaw = 0.0;
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_pitch = 0.0;
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@ -520,12 +520,12 @@ int frustumDrawingMode = FRUSTUM_DRAW_MODE_ALL; // the mode we're drawing the
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bool frustumOn = false; // Whether or not to display the debug view frustum
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bool cameraFrustum = true; // which frustum to look at
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bool viewFrustumFromOffset=false; // Wether or not to offset the view of the frustum
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float viewFrustumOffsetYaw = -90.0; // the following variables control yaw, pitch, roll and distance form regular
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float viewFrustumOffsetPitch = 7.5; // camera to the offset camera
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float viewFrustumOffsetRoll = 0.0;
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float viewFrustumOffsetDistance = 0.0;
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float viewFrustumOffsetUp = 0.0;
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bool viewFrustumFromOffset =false; // Wether or not to offset the view of the frustum
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float viewFrustumOffsetYaw = -135.0; // the following variables control yaw, pitch, roll and distance form regular
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float viewFrustumOffsetPitch = 0.0; // camera to the offset camera
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float viewFrustumOffsetRoll = 0.0;
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float viewFrustumOffsetDistance = 25.0;
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float viewFrustumOffsetUp = 0.0;
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void render_view_frustum() {
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@ -747,24 +747,20 @@ void display(void)
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Camera viewFrustumOffsetCamera = myCamera;
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if (::viewFrustumFromOffset && ::frustumOn) {
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//----------------------------------------------------
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// set the camera to third-person view but offset so we can see the frustum
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//----------------------------------------------------
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viewFrustumOffsetCamera.setYaw ( 180.0 - myAvatar.getBodyYaw() + ::viewFrustumOffsetYaw );
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viewFrustumOffsetCamera.setPitch ( 0.0 + ::viewFrustumOffsetPitch );
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viewFrustumOffsetCamera.setRoll ( 0.0 + ::viewFrustumOffsetRoll );
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viewFrustumOffsetCamera.setUp ( 0.2 + ::viewFrustumOffsetUp );
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viewFrustumOffsetCamera.setDistance ( 0.5 + ::viewFrustumOffsetDistance );
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viewFrustumOffsetCamera.setYaw ( 180.0 - myAvatar.getBodyYaw() + ::viewFrustumOffsetYaw );
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viewFrustumOffsetCamera.setPitch ( ::viewFrustumOffsetPitch );
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viewFrustumOffsetCamera.setRoll ( ::viewFrustumOffsetRoll );
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viewFrustumOffsetCamera.setUp ( ::viewFrustumOffsetUp );
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viewFrustumOffsetCamera.setDistance ( ::viewFrustumOffsetDistance );
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viewFrustumOffsetCamera.update(1.f/FPS);
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whichCamera = viewFrustumOffsetCamera;
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}
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//---------------------------------------------
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// transform view according to whichCamera
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// could be myCamera (if in normal mode)
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// or could be viewFrustumOffsetCamera if in offset mode
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//---------------------------------------------
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// I changed the ordering here - roll is FIRST (JJV)
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glRotatef ( whichCamera.getRoll(), 0, 0, 1 );
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glRotatef ( whichCamera.getPitch(), 1, 0, 0 );
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