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Removed unused code in Camera

Thomas Buck 10 gadus atpakaļ
vecāks
revīzija
ab733572ff
2 mainītis faili ar 22 papildinājumiem un 149 dzēšanām
  1. 0
    25
      include/Camera.h
  2. 22
    124
      src/Camera.cpp

+ 0
- 25
include/Camera.h Parādīt failu

@@ -71,12 +71,6 @@ public:
71 71
     ~Camera();
72 72
 
73 73
     /*!
74
-     * \brief Get this cameras ID
75
-     * \returns id
76
-     */
77
-    unsigned int getId();
78
-
79
-    /*!
80 74
      * \brief Returns the current position
81 75
      * \param pos where the position will be stored
82 76
      */
@@ -105,15 +99,6 @@ public:
105 99
      * \returns theta angle/yaw of camera
106 100
      */
107 101
     vec_t getRadianYaw();
108
-    /*------------------------------------------------------
109
-     * Pre  :
110
-     * Post : Returns theta angle/yaw of camera
111
-     *
112
-     *-- History ------------------------------------------
113
-     *
114
-     * 2001.05.26:
115
-     * Mongoose - Created
116
-     ------------------------------------------------------*/
117 102
 
118 103
     /*!
119 104
      * \brief Get current angle/pitch
@@ -128,14 +113,6 @@ public:
128 113
     vec_t getRadianPitch();
129 114
 
130 115
     /*!
131
-     * \brief Check if the coordinate is behind camera eye
132
-     * \param x X coordinate to check
133
-     * \param z Z coordinate to check
134
-     * \returns true if (x, z) is behind camera eye
135
-     */
136
-    bool isBehind(int x, int z);
137
-
138
-    /*!
139 116
      * \brief Rotate the camera
140 117
      * \param angle angle in radians
141 118
      * \param x X coordinate of axis
@@ -205,7 +182,6 @@ public:
205 182
     void setTarget(vec3_t target);
206 183
 
207 184
 private:
208
-    unsigned int mId;             //!< Unique id
209 185
     Quaternion mQ;                //!< Quaternion for rotation
210 186
     unsigned int mFlags;          //!< For testing with flags
211 187
     vec_t mPos[4];                //!< Location in 3 space (aka eye)
@@ -218,7 +194,6 @@ private:
218 194
     vec_t mTheta;                 //!< View angle Y
219 195
     vec_t mRotateDelta2;          //!< Radians to rotate Z
220 196
     vec_t mTheta2;                //!< View angle Z
221
-    static unsigned int mCounter; //!< Id system use
222 197
 };
223 198
 
224 199
 #endif

+ 22
- 124
src/Camera.cpp Parādīt failu

@@ -11,15 +11,7 @@
11 11
 #include "utils/math.h"
12 12
 #include "Camera.h"
13 13
 
14
-unsigned int Camera::mCounter = 0;
15
-
16
-////////////////////////////////////////////////////////////
17
-// Constructors
18
-////////////////////////////////////////////////////////////
19
-
20
-Camera::Camera()
21
-{
22
-    mId = ++mCounter;
14
+Camera::Camera() {
23 15
     mFlags = 0;
24 16
     mViewDistance = 14.0f;
25 17
     mTranslateDelta = 256.0f;
@@ -29,70 +21,40 @@ Camera::Camera()
29 21
     reset();
30 22
 }
31 23
 
32
-
33
-Camera::~Camera()
34
-{
24
+Camera::~Camera() {
35 25
 }
36 26
 
37
-
38
-////////////////////////////////////////////////////////////
39
-// Public Accessors
40
-////////////////////////////////////////////////////////////
41
-
42
-unsigned int Camera::getId()
43
-{
44
-    return mId;
45
-}
46
-
47
-
48
-void Camera::getPosition(vec3_t pos)
49
-{
27
+void Camera::getPosition(vec3_t pos) {
50 28
     pos[0] = mPos[0];
51 29
     pos[1] = mPos[1];
52 30
     pos[2] = mPos[2];
53 31
 }
54 32
 
55
-
56
-void Camera::getUp(vec3_t up)
57
-{
33
+void Camera::getUp(vec3_t up) {
58 34
     up[0] = mUp[0];
59 35
     up[1] = mUp[1];
60 36
     up[2] = mUp[2];
61 37
 }
62 38
 
63
-
64
-void Camera::getTarget(vec3_t target)
65
-{
39
+void Camera::getTarget(vec3_t target) {
66 40
     target[0] = mTarget[0];
67 41
     target[1] = mTarget[1];
68 42
     target[2] = mTarget[2];
69 43
 }
70 44
 
71
-
72
-float Camera::getYaw()
73
-{
45
+float Camera::getYaw() {
74 46
     return HEL_RAD_TO_DEG(mTheta);
75 47
 }
76 48
 
77
-
78
-vec_t Camera::getRadianYaw()
79
-{
49
+vec_t Camera::getRadianYaw() {
80 50
     return mTheta;
81 51
 }
82 52
 
83
-
84
-vec_t Camera::getRadianPitch()
85
-{
53
+vec_t Camera::getRadianPitch() {
86 54
     return mTheta2;
87 55
 }
88 56
 
89
-
90
-////////////////////////////////////////////////////////////
91
-// Public Mutators
92
-////////////////////////////////////////////////////////////
93
-
94
-void Camera::rotate(float angle, float x, float y, float z)
95
-{
57
+void Camera::rotate(float angle, float x, float y, float z) {
96 58
     Quaternion t, n;
97 59
     Matrix matrix;
98 60
     vec_t side[4] = { 1.0f, 0.0f,  0.0f, 1.0f };
@@ -101,7 +63,6 @@ void Camera::rotate(float angle, float x, float y, float z)
101 63
     unsigned int i;
102 64
     matrix_t m;
103 65
 
104
-
105 66
     t.set(angle, x, y, z);
106 67
     n = mQ * t;
107 68
     n.normalize();
@@ -112,8 +73,7 @@ void Camera::rotate(float angle, float x, float y, float z)
112 73
     matrix.multiply4v(look, mTarget);
113 74
     matrix.multiply4v(up, mUp);
114 75
 
115
-    for (i = 0; i < 3; ++i)
116
-    {
76
+    for (i = 0; i < 3; ++i) {
117 77
         mSide[i] += mPos[i];
118 78
         mTarget[i] += mPos[i];
119 79
         mUp[i] += mPos[i];
@@ -122,16 +82,13 @@ void Camera::rotate(float angle, float x, float y, float z)
122 82
     mQ = n;
123 83
 }
124 84
 
125
-
126
-void Camera::translate(float x, float y, float z)
127
-{
85
+void Camera::translate(float x, float y, float z) {
128 86
     int i;
129 87
     vec_t result[4];
130 88
     vec_t v[4];
131 89
     matrix_t m;
132 90
     Matrix matrix;
133 91
 
134
-
135 92
     v[0] = x;
136 93
     v[1] = y;
137 94
     v[2] = -z;
@@ -157,8 +114,7 @@ void Camera::translate(float x, float y, float z)
157 114
     matrix.setMatrix(m);
158 115
     matrix.multiply4v(v, result);
159 116
 
160
-    for (i = 0; i < 3; ++i)
161
-    {
117
+    for (i = 0; i < 3; ++i) {
162 118
         mSide[i] += result[i];
163 119
         mUp[i] += result[i];
164 120
         mTarget[i] += result[i];
@@ -170,9 +126,7 @@ void Camera::translate(float x, float y, float z)
170 126
     mPos[2] = z;
171 127
 }
172 128
 
173
-
174
-void Camera::reset()
175
-{
129
+void Camera::reset() {
176 130
     mTheta = 0.0f;
177 131
     mTheta2 = 0.0f;
178 132
 
@@ -196,38 +150,26 @@ void Camera::reset()
196 150
     translate(0.0f, 0.0f, 0.0f);
197 151
 }
198 152
 
199
-
200
-void Camera::setSensitivityY(float angle)
201
-{
153
+void Camera::setSensitivityY(float angle) {
202 154
     mRotateDelta2 = HEL_DEG_TO_RAD(angle);
203 155
 }
204 156
 
205
-
206
-void Camera::setSensitivityX(float angle)
207
-{
157
+void Camera::setSensitivityX(float angle) {
208 158
     mRotateDelta = HEL_DEG_TO_RAD(angle);
209 159
 }
210 160
 
211
-
212
-////////
213
-void Camera::command(enum camera_command cmd)
214
-{
215
-    switch (cmd)
216
-    {
161
+void Camera::command(enum camera_command cmd) {
162
+    switch (cmd) {
217 163
         case CAMERA_MOVE_FORWARD:
218 164
             if (mFlags & Camera_FlyMode)
219
-            {
220 165
                 mPos[2] += (mTranslateDelta * cosf(mTheta));
221
-            }
222 166
 
223 167
             mPos[0] += (mTranslateDelta * sinf(mTheta));
224 168
             mPos[1] += (mTranslateDelta * sinf(mTheta2));
225 169
             break;
226 170
         case CAMERA_MOVE_BACKWARD:
227 171
             if (mFlags & Camera_FlyMode)
228
-            {
229 172
                 mPos[2] -= (mTranslateDelta * cosf(mTheta));
230
-            }
231 173
 
232 174
             mPos[0] -= (mTranslateDelta * sinf(mTheta));
233 175
             mPos[1] -= (mTranslateDelta * sinf(mTheta2));
@@ -278,75 +220,31 @@ void Camera::command(enum camera_command cmd)
278 220
     }
279 221
 }
280 222
 
281
-
282
-//! \fixme Mostly invalid for QUAT_CAM (can rotate on XYZ)
283
-bool Camera::isBehind(int x, int z)
284
-{
285
-    vec_t bTheta, bCameraX, bCameraZ, Distance;
286
-
287
-
288
-    // Set up a "virtual camera" a huge distance behind us
289
-    bTheta = mTheta + HEL_PI;
290
-
291
-    if (bTheta > HEL_PI)
292
-        bTheta -= HEL_2_PI;
293
-
294
-    // 64k is a fair distance away...
295
-    bCameraX = (65536.0f * sinf(bTheta)) + mPos[0];
296
-    bCameraZ = (65536.0f * cosf(bTheta)) + mPos[2];
297
-
298
-    bCameraX -= x;
299
-    bCameraZ -= z;
300
-    Distance = sqrtf((bCameraX * bCameraX) + (bCameraZ * bCameraZ));
301
-
302
-    return (Distance < 65536.0f);
303
-}
304
-
305
-
306
-void Camera::setSpeed(float s)
307
-{
223
+void Camera::setSpeed(float s) {
308 224
     mTranslateDelta = s;
309 225
 }
310 226
 
311
-
312
-void Camera::update()
313
-{
227
+void Camera::update() {
314 228
     mTarget[2] = (mViewDistance * cosf(mTheta)) + mPos[2];
315 229
     mTarget[0] = (mViewDistance * sinf(mTheta)) + mPos[0];
316 230
     mTarget[1] = (mViewDistance * sinf(mTheta2)) + mPos[1]; // + height_offset;
317 231
 }
318 232
 
319
-
320
-void Camera::setPosition(vec3_t pos)
321
-{
233
+void Camera::setPosition(vec3_t pos) {
322 234
     mPos[0] = pos[0];
323 235
     mPos[1] = pos[1];
324 236
     mPos[2] = pos[2];
325 237
 }
326 238
 
327
-
328
-void Camera::setUp(vec3_t up)
329
-{
239
+void Camera::setUp(vec3_t up) {
330 240
     mUp[0] = up[0];
331 241
     mUp[1] = up[1];
332 242
     mUp[2] = up[2];
333 243
 }
334 244
 
335
-
336
-void Camera::setTarget(vec3_t target)
337
-{
245
+void Camera::setTarget(vec3_t target) {
338 246
     mTarget[0] = target[0];
339 247
     mTarget[1] = target[1];
340 248
     mTarget[2] = target[2];
341 249
 }
342 250
 
343
-
344
-////////////////////////////////////////////////////////////
345
-// Private Accessors
346
-////////////////////////////////////////////////////////////
347
-
348
-
349
-////////////////////////////////////////////////////////////
350
-// Private Mutators
351
-////////////////////////////////////////////////////////////
352
-

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