Browse Source

Removed unused code in Camera

Thomas Buck 10 years ago
parent
commit
ab733572ff
2 changed files with 22 additions and 149 deletions
  1. 0
    25
      include/Camera.h
  2. 22
    124
      src/Camera.cpp

+ 0
- 25
include/Camera.h View File

71
     ~Camera();
71
     ~Camera();
72
 
72
 
73
     /*!
73
     /*!
74
-     * \brief Get this cameras ID
75
-     * \returns id
76
-     */
77
-    unsigned int getId();
78
-
79
-    /*!
80
      * \brief Returns the current position
74
      * \brief Returns the current position
81
      * \param pos where the position will be stored
75
      * \param pos where the position will be stored
82
      */
76
      */
105
      * \returns theta angle/yaw of camera
99
      * \returns theta angle/yaw of camera
106
      */
100
      */
107
     vec_t getRadianYaw();
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
      * \brief Get current angle/pitch
104
      * \brief Get current angle/pitch
128
     vec_t getRadianPitch();
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
      * \brief Rotate the camera
116
      * \brief Rotate the camera
140
      * \param angle angle in radians
117
      * \param angle angle in radians
141
      * \param x X coordinate of axis
118
      * \param x X coordinate of axis
205
     void setTarget(vec3_t target);
182
     void setTarget(vec3_t target);
206
 
183
 
207
 private:
184
 private:
208
-    unsigned int mId;             //!< Unique id
209
     Quaternion mQ;                //!< Quaternion for rotation
185
     Quaternion mQ;                //!< Quaternion for rotation
210
     unsigned int mFlags;          //!< For testing with flags
186
     unsigned int mFlags;          //!< For testing with flags
211
     vec_t mPos[4];                //!< Location in 3 space (aka eye)
187
     vec_t mPos[4];                //!< Location in 3 space (aka eye)
218
     vec_t mTheta;                 //!< View angle Y
194
     vec_t mTheta;                 //!< View angle Y
219
     vec_t mRotateDelta2;          //!< Radians to rotate Z
195
     vec_t mRotateDelta2;          //!< Radians to rotate Z
220
     vec_t mTheta2;                //!< View angle Z
196
     vec_t mTheta2;                //!< View angle Z
221
-    static unsigned int mCounter; //!< Id system use
222
 };
197
 };
223
 
198
 
224
 #endif
199
 #endif

+ 22
- 124
src/Camera.cpp View File

11
 #include "utils/math.h"
11
 #include "utils/math.h"
12
 #include "Camera.h"
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
     mFlags = 0;
15
     mFlags = 0;
24
     mViewDistance = 14.0f;
16
     mViewDistance = 14.0f;
25
     mTranslateDelta = 256.0f;
17
     mTranslateDelta = 256.0f;
29
     reset();
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
     pos[0] = mPos[0];
28
     pos[0] = mPos[0];
51
     pos[1] = mPos[1];
29
     pos[1] = mPos[1];
52
     pos[2] = mPos[2];
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
     up[0] = mUp[0];
34
     up[0] = mUp[0];
59
     up[1] = mUp[1];
35
     up[1] = mUp[1];
60
     up[2] = mUp[2];
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
     target[0] = mTarget[0];
40
     target[0] = mTarget[0];
67
     target[1] = mTarget[1];
41
     target[1] = mTarget[1];
68
     target[2] = mTarget[2];
42
     target[2] = mTarget[2];
69
 }
43
 }
70
 
44
 
71
-
72
-float Camera::getYaw()
73
-{
45
+float Camera::getYaw() {
74
     return HEL_RAD_TO_DEG(mTheta);
46
     return HEL_RAD_TO_DEG(mTheta);
75
 }
47
 }
76
 
48
 
77
-
78
-vec_t Camera::getRadianYaw()
79
-{
49
+vec_t Camera::getRadianYaw() {
80
     return mTheta;
50
     return mTheta;
81
 }
51
 }
82
 
52
 
83
-
84
-vec_t Camera::getRadianPitch()
85
-{
53
+vec_t Camera::getRadianPitch() {
86
     return mTheta2;
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
     Quaternion t, n;
58
     Quaternion t, n;
97
     Matrix matrix;
59
     Matrix matrix;
98
     vec_t side[4] = { 1.0f, 0.0f,  0.0f, 1.0f };
60
     vec_t side[4] = { 1.0f, 0.0f,  0.0f, 1.0f };
101
     unsigned int i;
63
     unsigned int i;
102
     matrix_t m;
64
     matrix_t m;
103
 
65
 
104
-
105
     t.set(angle, x, y, z);
66
     t.set(angle, x, y, z);
106
     n = mQ * t;
67
     n = mQ * t;
107
     n.normalize();
68
     n.normalize();
112
     matrix.multiply4v(look, mTarget);
73
     matrix.multiply4v(look, mTarget);
113
     matrix.multiply4v(up, mUp);
74
     matrix.multiply4v(up, mUp);
114
 
75
 
115
-    for (i = 0; i < 3; ++i)
116
-    {
76
+    for (i = 0; i < 3; ++i) {
117
         mSide[i] += mPos[i];
77
         mSide[i] += mPos[i];
118
         mTarget[i] += mPos[i];
78
         mTarget[i] += mPos[i];
119
         mUp[i] += mPos[i];
79
         mUp[i] += mPos[i];
122
     mQ = n;
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
     int i;
86
     int i;
129
     vec_t result[4];
87
     vec_t result[4];
130
     vec_t v[4];
88
     vec_t v[4];
131
     matrix_t m;
89
     matrix_t m;
132
     Matrix matrix;
90
     Matrix matrix;
133
 
91
 
134
-
135
     v[0] = x;
92
     v[0] = x;
136
     v[1] = y;
93
     v[1] = y;
137
     v[2] = -z;
94
     v[2] = -z;
157
     matrix.setMatrix(m);
114
     matrix.setMatrix(m);
158
     matrix.multiply4v(v, result);
115
     matrix.multiply4v(v, result);
159
 
116
 
160
-    for (i = 0; i < 3; ++i)
161
-    {
117
+    for (i = 0; i < 3; ++i) {
162
         mSide[i] += result[i];
118
         mSide[i] += result[i];
163
         mUp[i] += result[i];
119
         mUp[i] += result[i];
164
         mTarget[i] += result[i];
120
         mTarget[i] += result[i];
170
     mPos[2] = z;
126
     mPos[2] = z;
171
 }
127
 }
172
 
128
 
173
-
174
-void Camera::reset()
175
-{
129
+void Camera::reset() {
176
     mTheta = 0.0f;
130
     mTheta = 0.0f;
177
     mTheta2 = 0.0f;
131
     mTheta2 = 0.0f;
178
 
132
 
196
     translate(0.0f, 0.0f, 0.0f);
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
     mRotateDelta2 = HEL_DEG_TO_RAD(angle);
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
     mRotateDelta = HEL_DEG_TO_RAD(angle);
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
         case CAMERA_MOVE_FORWARD:
163
         case CAMERA_MOVE_FORWARD:
218
             if (mFlags & Camera_FlyMode)
164
             if (mFlags & Camera_FlyMode)
219
-            {
220
                 mPos[2] += (mTranslateDelta * cosf(mTheta));
165
                 mPos[2] += (mTranslateDelta * cosf(mTheta));
221
-            }
222
 
166
 
223
             mPos[0] += (mTranslateDelta * sinf(mTheta));
167
             mPos[0] += (mTranslateDelta * sinf(mTheta));
224
             mPos[1] += (mTranslateDelta * sinf(mTheta2));
168
             mPos[1] += (mTranslateDelta * sinf(mTheta2));
225
             break;
169
             break;
226
         case CAMERA_MOVE_BACKWARD:
170
         case CAMERA_MOVE_BACKWARD:
227
             if (mFlags & Camera_FlyMode)
171
             if (mFlags & Camera_FlyMode)
228
-            {
229
                 mPos[2] -= (mTranslateDelta * cosf(mTheta));
172
                 mPos[2] -= (mTranslateDelta * cosf(mTheta));
230
-            }
231
 
173
 
232
             mPos[0] -= (mTranslateDelta * sinf(mTheta));
174
             mPos[0] -= (mTranslateDelta * sinf(mTheta));
233
             mPos[1] -= (mTranslateDelta * sinf(mTheta2));
175
             mPos[1] -= (mTranslateDelta * sinf(mTheta2));
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
     mTranslateDelta = s;
224
     mTranslateDelta = s;
309
 }
225
 }
310
 
226
 
311
-
312
-void Camera::update()
313
-{
227
+void Camera::update() {
314
     mTarget[2] = (mViewDistance * cosf(mTheta)) + mPos[2];
228
     mTarget[2] = (mViewDistance * cosf(mTheta)) + mPos[2];
315
     mTarget[0] = (mViewDistance * sinf(mTheta)) + mPos[0];
229
     mTarget[0] = (mViewDistance * sinf(mTheta)) + mPos[0];
316
     mTarget[1] = (mViewDistance * sinf(mTheta2)) + mPos[1]; // + height_offset;
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
     mPos[0] = pos[0];
234
     mPos[0] = pos[0];
323
     mPos[1] = pos[1];
235
     mPos[1] = pos[1];
324
     mPos[2] = pos[2];
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
     mUp[0] = up[0];
240
     mUp[0] = up[0];
331
     mUp[1] = up[1];
241
     mUp[1] = up[1];
332
     mUp[2] = up[2];
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
     mTarget[0] = target[0];
246
     mTarget[0] = target[0];
339
     mTarget[1] = target[1];
247
     mTarget[1] = target[1];
340
     mTarget[2] = target[2];
248
     mTarget[2] = target[2];
341
 }
249
 }
342
 
250
 
343
-
344
-////////////////////////////////////////////////////////////
345
-// Private Accessors
346
-////////////////////////////////////////////////////////////
347
-
348
-
349
-////////////////////////////////////////////////////////////
350
-// Private Mutators
351
-////////////////////////////////////////////////////////////
352
-

Loading…
Cancel
Save