removed FOV zoom hack (harking back to terrain demo) - rich has written the real thing

This was SVN commit r402.
This commit is contained in:
janwas 2004-06-06 23:57:07 +00:00
parent 2dcb0d8056
commit 94941af636

View File

@ -72,53 +72,14 @@ void terr_update(const float DeltaTime)
g_Camera.m_Orientation.Translate(Up*-1);
/*
const float s30 = sin(DEGTORAD(30.0f));
const float c30 = cos(DEGTORAD(30.0f));
const float s45 = sin(DEGTORAD(45.0f));
const float c45 = cos(DEGTORAD(45.0f));
const float s60 = sin(DEGTORAD(60.0f));
const float c60 = cos(DEGTORAD(60.0f));
const CVector3D viewer_back(c30*c45, s45, -s30*c45);
janwas: grr, plotted the zoom vector on paper twice, but it appears
to be completely wrong. sticking with the FOV hack for now.
if anyone sees what's wrong, or knows how to correctly implement zoom,
please put this code out of its misery :)
*/
float fov = g_Camera.GetFOV();
#if 0
const float d_key = DEGTORAD(10.0f) * DeltaTime;
const float d_wheel = DEGTORAD( 50.0f ) * DeltaTime;
const float fov_max = DEGTORAD( 60.0f );
const float fov_min = DEGTORAD( 10.0f );
if(keys[SDLK_KP_MINUS])
if (fov < fov_max)
fov += d_key;
if(keys[SDLK_KP_PLUS])
if (fov-d_key > fov_min)
fov -= d_key;
if( mouseButtons[SDL_BUTTON_WHEELUP] )
{
fov += d_wheel;
if( fov > fov_max )
fov = fov_max;
}
if( mouseButtons[SDL_BUTTON_WHEELDOWN] )
{
fov -= d_wheel;
if( fov < fov_min )
fov = fov_min;
}
ViewFOV = fov;
g_Camera.SetProjection(1, 5000, fov);
#else
/*
janwas: grr, plotted the zoom vector on paper twice, but it appears
to be completely wrong. sticking with the FOV hack for now.
if anyone sees what's wrong, or knows how to correctly implement zoom,
please put this code out of its misery :)
*/
// RC - added ScEd style zoom in and out (actually moving camera, rather than fudging fov)
float dir=0;
if (mouseButtons[SDL_BUTTON_WHEELUP]) dir=-1;
else if (mouseButtons[SDL_BUTTON_WHEELDOWN]) dir=1;
@ -141,7 +102,6 @@ please put this code out of its misery :)
g_Camera.m_Orientation.Translate(forward*(factor*g_CameraZoom));
}
}
#endif
g_Camera.UpdateFrustum ();
}