diff --git a/source/terrain/terrainMain.cpp b/source/terrain/terrainMain.cpp index 997145f136..b557b98db7 100755 --- a/source/terrain/terrainMain.cpp +++ b/source/terrain/terrainMain.cpp @@ -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 (); }