1
1
forked from 0ad/0ad

Replaces direct Camera member usage by appropriate method call (m_Orientation > GetOrientation()).

This was SVN commit r23234.
This commit is contained in:
Vladislav Belov 2019-12-14 12:56:47 +00:00
parent a7b7486dea
commit 2fa18b1503
10 changed files with 24 additions and 24 deletions

View File

@ -298,7 +298,7 @@ void CCameraController::Update(const float deltaRealTime)
float zoomDelta = -m_Zoom.Update(deltaRealTime);
if (zoomDelta)
{
CVector3D forwards = m_Camera.m_Orientation.GetIn();
CVector3D forwards = m_Camera.GetOrientation().GetIn();
m_PosX.AddSmoothly(forwards.X * zoomDelta);
m_PosY.AddSmoothly(forwards.Y * zoomDelta);
m_PosZ.AddSmoothly(forwards.Z * zoomDelta);
@ -319,7 +319,7 @@ void CCameraController::Update(const float deltaRealTime)
CTerrain* pTerrain = g_Game->GetWorld()->GetTerrain();
CVector3D pivot = GetSmoothPivot(targetCam);
CVector3D delta = targetCam.m_Orientation.GetTranslation() - pivot;
CVector3D delta = targetCam.GetOrientation().GetTranslation() - pivot;
CVector3D desiredPivot = pivot;
@ -364,7 +364,7 @@ void CCameraController::Update(const float deltaRealTime)
CVector3D upwards(0.0f, 1.0f, 0.0f);
CVector3D pivot = GetSmoothPivot(targetCam);
CVector3D delta = targetCam.m_Orientation.GetTranslation() - pivot;
CVector3D delta = targetCam.GetOrientation().GetTranslation() - pivot;
CQuaternion q;
q.FromAxisAngle(upwards, rotateYDelta);
@ -384,10 +384,10 @@ void CCameraController::Update(const float deltaRealTime)
float rotateXDelta = m_RotateX.Update(deltaRealTime);
if (rotateXDelta)
{
CVector3D rightwards = targetCam.m_Orientation.GetLeft() * -1.0f;
CVector3D rightwards = targetCam.GetOrientation().GetLeft() * -1.0f;
CVector3D pivot = GetSmoothPivot(targetCam);
CVector3D delta = targetCam.m_Orientation.GetTranslation() - pivot;
CVector3D delta = targetCam.GetOrientation().GetTranslation() - pivot;
CQuaternion q;
q.FromAxisAngle(rightwards, rotateXDelta);
@ -428,7 +428,7 @@ void CCameraController::Update(const float deltaRealTime)
CVector3D CCameraController::GetSmoothPivot(CCamera& camera) const
{
return camera.m_Orientation.GetTranslation() + camera.m_Orientation.GetIn() * m_Zoom.GetSmoothedValue();
return camera.GetOrientation().GetTranslation() + camera.GetOrientation().GetIn() * m_Zoom.GetSmoothedValue();
}
CVector3D CCameraController::GetCameraPivot() const
@ -538,10 +538,10 @@ void CCameraController::ResetCameraAngleZoom()
SetupCameraMatrixNonSmooth(&targetCam.m_Orientation);
// Compute the zoom adjustment to get us back to the default
CVector3D forwards = targetCam.m_Orientation.GetIn();
CVector3D forwards = targetCam.GetOrientation().GetIn();
CVector3D pivot = GetSmoothPivot(targetCam);
CVector3D delta = pivot - targetCam.m_Orientation.GetTranslation();
CVector3D delta = pivot - targetCam.GetOrientation().GetTranslation();
float dist = delta.Dot(forwards);
m_Zoom.AddSmoothly(m_ViewZoomDefault - dist);
@ -591,8 +591,8 @@ void CCameraController::FocusHeight(bool smooth)
CCamera targetCam = m_Camera;
SetupCameraMatrixSmoothRot(&targetCam.m_Orientation);
const CVector3D position = targetCam.m_Orientation.GetTranslation();
const CVector3D forwards = targetCam.m_Orientation.GetIn();
const CVector3D position = targetCam.GetOrientation().GetTranslation();
const CVector3D forwards = targetCam.GetOrientation().GetIn();
// horizontal view radius
const float radius = sqrtf(forwards.X * forwards.X + forwards.Z * forwards.Z) * m_Zoom.GetSmoothedValue();

View File

@ -286,13 +286,13 @@ void CMapWriter::WriteXML(const VfsPath& filename,
XMLWriter_Element cameraTag(xmlMapFile, "Camera");
{
XMLWriter_Element positionTag(xmlMapFile, "Position");
CVector3D pos = pCamera->m_Orientation.GetTranslation();
CVector3D pos = pCamera->GetOrientation().GetTranslation();
positionTag.Attribute("x", pos.X);
positionTag.Attribute("y", pos.Y);
positionTag.Attribute("z", pos.Z);
}
CVector3D in = pCamera->m_Orientation.GetIn();
CVector3D in = pCamera->GetOrientation().GetIn();
// Convert to spherical coordinates
float rotation = atan2(in.X, in.Z);
float declination = atan2(sqrt(in.X*in.X + in.Z*in.Z), in.Y) - static_cast<float>(M_PI / 2);

View File

@ -231,7 +231,7 @@ void CMiniMap::SetCameraPos()
float CMiniMap::GetAngle() const
{
CVector3D cameraIn = m_Camera->m_Orientation.GetIn();
CVector3D cameraIn = m_Camera->GetOrientation().GetIn();
return -atan2(cameraIn.X, cameraIn.Z);
}

View File

@ -366,7 +366,7 @@ void ShaderModelRenderer::Render(const RenderModifierPtr& modifier, const CShade
return;
CMatrix3D worldToCam;
g_Renderer.GetViewCamera().m_Orientation.GetInverse(worldToCam);
g_Renderer.GetViewCamera().GetOrientation().GetInverse(worldToCam);
/*
* Rendering approach:

View File

@ -594,8 +594,8 @@ void OverlayRenderer::RenderForegroundOverlays(const CCamera& viewCamera)
glEnable(GL_BLEND);
glDisable(GL_DEPTH_TEST);
CVector3D right = -viewCamera.m_Orientation.GetLeft();
CVector3D up = viewCamera.m_Orientation.GetUp();
CVector3D right = -viewCamera.GetOrientation().GetLeft();
CVector3D up = viewCamera.GetOrientation().GetUp();
glColor4f(1.0f, 1.0f, 1.0f, 1.0f);

View File

@ -113,7 +113,7 @@ void ParticleRenderer::PrepareForRendering(const CShaderDefines& context)
// Sort back-to-front by distance from camera
PROFILE("sort emitters");
CMatrix3D worldToCam;
g_Renderer.GetViewCamera().m_Orientation.GetInverse(worldToCam);
g_Renderer.GetViewCamera().GetOrientation().GetInverse(worldToCam);
std::stable_sort(m->emitters[cullGroup].begin(), m->emitters[cullGroup].end(), SortEmitterDistance(worldToCam));
}

View File

@ -348,7 +348,7 @@ public:
void SetOpenGLCamera(const CCamera& camera)
{
CMatrix3D view;
camera.m_Orientation.GetInverse(view);
camera.GetOrientation().GetInverse(view);
const CMatrix3D& proj = camera.GetProjection();
#if CONFIG2_GLES
@ -910,7 +910,7 @@ void CRenderer::SetObliqueFrustumClipping(CCamera& camera, const CVector4D& worl
{
// First, we'll convert the given clip plane to camera space, then we'll
// Get the view matrix and normal matrix (top 3x3 part of view matrix)
CMatrix3D normalMatrix = camera.m_Orientation.GetTranspose();
CMatrix3D normalMatrix = camera.GetOrientation().GetTranspose();
CVector4D camPlane = normalMatrix.Transform(worldPlane);
CMatrix3D matrix = camera.GetProjection();

View File

@ -789,7 +789,7 @@ bool TerrainRenderer::RenderFancyWater(const CShaderDefines& context, int cullGr
m->fancyWaterShader->Uniform(str_repeatScale, 1.0f / repeatPeriod);
m->fancyWaterShader->Uniform(str_losMatrix, losTexture.GetTextureMatrix());
m->fancyWaterShader->Uniform(str_cameraPos, camera.m_Orientation.GetTranslation());
m->fancyWaterShader->Uniform(str_cameraPos, camera.GetOrientation().GetTranslation());
if (WaterMgr->m_WaterRealDepth)
{
m->fancyWaterShader->Uniform(str_zNear, camera.GetNearPlane());

View File

@ -232,7 +232,7 @@ QUERYHANDLER(GetView)
info.pY = focus.Y;
info.pZ = focus.Z;
CQuaternion quatRot = g_Game->GetView()->GetCamera()->m_Orientation.GetRotation();
CQuaternion quatRot = g_Game->GetView()->GetCamera()->GetOrientation().GetRotation();
quatRot.Normalize();
CVector3D rotation = quatRot.ToEulerAngles();

View File

@ -144,15 +144,15 @@ void SetCurrentPaths(const std::vector<sCinemaPath>& atlasPaths)
QUERYHANDLER(GetCameraInfo)
{
sCameraInfo info;
CMatrix3D* cam = &g_Game->GetView()->GetCamera()->m_Orientation;
const CMatrix3D& cameraOrientation = g_Game->GetView()->GetCamera()->GetOrientation();
CQuaternion quatRot = cam->GetRotation();
CQuaternion quatRot = cameraOrientation.GetRotation();
quatRot.Normalize();
CVector3D rotation = quatRot.ToEulerAngles();
rotation.X = RADTODEG(rotation.X);
rotation.Y = RADTODEG(rotation.Y);
rotation.Z = RADTODEG(rotation.Z);
CVector3D translation = cam->GetTranslation();
CVector3D translation = cameraOrientation.GetTranslation();
info.pX = translation.X;
info.pY = translation.Y;