Removes unused methods and hides private member.
Commented By: elexis Differential Revision: https://code.wildfiregames.com/D2342 This was SVN commit r23025.
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@ -119,7 +119,7 @@ public:
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double delta = (m_Target - m_Current) * (1.0 - p);
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m_Current += delta;
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return (float)delta;
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return static_cast<float>(delta);
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}
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void ClampSmoothly(float min, float max)
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@ -139,9 +139,19 @@ public:
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m_Target = t;
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}
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float m_Smoothness;
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float GetSmoothness() const
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{
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return m_Smoothness;
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}
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void SetSmoothness(float smoothness)
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{
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m_Smoothness = smoothness;
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}
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private:
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float m_Smoothness;
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double m_Target; // the value which m_Current is tending towards
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double m_Current;
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// (We use double because the extra precision is worthwhile here)
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@ -438,12 +448,20 @@ int CGameView::Initialize()
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CFG_GET_VAL("view.height.smoothness", m->HeightSmoothness);
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CFG_GET_VAL("view.height.min", m->HeightMin);
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CFG_GET_VAL("view.pos.smoothness", m->PosX.m_Smoothness);
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CFG_GET_VAL("view.pos.smoothness", m->PosY.m_Smoothness);
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CFG_GET_VAL("view.pos.smoothness", m->PosZ.m_Smoothness);
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CFG_GET_VAL("view.zoom.smoothness", m->Zoom.m_Smoothness);
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CFG_GET_VAL("view.rotate.x.smoothness", m->RotateX.m_Smoothness);
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CFG_GET_VAL("view.rotate.y.smoothness", m->RotateY.m_Smoothness);
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#define SETUP_SMOOTHNESS(CFG_PREFIX, SMOOTHED_VALUE) \
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{ \
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float smoothness = SMOOTHED_VALUE.GetSmoothness(); \
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CFG_GET_VAL(CFG_PREFIX ".smoothness", smoothness); \
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SMOOTHED_VALUE.SetSmoothness(smoothness); \
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}
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SETUP_SMOOTHNESS("view.pos", m->PosX);
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SETUP_SMOOTHNESS("view.pos", m->PosY);
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SETUP_SMOOTHNESS("view.pos", m->PosZ);
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SETUP_SMOOTHNESS("view.zoom", m->Zoom);
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SETUP_SMOOTHNESS("view.rotate.x", m->RotateX);
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SETUP_SMOOTHNESS("view.rotate.y", m->RotateY);
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#undef SETUP_SMOOTHNESS
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CFG_GET_VAL("view.near", m->ViewNear);
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CFG_GET_VAL("view.far", m->ViewFar);
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@ -723,7 +741,7 @@ void CGameView::Update(const float deltaRealTime)
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cmpPosition->GetInterpolatedPosition2D(frameOffset, x, z, angle);
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float height = 4.f;
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m->ViewCamera.m_Orientation.SetIdentity();
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m->ViewCamera.m_Orientation.RotateX((float)M_PI/24.f);
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m->ViewCamera.m_Orientation.RotateX(static_cast<float>(M_PI) / 24.f);
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m->ViewCamera.m_Orientation.RotateY(angle);
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m->ViewCamera.m_Orientation.Translate(pos.X, pos.Y + height, pos.Z);
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@ -881,7 +899,7 @@ void CGameView::Update(const float deltaRealTime)
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}
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*/
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m->RotateY.Wrap(-(float)M_PI, (float)M_PI);
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m->RotateY.Wrap(-static_cast<float>(M_PI), static_cast<float>(M_PI));
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// Update the camera matrix
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SetCameraProjection();
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@ -1003,16 +1021,6 @@ entity_id_t CGameView::GetFollowedEntity()
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return m->FollowEntity;
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}
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float CGameView::GetNear() const
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{
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return m->ViewNear;
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}
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float CGameView::GetFar() const
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{
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return m->ViewFar;
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}
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void CGameView::SetCameraProjection()
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{
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m->ViewCamera.SetPerspectiveProjection(m->ViewNear, m->ViewFar, m->ViewFOV);
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@ -61,8 +61,6 @@ public:
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CVector3D GetCameraPosition() const;
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CVector3D GetCameraRotation() const;
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float GetCameraZoom() const;
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float GetNear() const;
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float GetFar() const;
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void SetCamera(const CVector3D& pos, float rotX, float rotY, float zoom);
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void MoveCameraTarget(const CVector3D& target);
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