Removed zoom FOV hack; changed to actually move camera position.

This was SVN commit r330.
This commit is contained in:
notpete 2004-05-31 15:52:53 +00:00
parent 5af6d6007b
commit ad2e237946

View File

@ -31,6 +31,7 @@ int g_TransTexCounter = 0;
int g_TickCounter = 0;
double g_LastTime;
static float g_CameraZoom = 10;
const int NUM_ALPHA_MAPS = 13;
const float ViewScrollSpeed = 60;
@ -90,6 +91,8 @@ 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 );
@ -113,11 +116,34 @@ please put this code out of its misery :)
if( fov < fov_min )
fov = fov_min;
}
ViewFOV = fov;
g_Camera.SetProjection(1, 5000, fov);
#else
// 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;
float factor=dir*dir;
if (factor) {
if (dir<0) factor=-factor;
CVector3D forward=g_Camera.m_Orientation.GetIn();
// check we're not going to zoom into the terrain, or too far out into space
float h=g_Camera.m_Orientation.GetTranslation().Y+forward.Y*factor*g_CameraZoom;
float minh=65536*HEIGHT_SCALE*1.05f;
if (h<minh || h>1500) {
// yup, we will; don't move anywhere (do clamped move instead, at some point)
} else {
// do a full move
g_CameraZoom-=(factor)*0.1f;
if (g_CameraZoom<0.01f) g_CameraZoom=0.01f;
g_Camera.m_Orientation.Translate(forward*(factor*g_CameraZoom));
}
}
#endif
ViewFOV = fov;
g_Camera.SetProjection(1, 1000, fov);
g_Camera.UpdateFrustum ();
}
@ -149,7 +175,7 @@ bool terr_handler(const SDL_Event& ev)
case 'H':
// quick hack to return camera home, for screenshots (after alt+tabbing)
g_Camera.SetProjection (1, 1000, DEGTORAD(20));
g_Camera.SetProjection (1, 5000, DEGTORAD(20));
g_Camera.m_Orientation.SetXRotation(DEGTORAD(30));
g_Camera.m_Orientation.RotateY(DEGTORAD(-45));
g_Camera.m_Orientation.Translate (100, 150, -100);
@ -224,7 +250,7 @@ void InitScene ()
}
}
g_Camera.SetProjection (1, 1000, DEGTORAD(20));
g_Camera.SetProjection (1, 5000, DEGTORAD(20));
g_Camera.m_Orientation.SetXRotation(DEGTORAD(30));
g_Camera.m_Orientation.RotateY(DEGTORAD(-45));