Removed unused parameter from CEngine::SetViewParams
parent
d80fa387b9
commit
bef27c3b36
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@ -88,7 +88,6 @@ CCamera::CCamera()
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m_smooth = CAM_SMOOTH_NORM;
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m_cameraObj = nullptr;
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m_eyeDistance = 10.0f;
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m_initDelay = 0.0f;
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m_actualEye = Math::Vector(0.0f, 0.0f, 0.0f);
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@ -223,7 +222,6 @@ void CCamera::Init(Math::Vector eye, Math::Vector lookat, float delay)
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m_directionH = Math::RotateAngle(eye.x - lookat.x, eye.z - lookat.z) + Math::PI / 2.0f;
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m_directionV = -Math::RotateAngle(Math::DistanceProjected(eye, lookat), eye.y - lookat.y);
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m_eyeDistance = 10.0f;
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m_heightLookat = 10.0f;
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m_backDist = 30.0f;
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m_backMin = 10.0f;
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@ -1528,7 +1526,7 @@ void CCamera::SetScriptLookat(Math::Vector lookat)
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void CCamera::SetViewParams(const Math::Vector &eye, const Math::Vector &lookat,
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const Math::Vector &up)
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{
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m_engine->SetViewParams(eye, lookat, up, m_eyeDistance);
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m_engine->SetViewParams(eye, lookat, up);
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bool under = (eye.y < m_water->GetLevel()); // Is it underwater?
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if (m_type == CAM_TYPE_INFO)
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@ -282,8 +282,6 @@ protected:
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//! Object linked to the camera
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CObject* m_cameraObj;
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//! Distance between the eyes
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float m_eyeDistance;
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//! Time of initial centering
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float m_initDelay;
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@ -293,11 +291,11 @@ protected:
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Math::Vector m_actualLookat;
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//! Final eye
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Math::Vector m_finalEye;
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//! Final aim
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//! Final lookat
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Math::Vector m_finalLookat;
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//! Normal eye
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//! Eye position at the moment of entering CAM_TYPE_INFO/CAM_TYPE_VISIT
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Math::Vector m_normEye;
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//! Normal aim
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//! Lookat position at the moment of entering CAM_TYPE_INFO/CAM_TYPE_VISIT
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Math::Vector m_normLookat;
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float m_focus;
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@ -2184,8 +2184,7 @@ void CEngine::SetMaterial(const Material& mat)
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m_device->SetMaterial(mat);
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}
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void CEngine::SetViewParams(const Math::Vector& eyePt, const Math::Vector& lookatPt,
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const Math::Vector& upVec, float eyeDistance)
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void CEngine::SetViewParams(const Math::Vector &eyePt, const Math::Vector &lookatPt, const Math::Vector &upVec)
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{
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m_eyePt = eyePt;
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m_lookatPt = lookatPt;
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@ -901,8 +901,7 @@ public:
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void SetMaterial(const Material& mat);
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//! Specifies the location and direction of view
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void SetViewParams(const Math::Vector& eyePt, const Math::Vector& lookatPt,
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const Math::Vector& upVec, float eyeDistance);
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void SetViewParams(const Math::Vector &eyePt, const Math::Vector &lookatPt, const Math::Vector &upVec);
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//! Loads texture, creating it if not already present
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Texture LoadTexture(const std::string& name);
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