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Diff Revisions 868 vs 869 for /trunk/Source Code/Rendering/Camera/Headers/Camera.h

Diff revisions: vs.
  @@ -91,21 +91,11 @@
91 91 /// positive Yaw
92 92 /// behind the camera and a negative one in front of the camera
93 93 /// (so we invert the angle - left will turn left when facing -Z)
94 - inline void rotateYaw(Angle::DEGREES<F32> angle) {
95 - rotate(Quaternion<F32>(
96 - _yawFixed ? _fixedYawAxis : _orientation * WORLD_Y_AXIS,
97 - -angle * _cameraTurnSpeed));
98 - }
94 + void rotateYaw(Angle::DEGREES<F32> angle);
99 95 /// Change camera's roll.
100 - inline void rotateRoll(Angle::DEGREES<F32> angle) {
101 - rotate(Quaternion<F32>(_orientation * WORLD_Z_AXIS,
102 - -angle * _cameraTurnSpeed));
103 - }
96 + void rotateRoll(Angle::DEGREES<F32> angle);
104 97 /// Change camera's pitch
105 - inline void rotatePitch(Angle::DEGREES<F32> angle) {
106 - rotate(Quaternion<F32>(_orientation * WORLD_X_AXIS,
107 - -angle * _cameraTurnSpeed));
108 - }
98 + void rotatePitch(Angle::DEGREES<F32> angle);
109 99 /// Sets the camera's Yaw angle.
110 100 /// This creates a new orientation quaternion for the camera and extracts the euler angles
111 101 inline void setYaw(Angle::DEGREES<F32> angle) {
  @@ -241,8 +231,7 @@
241 231
242 232 inline const Angle::DEGREES<F32> getHorizontalFoV() const {
243 233 Angle::RADIANS<F32> halfFoV = Angle::to_RADIANS(_verticalFoV) * 0.5f;
244 - return Angle::to_DEGREES(2.0f *
245 - std::atan(tan(halfFoV) * _aspectRatio));
234 + return Angle::to_DEGREES(2.0f * std::atan(tan(halfFoV) * _aspectRatio));
246 235 }
247 236
248 237 inline const F32 getAspectRatio() const { return _aspectRatio; }
  @@ -293,8 +282,6 @@
293 282
294 283 inline void lockRotation(bool state) { _rotationLocked = state; }
295 284
296 - inline void lockView(bool state) { _viewMatrixLocked = state; }
297 -
298 285 inline void lockFrustum(bool state) { _frustumLocked = state; }
299 286
300 287 /// Get the world space pozition from the specified screen coordinates
  @@ -346,7 +333,6 @@
346 333
347 334 bool _projectionDirty;
348 335 bool _viewMatrixDirty;
349 - bool _viewMatrixLocked;
350 336 bool _frustumLocked;
351 337 bool _rotationLocked;
352 338 bool _movementLocked;