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Diffstat (limited to 'src/client')
-rw-r--r--src/client/camera.cc57
1 files changed, 8 insertions, 49 deletions
diff --git a/src/client/camera.cc b/src/client/camera.cc
index b9fa1b5..c7982f4 100644
--- a/src/client/camera.cc
+++ b/src/client/camera.cc
@@ -167,61 +167,20 @@ void draw(float elapsed)
gl::rotate(90.0f, 0, 1.0, 0);
gl::rotate(-90.0f, 1.0f , 0, 0);
- float x,y,z;
-
// map camera coordinates to opengl coordinates
switch (mode) {
case Free:
- // calculate the position of the eye
- x = -distance;
- y = 0;
- z = distance/2;
-
- eye.x = x * cos(-pitch_current / 180.0f * M_PI) - z * sin(-pitch_current / 180.0f * M_PI);
- eye.y = y;
- eye.z = x * sin(-pitch_current / 180.0f * M_PI) + z * cos(-pitch_current / 180.0f * M_PI);
-
- x = eye.x;
- y = eye.y;
- z = eye.z;
-
- eye.x = x * cos(yaw_current / 180.0f * M_PI) - y * sin(yaw_current / 180.0f * M_PI);
- eye.y = x * sin(yaw_current / 180.0f * M_PI) + y * cos(yaw_current / 180.0f * M_PI);
- eye.z = z;
-
- eye = eye + target;
-
- // draw the camera transformation
- gl::translate(1.0f+distance, 0.0f, -distance/2);
- gl::rotate(-pitch_current, 0, 1.0f, 0 );
- gl::rotate(-yaw_current, 0, 0, 1.0f);
- gl::translate(-1*target);
- break;
-
case Track:
- // calculate the position of the eye
- x = -distance;
- y = 0;
- z = distance;
-
- eye.x = z * sin(pitch_current / 180.0f * M_PI) + x * cos(pitch_current / 180.0f * M_PI);
- eye.y = y;
- eye.z = z * sin(pitch_current / 180.0f * M_PI) - x * cos(pitch_current / 180.0f * M_PI);
-
- x = eye.x;
- y = eye.y;
- z = eye.z;
-
- eye.x = x * cos(yaw_current / 180.0f * M_PI) - y * sin(yaw_current / 180.0f * M_PI);
- eye.y = x * sin(yaw_current / 180.0f * M_PI) + y * cos(yaw_current / 180.0f * M_PI);
- eye.z = z;
-
- eye = eye + target;
+ if (core::localcontrol()->model())
+ distance = core::localcontrol()->model()->radius();
+ else
+ distance = 0.5f;
// draw the camera transformation
- gl::translate(1.0f+distance, 0.0f, -distance);
- gl::rotate(-pitch_current, 0, 1.0f, 0);
- gl::rotate(-yaw_current, 0, 0, 1.0f);
+ gl::translate(0.0f, 0.0f, -3*distance/4);
+ gl::translate(1.2+distance, 0.0f, 0.0f);
+ gl::rotate(-pitch_current, 0.0f, 1.0f, 0.0f);
+ gl::rotate(-yaw_current, 0.0f, 0.0f, 1.0f);
gl::translate(-1*target);
break;