[Change] More rotating frame work. Looks pretty nice now..
This commit is contained in:
		
							parent
							
								
									5f51ee9cb1
								
							
						
					
					
						commit
						a66869c16f
					
				
							
								
								
									
										16
									
								
								src/main.cpp
									
									
									
									
									
								
							
							
						
						
									
										16
									
								
								src/main.cpp
									
									
									
									
									
								
							@ -195,22 +195,22 @@ void L3D::MainLoop(void) {
 | 
			
		||||
  const float zpos = EARTH_RADIUS * 1;
 | 
			
		||||
  Frame* pframe = *(Space::rootFrame->m_children.begin());
 | 
			
		||||
 | 
			
		||||
  Frame* stationFrame = new Frame(pframe, "Station frame..");
 | 
			
		||||
  stationFrame->SetRadius(5000);
 | 
			
		||||
  stationFrame->sBody = 0;
 | 
			
		||||
  stationFrame->SetPosition(vector3d(0, 0, zpos));
 | 
			
		||||
  stationFrame->SetAngVelocity(vector3d(0,0,0.5));
 | 
			
		||||
 | 
			
		||||
  for(int i = 0; i < 4; i++) {
 | 
			
		||||
    Ship* body = new Ship(ShipType::SLEEK/*LADYBIRD*/);
 | 
			
		||||
    char buf[64];
 | 
			
		||||
    snprintf(buf, sizeof(buf), "X%c-0%02d", "A"+i, i);
 | 
			
		||||
    body->SetLabel(buf);
 | 
			
		||||
    body->SetFrame(pframe);
 | 
			
		||||
    body->SetPosition(vector3d(i*2000, zpos*0.1, zpos+1000));
 | 
			
		||||
    body->SetFrame(stationFrame);
 | 
			
		||||
    body->SetPosition(vector3d(200*(i+1), 0, 2000));
 | 
			
		||||
    Space::AddBody(body);
 | 
			
		||||
  }
 | 
			
		||||
 | 
			
		||||
  Frame* stationFrame = new Frame(pframe, "Station frame...");
 | 
			
		||||
  stationFrame->SetRadius(5000);
 | 
			
		||||
  stationFrame->sBody = 0;
 | 
			
		||||
  stationFrame->SetPosition(vector3d(0,0,zpos));
 | 
			
		||||
  stationFrame->SetAngVelocity(vector3d(0,0,0.5));
 | 
			
		||||
 | 
			
		||||
  SpaceStation* station = new SpaceStation();
 | 
			
		||||
  station->SetLabel("Poemi-chan's Folly");
 | 
			
		||||
  station->SetFrame(stationFrame);
 | 
			
		||||
 | 
			
		||||
@ -100,22 +100,18 @@ void ModelBody::GetRotMatrix(matrix4x4d& m) {
 | 
			
		||||
  m.LoadFromOdeMatrix(dGeomGetRotation(geoms[0]));
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void ModelBody::ViewingRotation(void) {
 | 
			
		||||
  matrix4x4d m;
 | 
			
		||||
  GetRotMatrix(m);
 | 
			
		||||
  m = m.InverseOf();
 | 
			
		||||
  glMultMatrixd(&m[0]);
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void ModelBody::TransformToModelCoords(const Frame* camFrame) {
 | 
			
		||||
  vector3d fpos = GetPositionRelTo(camFrame);
 | 
			
		||||
 | 
			
		||||
  const vector3d pos = GetPosition();
 | 
			
		||||
  const dReal* r = dGeomGetRotation(geoms[0]);
 | 
			
		||||
  matrix4x4d m;
 | 
			
		||||
 | 
			
		||||
  Frame::GetFrameTransform(GetFrame(), camFrame, m);
 | 
			
		||||
  glMultMatrixd(&m[0]);
 | 
			
		||||
 | 
			
		||||
  m[ 0] = r[ 0]; m[ 1] = r[ 4]; m[ 2] = r[ 8]; m[ 3] = 0;
 | 
			
		||||
  m[ 4] = r[ 1]; m[ 5] = r[ 5]; m[ 6] = r[ 9]; m[ 7] = 0;
 | 
			
		||||
  m[ 8] = r[ 2]; m[ 9] = r[ 6]; m[10] = r[10]; m[11] = 0;
 | 
			
		||||
  m[12] = fpos.x; m[13] = fpos.y; m[14] = fpos.z; m[15] = 1;
 | 
			
		||||
  m[12] = pos.x; m[13] = pos.y; m[14] = pos.z; m[15] = 1;
 | 
			
		||||
  glMultMatrixd(&m[0]);
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
@ -172,11 +168,12 @@ void ModelBody::RenderSbreModel(const Frame* camFrame, int model, ObjParams* par
 | 
			
		||||
  Frame::GetFrameTransform(GetFrame(), camFrame, frameTrans);
 | 
			
		||||
 | 
			
		||||
  vector3d pos = GetPosition();
 | 
			
		||||
  pos = L3D::world_view->viewingRotation * frameTrans * pos;
 | 
			
		||||
  pos = frameTrans * pos;
 | 
			
		||||
  Vector p; p.x = pos.x; p.y = pos.y; p.z = -pos.z;
 | 
			
		||||
  matrix4x4d rot;
 | 
			
		||||
  rot.LoadFromOdeMatrix(dGeomGetRotation(geoms[0]));
 | 
			
		||||
  rot = L3D::world_view->viewingRotation * frameTrans * rot;
 | 
			
		||||
  frameTrans.ClearToRotOnly();
 | 
			
		||||
  rot = frameTrans * rot;
 | 
			
		||||
  Matrix m;
 | 
			
		||||
  m.x1 =  rot[0]; m.x2 =  rot[4]; m.x3 = -rot[8];
 | 
			
		||||
  m.y1 =  rot[1]; m.y2 =  rot[5]; m.y3 = -rot[9];
 | 
			
		||||
 | 
			
		||||
@ -17,7 +17,6 @@ public:
 | 
			
		||||
  vector3d GetPosition(void);
 | 
			
		||||
  virtual double GetRadius(void) const;
 | 
			
		||||
  void TransformToModelCoords(const Frame* camFrame);
 | 
			
		||||
  void ViewingRotation(void);
 | 
			
		||||
  void GetRotMatrix(matrix4x4d& m);
 | 
			
		||||
  virtual void SetFrame(Frame* f);
 | 
			
		||||
  void GeomsSetBody(dBodyID body);
 | 
			
		||||
 | 
			
		||||
@ -7,7 +7,6 @@
 | 
			
		||||
 | 
			
		||||
ObjectViewerView::ObjectViewerView(void) : View() {
 | 
			
		||||
  SetTransparency(true);
 | 
			
		||||
  viewingRotation = matrix4x4d::Identity();
 | 
			
		||||
  viewingDist = 1000.0f;
 | 
			
		||||
 | 
			
		||||
  m_infoLabel = new Gui::Label("");
 | 
			
		||||
@ -26,27 +25,18 @@ void ObjectViewerView::Draw3D(void) {
 | 
			
		||||
  glMatrixMode(GL_MODELVIEW);
 | 
			
		||||
  glLoadIdentity();
 | 
			
		||||
 | 
			
		||||
  vector3d pos = vector3d(0, 0, viewingDist);
 | 
			
		||||
  //p = matrix4x4d::RotateXMatrix(-DEG_2_RAD*m_external_view_rotx) * p;
 | 
			
		||||
  pos = matrix4x4d::RotateYMatrix(-DEG_2_RAD*rot) * pos;
 | 
			
		||||
  pos = matrix4x4d::RotateXMatrix(-DEG_2_RAD*rot) * pos;
 | 
			
		||||
  matrix4x4d camRot;
 | 
			
		||||
  camRot = matrix4x4d::RotateXMatrix(-DEG2RAD(rot));
 | 
			
		||||
  camRot = matrix4x4d::RotateYMatrix(-DEG2RAD(rot)) * camRot;
 | 
			
		||||
  vector3d pos = camRot * vector3d(0,0,viewingDist);
 | 
			
		||||
 | 
			
		||||
  float lightPos[4];
 | 
			
		||||
  lightPos[0] = 1;
 | 
			
		||||
  lightPos[1] = 1;
 | 
			
		||||
  lightPos[2] = 1;
 | 
			
		||||
  lightPos[3] = 0;
 | 
			
		||||
  float lightPos[4] = { 1, 1, 1, 0 };
 | 
			
		||||
  glLightfv(GL_LIGHT0, GL_POSITION, lightPos);
 | 
			
		||||
 | 
			
		||||
  /* SBRE rendering (See ModelBody.cpp) uses this.. */
 | 
			
		||||
  glRotatef(-rot, 0, 1, 0);
 | 
			
		||||
  glRotatef(-rot, 1, 0, 0);
 | 
			
		||||
  //L3D::world_view->viewingRotation = matrix4x4d::Identity();
 | 
			
		||||
  glGetDoublev(GL_MODELVIEW_MATRIX, &L3D::world_view->viewingRotation[0]);
 | 
			
		||||
 | 
			
		||||
  Body* body = L3D::player->GetNavTarget();
 | 
			
		||||
  if(body) {
 | 
			
		||||
    Frame cam_frame(body->GetFrame(), "", Frame::TEMP_VIEWING);
 | 
			
		||||
    cam_frame.SetOrientation(camRot);
 | 
			
		||||
    cam_frame.SetPosition(body->GetPosition()+pos);
 | 
			
		||||
    body->Render(&cam_frame);
 | 
			
		||||
    body->GetFrame()->RemoveChild(&cam_frame);
 | 
			
		||||
 | 
			
		||||
@ -11,7 +11,6 @@ public:
 | 
			
		||||
  virtual void Update(void);
 | 
			
		||||
  virtual void Draw3D(void);
 | 
			
		||||
private:
 | 
			
		||||
  matrix4x4d viewingRotation;
 | 
			
		||||
  float viewingDist;
 | 
			
		||||
  Gui::Label* m_infoLabel;
 | 
			
		||||
  const Body* lastTarget;
 | 
			
		||||
 | 
			
		||||
@ -831,7 +831,9 @@ void Planet::Render(const Frame* a_camFrame) {
 | 
			
		||||
  glPushMatrix();
 | 
			
		||||
 | 
			
		||||
  double rad = sbody.GetRadius();
 | 
			
		||||
  vector3d fpos = GetPositionRelTo(a_camFrame);
 | 
			
		||||
  matrix4x4d ftran;
 | 
			
		||||
  Frame::GetFrameTransform(GetFrame(), a_camFrame, ftran);
 | 
			
		||||
  vector3d fpos = ftran * GetPosition();
 | 
			
		||||
 | 
			
		||||
  double apparent_size = rad / fpos.Length();
 | 
			
		||||
  double len = fpos.Length();
 | 
			
		||||
@ -845,6 +847,9 @@ void Planet::Render(const Frame* a_camFrame) {
 | 
			
		||||
  glTranslatef(fpos.x, fpos.y, fpos.z);
 | 
			
		||||
  glColor3f(1, 1, 1);
 | 
			
		||||
 | 
			
		||||
  ftran.ClearToRotOnly();
 | 
			
		||||
  glMultMatrixd(&ftran[0]);
 | 
			
		||||
 | 
			
		||||
  if(apparent_size < 0.001) {
 | 
			
		||||
    if(crudDList) {
 | 
			
		||||
      glDeleteLists(crudDList, 1);
 | 
			
		||||
@ -873,6 +878,8 @@ void Planet::Render(const Frame* a_camFrame) {
 | 
			
		||||
    glCallList(crudDList);
 | 
			
		||||
    glPopMatrix();
 | 
			
		||||
 | 
			
		||||
    fpos = ftran.InverseOf() * fpos;
 | 
			
		||||
 | 
			
		||||
    DrawAtmosphere(rad, fpos);
 | 
			
		||||
 | 
			
		||||
    glClear(GL_DEPTH_BUFFER_BIT);
 | 
			
		||||
 | 
			
		||||
@ -6,8 +6,6 @@
 | 
			
		||||
#include "world_view.h"
 | 
			
		||||
#include "space_station_view.h"
 | 
			
		||||
 | 
			
		||||
#define DEG_2_RAD 0.0174532925
 | 
			
		||||
 | 
			
		||||
Player::Player(ShipType::Type shipType) : Ship(shipType) {
 | 
			
		||||
  m_external_view_rotx = m_external_view_roty = 0;
 | 
			
		||||
  m_external_view_dist = 200;
 | 
			
		||||
@ -27,7 +25,6 @@ void Player::Render(const Frame* camFrame) {
 | 
			
		||||
  } else {
 | 
			
		||||
    glPushMatrix();
 | 
			
		||||
    /* Could only rotate, since transform is zero (camFrame is at player origin). */
 | 
			
		||||
    TransformToModelCoords(camFrame);
 | 
			
		||||
    RenderLaserfire();
 | 
			
		||||
    glPopMatrix();
 | 
			
		||||
  }
 | 
			
		||||
@ -42,8 +39,8 @@ void Player::SetDockedWith(SpaceStation* s) {
 | 
			
		||||
 | 
			
		||||
vector3d Player::GetExternalViewTranslation(void) {
 | 
			
		||||
  vector3d p = vector3d(0, 0, m_external_view_dist);
 | 
			
		||||
  p = matrix4x4d::RotateXMatrix(-DEG_2_RAD*m_external_view_rotx) * p;
 | 
			
		||||
  p = matrix4x4d::RotateYMatrix(-DEG_2_RAD*m_external_view_roty) * p;
 | 
			
		||||
  p = matrix4x4d::RotateXMatrix(-DEG2RAD(m_external_view_rotx)) * p;
 | 
			
		||||
  p = matrix4x4d::RotateYMatrix(-DEG2RAD(m_external_view_roty)) * p;
 | 
			
		||||
  matrix4x4d m;
 | 
			
		||||
  GetRotMatrix(m);
 | 
			
		||||
  p = m*p;
 | 
			
		||||
@ -51,10 +48,9 @@ vector3d Player::GetExternalViewTranslation(void) {
 | 
			
		||||
  return p;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void Player::ApplyExternalViewRotation(void) {
 | 
			
		||||
  //glTranslatef(0, 0, m_external_view_dist);
 | 
			
		||||
  glRotatef(-m_external_view_rotx, 1, 0, 0);
 | 
			
		||||
  glRotatef(-m_external_view_roty, 0, 1, 0);
 | 
			
		||||
void Player::ApplyExternalViewRotation(matrix4x4d& m) {
 | 
			
		||||
  m = matrix4x4d::RotateXMatrix(-DEG2RAD(m_external_view_rotx)) * m;
 | 
			
		||||
  m = matrix4x4d::RotateYMatrix(-DEG2RAD(m_external_view_roty)) * m;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void Player::TimeStepUpdate(const float timeStep) {
 | 
			
		||||
@ -169,21 +165,16 @@ void Player::DrawHUD(const Frame* cam_frame) {
 | 
			
		||||
  glGetDoublev(GL_PROJECTION_MATRIX, projMatrix);
 | 
			
		||||
  glGetIntegerv(GL_VIEWPORT, viewport);
 | 
			
		||||
 | 
			
		||||
  const dReal* vel = dBodyGetLinearVel(m_body);
 | 
			
		||||
 | 
			
		||||
  const matrix4x4d& rot = L3D::world_view->viewingRotation;
 | 
			
		||||
  vector3d loc_v = rot*vector3d(vel[0], vel[1], vel[2]);
 | 
			
		||||
 | 
			
		||||
  Gui::Screen::EnterOrtho();
 | 
			
		||||
  glColor3f(.7, .7, .7);
 | 
			
		||||
 | 
			
		||||
  /* Object labels. */
 | 
			
		||||
  {
 | 
			
		||||
    for(std::list<Body*>::iterator i = Space::bodies.begin(); i != Space::bodies.end(); ++i) {
 | 
			
		||||
      if((L3D::GetCamType() != L3D::CAM_EXTERNAL) && (*i == this)) continue;
 | 
			
		||||
      Body* b = *i;
 | 
			
		||||
      vector3d _pos = b->GetPositionRelTo(cam_frame);
 | 
			
		||||
      vector3d cam_coord = rot*_pos;
 | 
			
		||||
      if(cam_coord.z < 0
 | 
			
		||||
      if(_pos.z < 0
 | 
			
		||||
          && Gui::Screen::Project(_pos.x,_pos.y,_pos.z,modelMatrix,projMatrix,viewport,
 | 
			
		||||
                                  &_pos.x, &_pos.y, &_pos.z)) {
 | 
			
		||||
        b->SetProjectedPos(_pos);
 | 
			
		||||
@ -196,13 +187,14 @@ void Player::DrawHUD(const Frame* cam_frame) {
 | 
			
		||||
 | 
			
		||||
  DrawTargetSquares();
 | 
			
		||||
 | 
			
		||||
  GLdouble pos[3];
 | 
			
		||||
 | 
			
		||||
  /* Direction indicator. */
 | 
			
		||||
  const float sz = HUD_CROSSHAIR_SIZE;
 | 
			
		||||
  /* If velocity vector is in front ofus. Draw indicator. */
 | 
			
		||||
  const dReal* vel = dBodyGetLinearVel(m_body);
 | 
			
		||||
  vector3d loc_v = cam_frame->GetOrientation().InverseOf() * vector3d(vel[0], vel[1], vel[2]);
 | 
			
		||||
  if(loc_v.z < 0) {
 | 
			
		||||
    if(Gui::Screen::Project(vel[0],vel[1],vel[2], modelMatrix, projMatrix, viewport,
 | 
			
		||||
                            &pos[0], &pos[1], &pos[2])) {
 | 
			
		||||
    GLdouble pos[3];
 | 
			
		||||
    if(Gui::Screen::Project(loc_v[0], loc_v[1], loc_v[2], modelMatrix, projMatrix,
 | 
			
		||||
          viewport, &pos[0], &pos[1], &pos[2])) {
 | 
			
		||||
      glBegin(GL_LINES);
 | 
			
		||||
        glVertex2f(pos[0]-sz, pos[1]-sz);
 | 
			
		||||
        glVertex2f(pos[0]-0.5*sz, pos[1]-0.5*sz);
 | 
			
		||||
@ -219,8 +211,8 @@ void Player::DrawHUD(const Frame* cam_frame) {
 | 
			
		||||
    }
 | 
			
		||||
  }
 | 
			
		||||
 | 
			
		||||
  /* Normal crosshairs. */
 | 
			
		||||
  if(L3D::GetCamType() == L3D::CAM_FRONT) {
 | 
			
		||||
    /* Normal crosshairs. */
 | 
			
		||||
    float px = Gui::Screen::GetWidth()/2.0;
 | 
			
		||||
    float py = Gui::Screen::GetHeight()/2.0;
 | 
			
		||||
    glBegin(GL_LINES);
 | 
			
		||||
 | 
			
		||||
@ -11,7 +11,7 @@ public:
 | 
			
		||||
  void DrawHUD(const Frame* cam_frame);
 | 
			
		||||
  virtual void SetDockedWith(SpaceStation*);
 | 
			
		||||
  vector3d GetExternalViewTranslation(void);
 | 
			
		||||
  void ApplyExternalViewRotation(void);
 | 
			
		||||
  void ApplyExternalViewRotation(matrix4x4d &m);
 | 
			
		||||
  void TimeStepUpdate(const float timeStep);
 | 
			
		||||
private:
 | 
			
		||||
  void DrawTargetSquares();
 | 
			
		||||
 | 
			
		||||
							
								
								
									
										20
									
								
								src/ship.cpp
									
									
									
									
									
								
							
							
						
						
									
										20
									
								
								src/ship.cpp
									
									
									
									
									
								
							@ -203,6 +203,13 @@ void Ship::SetCombatTarget(Body* const target) {
 | 
			
		||||
  L3D::world_view->UpdateCommsOptions();
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
bool Ship::IsFiringLasers(void) {
 | 
			
		||||
  for(int i = 0; i < ShipType::GUNMOUNT_MAX; i++) {
 | 
			
		||||
    if(m_gunState[i]) return true;
 | 
			
		||||
  }
 | 
			
		||||
  return false;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
/* Assumed to be at model coords. */
 | 
			
		||||
void Ship::RenderLaserfire(void) {
 | 
			
		||||
  const ShipType& stype = GetShipType();
 | 
			
		||||
@ -264,11 +271,12 @@ void Ship::Render(const Frame* camFrame) {
 | 
			
		||||
  strncpy(params.pText[0], GetLabel().c_str(), sizeof(params.pText));
 | 
			
		||||
 | 
			
		||||
  RenderSbreModel(camFrame, stype.sbreModel, ¶ms);
 | 
			
		||||
  
 | 
			
		||||
  glPushMatrix();
 | 
			
		||||
  TransformToModelCoords(camFrame);
 | 
			
		||||
  //render_coll_mesh(sbreCollMesh);
 | 
			
		||||
  RenderLaserfire();
 | 
			
		||||
  glPopMatrix();
 | 
			
		||||
 
 | 
			
		||||
 if(IsFiringLasers()) {
 | 
			
		||||
   glPushMatrix();
 | 
			
		||||
   TransformToModelCoords(camFrame);
 | 
			
		||||
   RenderLaserfire();
 | 
			
		||||
   glPopMatrix();
 | 
			
		||||
 } 
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
@ -53,6 +53,8 @@ protected:
 | 
			
		||||
  enum ShipType::Type m_shipType;
 | 
			
		||||
  Uint32 m_gunState[ShipType::GUNMOUNT_MAX];
 | 
			
		||||
private:
 | 
			
		||||
  bool IsFiringLasers(void);
 | 
			
		||||
 | 
			
		||||
  float m_wheelState;
 | 
			
		||||
  float m_wheelTransition;
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
@ -94,20 +94,33 @@ void WorldView::Draw3D(void) {
 | 
			
		||||
    /* Make temporary camera frame at player. */
 | 
			
		||||
    Frame cam_frame(L3D::player->GetFrame(), "", Frame::TEMP_VIEWING);
 | 
			
		||||
 | 
			
		||||
    matrix4x4d camRot = matrix4x4d::Identity();
 | 
			
		||||
 | 
			
		||||
    if(L3D::GetCamType() == L3D::CAM_FRONT) {
 | 
			
		||||
      cam_frame.SetPosition(L3D::player->GetPosition());
 | 
			
		||||
    } else if(L3D::GetCamType() == L3D::CAM_REAR) {
 | 
			
		||||
      glRotatef(180.0f, 0, 1, 0);
 | 
			
		||||
      camRot.RotateY(M_PI);
 | 
			
		||||
      //glRotatef(180.0f, 0, 1, 0);
 | 
			
		||||
      cam_frame.SetPosition(L3D::player->GetPosition());
 | 
			
		||||
    } else { /* CAM_EXTERNAL */
 | 
			
		||||
      cam_frame.SetPosition(L3D::player->GetPosition() + L3D::player->GetExternalViewTranslation());
 | 
			
		||||
      L3D::player->ApplyExternalViewRotation();
 | 
			
		||||
      L3D::player->ApplyExternalViewRotation(camRot);
 | 
			
		||||
    }
 | 
			
		||||
    L3D::player->ViewingRotation();
 | 
			
		||||
 | 
			
		||||
    glGetDoublev(GL_MODELVIEW_MATRIX, &viewingRotation[0]);
 | 
			
		||||
    {
 | 
			
		||||
      matrix4x4d prot;
 | 
			
		||||
      L3D::player->GetRotMatrix(prot);
 | 
			
		||||
      camRot = prot * camRot;
 | 
			
		||||
    }
 | 
			
		||||
    cam_frame.SetOrientation(camRot);
 | 
			
		||||
 | 
			
		||||
    matrix4x4d trans2bg;
 | 
			
		||||
    Frame::GetFrameTransform(Space::GetRootFrame(), &cam_frame, trans2bg);
 | 
			
		||||
    trans2bg.ClearToRotOnly();
 | 
			
		||||
    glPushMatrix();
 | 
			
		||||
    glMultMatrixd(&trans2bg[0]);
 | 
			
		||||
    glCallList(m_bgstarsDlist);
 | 
			
		||||
    glPopMatrix();
 | 
			
		||||
    /* Position light at sol. */
 | 
			
		||||
    matrix4x4d m;
 | 
			
		||||
    Frame::GetFrameTransform(Space::GetRootFrame(), &cam_frame, m);
 | 
			
		||||
 | 
			
		||||
@ -10,7 +10,6 @@ public:
 | 
			
		||||
  WorldView(void);
 | 
			
		||||
  virtual void Update(void);
 | 
			
		||||
  virtual void Draw3D(void);
 | 
			
		||||
  matrix4x4d viewingRotation;
 | 
			
		||||
  static const float PICK_OBJECT_RECT_SIZE;
 | 
			
		||||
  void UpdateCommsOptions(void);
 | 
			
		||||
  bool GetShowLabels(void) { return labelsOn; }
 | 
			
		||||
 | 
			
		||||
		Loading…
	
		Reference in New Issue
	
	Block a user