Removes current implement of shadow caching

Also removes EC stuff as it's not ready for prime-time yet
This commit is contained in:
Areloch 2019-12-13 01:14:03 -06:00
parent f007700646
commit 66cc6fb9d1
141 changed files with 67 additions and 19491 deletions

View file

@ -23,7 +23,6 @@
#include "gui/worldEditor/worldEditorSelection.h"
#include "gui/worldEditor/worldEditor.h"
#include "scene/sceneObject.h"
#include "T3D/entity.h"
IMPLEMENT_CONOBJECT( WorldEditorSelection );
@ -410,34 +409,26 @@ void WorldEditorSelection::rotate(const EulerF & rot, const Point3F & center)
// single selections will rotate around own axis, multiple about world
if(size() == 1)
{
Entity* eO = dynamic_cast< Entity* >(at(0));
if (eO)
SceneObject* object = dynamic_cast<SceneObject*>(at(0));
if (object)
{
eO->setTransform(eO->getPosition(), eO->getRotation() + RotationF(rot));
}
else
{
SceneObject* object = dynamic_cast<SceneObject*>(at(0));
if (object)
{
MatrixF mat = object->getTransform();
MatrixF mat = object->getTransform();
Point3F pos;
mat.getColumn(3, &pos);
Point3F pos;
mat.getColumn(3, &pos);
// get offset in obj space
Point3F offset = pos - center;
MatrixF wMat = object->getWorldTransform();
wMat.mulV(offset);
// get offset in obj space
Point3F offset = pos - center;
MatrixF wMat = object->getWorldTransform();
wMat.mulV(offset);
//
MatrixF transform(EulerF(0, 0, 0), -offset);
transform.mul(MatrixF(rot));
transform.mul(MatrixF(EulerF(0, 0, 0), offset));
mat.mul(transform);
//
MatrixF transform(EulerF(0, 0, 0), -offset);
transform.mul(MatrixF(rot));
transform.mul(MatrixF(EulerF(0, 0, 0), offset));
mat.mul(transform);
object->setTransform(mat);
}
object->setTransform(mat);
}
}
else