From 9359b72b93d6f37a8696fdc36da2be6739cd2d17 Mon Sep 17 00:00:00 2001 From: Areloch Date: Wed, 18 Oct 2017 00:26:57 -0500 Subject: [PATCH] Removes EXTENDED_MOVE block because that's mostly for VR and we'll be implementing a separate VR controller. --- .../physics/playerControllerComponent.cpp | 87 ------------------- .../T3D/components/render/meshComponent.cpp | 1 - 2 files changed, 88 deletions(-) diff --git a/Engine/source/T3D/components/physics/playerControllerComponent.cpp b/Engine/source/T3D/components/physics/playerControllerComponent.cpp index 60945f68e..2c6cea6e9 100644 --- a/Engine/source/T3D/components/physics/playerControllerComponent.cpp +++ b/Engine/source/T3D/components/physics/playerControllerComponent.cpp @@ -330,93 +330,6 @@ void PlayerControllerComponent::updateMove() bool doStandardMove = true; GameConnection* con = mOwner->getControllingClient(); -#ifdef TORQUE_EXTENDED_MOVE - // Work with an absolute rotation from the ExtendedMove class? - if (con && con->getControlSchemeAbsoluteRotation()) - { - doStandardMove = false; - const ExtendedMove* emove = dynamic_cast(move); - U32 emoveIndex = smExtendedMoveHeadPosRotIndex; - if (emoveIndex >= ExtendedMove::MaxPositionsRotations) - emoveIndex = 0; - - if (emove->EulerBasedRotation[emoveIndex]) - { - // Head pitch - mHead.x += (emove->rotX[emoveIndex] - mLastAbsolutePitch); - - // Do we also include the relative yaw value? - if (con->getControlSchemeAddPitchToAbsRot()) - { - F32 x = move->pitch; - if (x > M_PI_F) - x -= M_2PI_F; - - mHead.x += x; - } - - // Constrain the range of mHead.x - while (mHead.x < -M_PI_F) - mHead.x += M_2PI_F; - while (mHead.x > M_PI_F) - mHead.x -= M_2PI_F; - - // Rotate (heading) head or body? - if (move->freeLook && ((isMounted() && getMountNode() == 0) || (con && !con->isFirstPerson()))) - { - // Rotate head - mHead.z += (emove->rotZ[emoveIndex] - mLastAbsoluteYaw); - - // Do we also include the relative yaw value? - if (con->getControlSchemeAddYawToAbsRot()) - { - F32 z = move->yaw; - if (z > M_PI_F) - z -= M_2PI_F; - - mHead.z += z; - } - - // Constrain the range of mHead.z - while (mHead.z < 0.0f) - mHead.z += M_2PI_F; - while (mHead.z > M_2PI_F) - mHead.z -= M_2PI_F; - } - else - { - // Rotate body - mRot.z += (emove->rotZ[emoveIndex] - mLastAbsoluteYaw); - - // Do we also include the relative yaw value? - if (con->getControlSchemeAddYawToAbsRot()) - { - F32 z = move->yaw; - if (z > M_PI_F) - z -= M_2PI_F; - - mRot.z += z; - } - - // Constrain the range of mRot.z - while (mRot.z < 0.0f) - mRot.z += M_2PI_F; - while (mRot.z > M_2PI_F) - mRot.z -= M_2PI_F; - } - mLastAbsoluteYaw = emove->rotZ[emoveIndex]; - mLastAbsolutePitch = emove->rotX[emoveIndex]; - - // Head bank - mHead.y = emove->rotY[emoveIndex]; - - // Constrain the range of mHead.y - while (mHead.y > M_PI_F) - mHead.y -= M_2PI_F; - } - } -#endif - MatrixF zRot; zRot.set(EulerF(0.0f, 0.0f, mOwner->getRotation().asEulerF().z)); diff --git a/Engine/source/T3D/components/render/meshComponent.cpp b/Engine/source/T3D/components/render/meshComponent.cpp index 708a48ae1..c9eeee3c3 100644 --- a/Engine/source/T3D/components/render/meshComponent.cpp +++ b/Engine/source/T3D/components/render/meshComponent.cpp @@ -34,7 +34,6 @@ #include "lighting/lightQuery.h" #include "scene/sceneManager.h" #include "gfx/bitmap/ddsFile.h" -#include "gfx/bitmap/ddsUtils.h" #include "gfx/gfxTextureManager.h" #include "materials/materialFeatureTypes.h" #include "renderInstance/renderImposterMgr.h"