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https://github.com/TorqueGameEngines/Torque3D.git
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Removes EXTENDED_MOVE block because that's mostly for VR and we'll be implementing a separate VR controller.
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0c21ef1b45
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2 changed files with 0 additions and 88 deletions
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@ -330,93 +330,6 @@ void PlayerControllerComponent::updateMove()
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bool doStandardMove = true;
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bool doStandardMove = true;
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GameConnection* con = mOwner->getControllingClient();
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GameConnection* con = mOwner->getControllingClient();
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#ifdef TORQUE_EXTENDED_MOVE
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// Work with an absolute rotation from the ExtendedMove class?
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if (con && con->getControlSchemeAbsoluteRotation())
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{
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doStandardMove = false;
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const ExtendedMove* emove = dynamic_cast<const ExtendedMove*>(move);
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U32 emoveIndex = smExtendedMoveHeadPosRotIndex;
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if (emoveIndex >= ExtendedMove::MaxPositionsRotations)
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emoveIndex = 0;
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if (emove->EulerBasedRotation[emoveIndex])
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{
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// Head pitch
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mHead.x += (emove->rotX[emoveIndex] - mLastAbsolutePitch);
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// Do we also include the relative yaw value?
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if (con->getControlSchemeAddPitchToAbsRot())
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{
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F32 x = move->pitch;
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if (x > M_PI_F)
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x -= M_2PI_F;
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mHead.x += x;
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}
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// Constrain the range of mHead.x
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while (mHead.x < -M_PI_F)
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mHead.x += M_2PI_F;
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while (mHead.x > M_PI_F)
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mHead.x -= M_2PI_F;
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// Rotate (heading) head or body?
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if (move->freeLook && ((isMounted() && getMountNode() == 0) || (con && !con->isFirstPerson())))
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{
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// Rotate head
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mHead.z += (emove->rotZ[emoveIndex] - mLastAbsoluteYaw);
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// Do we also include the relative yaw value?
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if (con->getControlSchemeAddYawToAbsRot())
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{
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F32 z = move->yaw;
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if (z > M_PI_F)
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z -= M_2PI_F;
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mHead.z += z;
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}
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// Constrain the range of mHead.z
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while (mHead.z < 0.0f)
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mHead.z += M_2PI_F;
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while (mHead.z > M_2PI_F)
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mHead.z -= M_2PI_F;
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}
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else
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{
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// Rotate body
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mRot.z += (emove->rotZ[emoveIndex] - mLastAbsoluteYaw);
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// Do we also include the relative yaw value?
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if (con->getControlSchemeAddYawToAbsRot())
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{
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F32 z = move->yaw;
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if (z > M_PI_F)
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z -= M_2PI_F;
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mRot.z += z;
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}
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// Constrain the range of mRot.z
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while (mRot.z < 0.0f)
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mRot.z += M_2PI_F;
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while (mRot.z > M_2PI_F)
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mRot.z -= M_2PI_F;
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}
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mLastAbsoluteYaw = emove->rotZ[emoveIndex];
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mLastAbsolutePitch = emove->rotX[emoveIndex];
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// Head bank
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mHead.y = emove->rotY[emoveIndex];
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// Constrain the range of mHead.y
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while (mHead.y > M_PI_F)
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mHead.y -= M_2PI_F;
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}
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}
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#endif
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MatrixF zRot;
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MatrixF zRot;
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zRot.set(EulerF(0.0f, 0.0f, mOwner->getRotation().asEulerF().z));
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zRot.set(EulerF(0.0f, 0.0f, mOwner->getRotation().asEulerF().z));
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@ -34,7 +34,6 @@
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#include "lighting/lightQuery.h"
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#include "lighting/lightQuery.h"
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#include "scene/sceneManager.h"
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#include "scene/sceneManager.h"
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#include "gfx/bitmap/ddsFile.h"
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#include "gfx/bitmap/ddsFile.h"
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#include "gfx/bitmap/ddsUtils.h"
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#include "gfx/gfxTextureManager.h"
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#include "gfx/gfxTextureManager.h"
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#include "materials/materialFeatureTypes.h"
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#include "materials/materialFeatureTypes.h"
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#include "renderInstance/renderImposterMgr.h"
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#include "renderInstance/renderImposterMgr.h"
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