The camera tweaks caused the starting camera position to be "not so nice". This should be fixed now.

git-svn-id: svn+ssh://svn.gna.org/svn/warzone/trunk@3088 4a71c877-e1ca-e34f-864e-861f7616d084
master
Gerard Krol 2007-12-17 19:40:31 +00:00
parent 5c4384623e
commit d0063a089e
3 changed files with 6 additions and 34 deletions

View File

@ -196,10 +196,14 @@ extern void setDesiredPitch(SDWORD pitch);
#define MAXDISTANCE (3500)
#define MINDISTANCE (500)
#define START_DISTANCE (1500)
#define START_DISTANCE (2000)
#define CAMERA_PIVOT_HEIGHT (500)
#define INITIAL_DESIRED_PITCH (-40)
#define INITIAL_STARTING_PITCH (-40)
#define INITIAL_DESIRED_ROTATION (-45)
#define HIDDEN_FRONTEND_WIDTH (640)
#define HIDDEN_FRONTEND_HEIGHT (480)

View File

@ -4003,7 +4003,7 @@ static void trackHeight( float desiredHeight )
static float heightSpeed = 0.0f;
/* What fraction of a second did last game loop take */
float fraction = frameTime2 / (float)GAME_TICKS_PER_SEC;
/* How far are we from desired hieght? */
/* How far are we from desired height? */
float separation = desiredHeight - player.p.y;
/* Work out accelertion... */
float acceleration = ACCEL_CONSTANT * separation - VELOCITY_CONSTANT * heightSpeed;
@ -4013,34 +4013,6 @@ static void trackHeight( float desiredHeight )
/* Adjust the height accordingly */
player.p.y += heightSpeed * fraction;
#if 0
/* Now do auto pitch as well, but only if we're not using mouselook and not tracking */
if(!getWarCamStatus() && !getRotActive())
{
/* Get the suggested pitch */
UDWORD pitch = getSuggestedPitch();
/* What's the desired pitch from the player */
UDWORD desPitch = 360 - getDesiredPitch();
/* Make sure this isn't negative or too much */
player.r.x %= DEG(360);
/* Only do something if we're not within 2 degrees of optimum */
if ( abs(pitch - desPitch) > 2 )
{
static float aSpeed = 0.0f;
/* Force adjust if too low - stops near z clip */
/* Else, move towards player's last selected pitch */
const SDWORD aSep = DEG(360 - MAX(pitch, desPitch)) - player.r.x;
const float aAccel = ROT_ACCEL_CONSTANT * aSep - ROT_VELOCITY_CONSTANT * aSpeed;
aSpeed += aAccel * fraction;
player.r.x += aSpeed * fraction;
}
}
#endif
}

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@ -111,10 +111,6 @@ extern SDWORD getCentreZ( void );
extern SDWORD mouseTileX, mouseTileY;
#define INITIAL_DESIRED_PITCH (325)
#define INITIAL_STARTING_PITCH (-75)
#define INITIAL_DESIRED_ROTATION (-45)
extern BOOL bRender3DOnly;
extern const Vector2i visibleTiles;