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Diffstat (limited to 'source/gameengine/Ketsji/KX_Dome.cpp')
-rw-r--r--source/gameengine/Ketsji/KX_Dome.cpp48
1 files changed, 24 insertions, 24 deletions
diff --git a/source/gameengine/Ketsji/KX_Dome.cpp b/source/gameengine/Ketsji/KX_Dome.cpp
index d08372e47d4..46ba00e4cb1 100644
--- a/source/gameengine/Ketsji/KX_Dome.cpp
+++ b/source/gameengine/Ketsji/KX_Dome.cpp
@@ -180,7 +180,7 @@ void KX_Dome::SetViewPort(const int viewport[4])
{
if (canvaswidth != m_viewport.GetWidth() || canvasheight != m_viewport.GetHeight())
{
- m_viewport.SetLeft(viewport[0]);
+ m_viewport.SetLeft(viewport[0]);
m_viewport.SetBottom(viewport[1]);
m_viewport.SetRight(viewport[2]);
m_viewport.SetTop(viewport[3]);
@@ -237,7 +237,7 @@ void KX_Dome::CalculateImageSize(void)
m_buffersize = (canvaswidth > canvasheight?canvasheight:canvaswidth);
m_buffersize = (int)(m_buffersize*m_resbuffer); //reduce buffer size for better performance
-
+
int i = 0;
while ((1 << i) <= m_buffersize)
i++;
@@ -315,7 +315,7 @@ bool KX_Dome::CreateDL()
glEndList();
}
- //clearing the vectors
+ //clearing the vectors
cubetop.clear();
cubebottom.clear();
cuberight.clear();
@@ -591,9 +591,9 @@ void KX_Dome::CreateMeshDome180(void)
cubebottom[0].v[2] = 0.0;
nfacesbottom = 1;
-
+
/* Left face - two triangles */
-
+
cubeleft[0].verts[0][0] = (float)(-M_SQRT2) / 2.0f;
cubeleft[0].verts[0][1] = 0.0f;
cubeleft[0].verts[0][2] = -0.5f;
@@ -632,7 +632,7 @@ void KX_Dome::CreateMeshDome180(void)
cubeleft[1].v[2] = uv_ratio;
nfacesleft = 2;
-
+
/* Right face - two triangles */
cuberight[0].verts[0][0] = 0.0f;
cuberight[0].verts[0][1] = (float)M_SQRT2 / 2.0f;
@@ -672,7 +672,7 @@ void KX_Dome::CreateMeshDome180(void)
cuberight[1].v[2] = uv_ratio;
nfacesright = 2;
-
+
//Refine a triangular mesh by bisecting each edge forms 3 new triangles for each existing triangle on each iteration
//Could be made more efficient for drawing if the triangles were ordered in a fan. Not that important since we are using DisplayLists
@@ -750,7 +750,7 @@ void KX_Dome::CreateMeshDome250(void)
uv_height = uv_ratio * ( (verts_height / 2.0f) + 0.5f);
uv_base = uv_ratio * (1.0f - ((verts_height / 2.0f) + 0.5f));
-
+
//creating faces for the env mapcube 180deg Dome
// Front Face - 2 triangles
cubefront[0].verts[0][0] =-1.0f;
@@ -1133,7 +1133,7 @@ void KX_Dome::CreateMeshPanorama(void)
nfacesleftback = 2;
/* Left face - two triangles */
-
+
cubeleft[0].verts[0][0] = (float)(-M_SQRT2);
cubeleft[0].verts[0][1] = 0.0f;
cubeleft[0].verts[0][2] = -1.0f;
@@ -1172,7 +1172,7 @@ void KX_Dome::CreateMeshPanorama(void)
cubeleft[1].v[2] = uv_ratio;
nfacesleft = 2;
-
+
/* Right face - two triangles */
cuberight[0].verts[0][0] = 0.0f;
cuberight[0].verts[0][1] = (float)M_SQRT2;
@@ -1212,7 +1212,7 @@ void KX_Dome::CreateMeshPanorama(void)
cuberight[1].v[2] = uv_ratio;
nfacesright = 2;
-
+
/* Right Back (-135deg) face - two triangles */
cuberightback[0].verts[0][0] = (float)M_SQRT2;
cuberightback[0].verts[0][1] = 0.0f;
@@ -1435,7 +1435,7 @@ void KX_Dome::SplitFace(vector <DomeFace>& face, int *nfaces)
void KX_Dome::CalculateFrustum(KX_Camera *cam)
{
#if 0
- // manually creating a 90deg Field of View Frustum
+ // manually creating a 90deg Field of View Frustum
// the original formula:
top = tan(fov*3.14159f/30.0f)) * near [for fov in degrees]
@@ -1462,7 +1462,7 @@ void KX_Dome::CalculateFrustum(KX_Camera *cam)
m_frustum.x2 = top;
m_frustum.y1 = -top;
m_frustum.y2 = top;
-
+
m_projmat = m_rasterizer->GetFrustumMatrix(
m_frustum.x1, m_frustum.x2, m_frustum.y1, m_frustum.y2, m_frustum.camnear, m_frustum.camfar);
}
@@ -1479,7 +1479,7 @@ void KX_Dome::CalculateCameraOrientation()
MT_Scalar c = cosf(deg45);
MT_Scalar s = sinf(deg45);
- if (m_angle <= 180 && (m_mode == DOME_FISHEYE
+ if (m_angle <= 180 && (m_mode == DOME_FISHEYE
|| m_mode == DOME_TRUNCATED_FRONT
|| m_mode == DOME_TRUNCATED_REAR)) {
@@ -1504,7 +1504,7 @@ void KX_Dome::CalculateCameraOrientation()
s, 0.0f, c);
} else if (m_mode == DOME_ENVMAP || (m_angle > 180 && (m_mode == DOME_FISHEYE
- || m_mode == DOME_TRUNCATED_FRONT
+ || m_mode == DOME_TRUNCATED_FRONT
|| m_mode == DOME_TRUNCATED_REAR))) {
m_locRot[0] = MT_Matrix3x3( // 90deg - Top
@@ -1526,7 +1526,7 @@ void KX_Dome::CalculateCameraOrientation()
0.0f, 0.0f,-1.0f,
0.0f, 1.0f, 0.0f,
1.0f, 0.0f, 0.0f);
-
+
m_locRot[4] = MT_Matrix3x3( // 0deg - Front
1.0f, 0.0f, 0.0f,
0.0f, 1.0f, 0.0f,
@@ -1539,7 +1539,7 @@ void KX_Dome::CalculateCameraOrientation()
} else if (m_mode == DOME_PANORAM_SPH) {
- m_locRot[0] = MT_Matrix3x3( // Top
+ m_locRot[0] = MT_Matrix3x3( // Top
c, s, 0.0f,
0.0f,0.0f, -1.0f,
-s, c, 0.0f);
@@ -1658,7 +1658,7 @@ void KX_Dome::DrawEnvMap(void)
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
- // Making the viewport always square
+ // Making the viewport always square
int can_width = m_viewport.GetRight();
int can_height = m_viewport.GetTop();
@@ -1677,7 +1677,7 @@ void KX_Dome::DrawEnvMap(void)
ortho_height = 2.0f / 3;
ortho_width = (float)can_width/can_height * ortho_height;
}
-
+
glOrtho((-ortho_width), ortho_width, (-ortho_height), ortho_height, -20.0f, 10.0f);
}
@@ -1788,7 +1788,7 @@ void KX_Dome::DrawDomeFisheye(void)
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
- // Making the viewport always square
+ // Making the viewport always square
int can_width = m_viewport.GetRight();
int can_height = m_viewport.GetTop();
@@ -1808,7 +1808,7 @@ void KX_Dome::DrawDomeFisheye(void)
ortho_width = (float)can_width/can_height;
ortho_height = 1.0f;
}
-
+
glOrtho((-ortho_width), ortho_width, (-ortho_height), ortho_height, -20.0f, 10.0f);
}
}
@@ -1884,7 +1884,7 @@ void KX_Dome::DrawPanorama(void)
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
- // Making the viewport always square
+ // Making the viewport always square
int can_width = m_viewport.GetRight();
int can_height = m_viewport.GetTop();
@@ -1905,7 +1905,7 @@ void KX_Dome::DrawPanorama(void)
ortho_width = (float)can_width / can_height * 0.5f;
ortho_height = 0.5f;
}
-
+
glOrtho((-ortho_width), ortho_width, (-ortho_height), ortho_height, -20.0f, 10.0f);
}
@@ -1968,7 +1968,7 @@ void KX_Dome::DrawDomeWarped(void)
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
- // Making the viewport always square
+ // Making the viewport always square
int can_width = m_viewport.GetRight();
int can_height = m_viewport.GetTop();