-fixed issue with denormals in half precission, closes #1073

-added h_offset and v_offset to 3D Camera, should allow to do the same as in #1102
This commit is contained in:
Juan Linietsky 2015-01-03 11:06:53 -03:00
parent 60afd79a6e
commit cef3bd026f
7 changed files with 60 additions and 8 deletions

View file

@ -86,6 +86,10 @@ bool Camera::_set(const StringName& p_name, const Variant& p_value) {
set_keep_aspect_mode(KeepAspect(int(p_value)));
else if (p_name=="vaspect")
set_keep_aspect_mode(p_value?KEEP_WIDTH:KEEP_HEIGHT);
else if (p_name=="h_offset")
h_offset=p_value;
else if (p_name=="v_offset")
v_offset=p_value;
else if (p_name=="current") {
if (p_value.operator bool()) {
make_current();
@ -128,6 +132,10 @@ bool Camera::_get(const StringName& p_name,Variant &r_ret) const {
}
} else if (p_name=="visible_layers") {
r_ret=get_visible_layers();
} else if (p_name=="h_offset") {
r_ret=get_h_offset();
} else if (p_name=="v_offset") {
r_ret=get_v_offset();
} else if (p_name=="environment") {
r_ret=get_environment();
} else
@ -170,12 +178,16 @@ void Camera::_get_property_list( List<PropertyInfo> *p_list) const {
p_list->push_back( PropertyInfo( Variant::BOOL, "current" ) );
p_list->push_back( PropertyInfo( Variant::INT, "visible_layers",PROPERTY_HINT_ALL_FLAGS ) );
p_list->push_back( PropertyInfo( Variant::OBJECT, "environment",PROPERTY_HINT_RESOURCE_TYPE,"Environment" ) );
p_list->push_back( PropertyInfo( Variant::REAL, "h_offset" ) );
p_list->push_back( PropertyInfo( Variant::REAL, "v_offset" ) );
}
void Camera::_update_camera() {
Transform tr = get_camera_transform();
tr.origin+=tr.basis.get_axis(1)*v_offset;
tr.origin+=tr.basis.get_axis(0)*h_offset;
VisualServer::get_singleton()->camera_set_transform( camera, tr );
// here goes listener stuff
@ -757,6 +769,27 @@ void Camera::look_at_from_pos(const Vector3& p_pos,const Vector3& p_target, cons
}
void Camera::set_v_offset(float p_offset) {
v_offset=p_offset;
_update_camera();;
}
float Camera::get_v_offset() const {
return v_offset;
}
void Camera::set_h_offset(float p_offset) {
h_offset=p_offset;
_update_camera();
}
float Camera::get_h_offset() const {
return h_offset;
}
Camera::Camera() {
@ -772,6 +805,8 @@ Camera::Camera() {
set_perspective(60.0,0.1,100.0);
keep_aspect=KEEP_HEIGHT;
layers=0xfffff;
v_offset=0;
h_offset=0;
VisualServer::get_singleton()->camera_set_visible_layers(camera,layers);
//active=false;
}