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https://github.com/TES3MP/openmw-tes3mp.git
synced 2025-01-20 07:23:51 +00:00
removed some redundant code, added some comments
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38b06aee6c
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3 changed files with 14 additions and 3 deletions
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@ -28,6 +28,8 @@ namespace MWRender
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bool mVanityModeEnabled;
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void controlFlip();
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/// Updates sound manager listener data
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void updateListener();
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public:
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@ -35,11 +37,17 @@ namespace MWRender
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Player (Ogre::Camera *camera, Ogre::SceneNode* mNode);
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/// Set where the player is looking at. Uses Morrowind (euler) angles
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/// \return true if player object needs to bo rotated physically
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bool setRotation(const Ogre::Vector3 &rot);
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/// \return true if player object needs to bo rotated physically
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bool adjustRotation(const Ogre::Vector3 &rot);
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std::string getHandle() const;
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/// Attach camera to object
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/// \note there is no protection from attaching the same camera to
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/// several different objects
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void attachTo(const MWWorld::Ptr &);
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void toggleViewMode() {
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@ -85,6 +85,10 @@ class RenderingManager: private RenderingInterface, public Ogre::WindowEventList
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void moveObject (const MWWorld::Ptr& ptr, const Ogre::Vector3& position);
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void scaleObject (const MWWorld::Ptr& ptr, const Ogre::Vector3& scale);
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/// Rotates object accordingly to its type
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/// \param adjust indicates should rotation be set or adjusted
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/// \return true if object needs to be rotated physically
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bool rotateObject (const MWWorld::Ptr& ptr, Ogre::Vector3 &rot, bool adjust = false);
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void setWaterHeight(const float height);
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@ -140,19 +140,18 @@ namespace MWWorld
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const ESM::Position& pos,
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bool adjustPlayerPos)
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{
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MWBase::Environment::get().getWorld()->getPlayer().setCell (cell);
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bool hasWater = cell->cell->data.flags & cell->cell->HasWater;
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mPhysics->setCurrentWater(hasWater, cell->cell->water);
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MWBase::World *world = MWBase::Environment::get().getWorld();
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world->getPlayer().setCell(cell);
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MWWorld::Ptr player = world->getPlayer().getPlayer();
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if (adjustPlayerPos) {
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world->moveObject(player, pos.pos[0], pos.pos[1], pos.pos[2]);
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world->rotateObject(player, pos.rot[0], pos.rot[1], pos.rot[2]);
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}
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world->getPlayer().setCell(cell);
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MWMechanics::MechanicsManager *mechMgr =
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MWBase::Environment::get().getMechanicsManager();
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