Fix argument name for setSunDirection.

This commit is contained in:
Jordan Ayers 2015-02-06 19:21:40 -06:00
parent 6c4920c58e
commit 2d17eaa5ea
5 changed files with 8 additions and 8 deletions

View file

@ -630,12 +630,12 @@ void RenderingManager::sunDisable(bool real)
} }
} }
void RenderingManager::setSunDirection(const Ogre::Vector3& direction, bool is_moon) void RenderingManager::setSunDirection(const Ogre::Vector3& direction, bool is_night)
{ {
// direction * -1 (because 'direction' is camera to sun vector and not sun to camera), // direction * -1 (because 'direction' is camera to sun vector and not sun to camera),
if (mSun) mSun->setDirection(Vector3(-direction.x, -direction.y, -direction.z)); if (mSun) mSun->setDirection(Vector3(-direction.x, -direction.y, -direction.z));
mSkyManager->setSunDirection(direction, is_moon); mSkyManager->setSunDirection(direction, is_night);
} }
void RenderingManager::setGlare(bool glare) void RenderingManager::setGlare(bool glare)

View file

@ -141,7 +141,7 @@ public:
void setAmbientColour(const Ogre::ColourValue& colour); void setAmbientColour(const Ogre::ColourValue& colour);
void setSunColour(const Ogre::ColourValue& colour); void setSunColour(const Ogre::ColourValue& colour);
void setSunDirection(const Ogre::Vector3& direction, bool is_moon); void setSunDirection(const Ogre::Vector3& direction, bool is_night);
void sunEnable(bool real); ///< @param real whether or not to really disable the sunlight (otherwise just set diffuse to 0) void sunEnable(bool real); ///< @param real whether or not to really disable the sunlight (otherwise just set diffuse to 0)
void sunDisable(bool real); void sunDisable(bool real);

View file

@ -767,14 +767,14 @@ void SkyManager::setStormDirection(const Vector3 &direction)
mStormDirection = direction; mStormDirection = direction;
} }
void SkyManager::setSunDirection(const Vector3& direction, bool is_moon) void SkyManager::setSunDirection(const Vector3& direction, bool is_night)
{ {
if (!mCreated) return; if (!mCreated) return;
mSun->setPosition(direction); mSun->setPosition(direction);
mSunGlare->setPosition(direction); mSunGlare->setPosition(direction);
float height = direction.z; float height = direction.z;
float fade = is_moon ? 0.0 : (( height > 0.5) ? 1.0 : height * 2); float fade = is_night ? 0.0 : (( height > 0.5) ? 1.0 : height * 2);
sh::Factory::getInstance ().setSharedParameter ("waterSunFade_sunHeight", sh::makeProperty<sh::Vector2>(new sh::Vector2(fade, height))); sh::Factory::getInstance ().setSharedParameter ("waterSunFade_sunHeight", sh::makeProperty<sh::Vector2>(new sh::Vector2(fade, height)));
} }

View file

@ -153,7 +153,7 @@ namespace MWRender
void setStormDirection(const Ogre::Vector3& direction); void setStormDirection(const Ogre::Vector3& direction);
void setSunDirection(const Ogre::Vector3& direction, bool is_moon); void setSunDirection(const Ogre::Vector3& direction, bool is_night);
void setMasserDirection(const Ogre::Vector3& direction); void setMasserDirection(const Ogre::Vector3& direction);

View file

@ -443,13 +443,13 @@ void WeatherManager::update(float duration, bool paused)
int facing = (mHour > 13.f) ? 1 : -1; int facing = (mHour > 13.f) ? 1 : -1;
bool sun_is_moon = mHour >= mNightStart || mHour <= mSunriseTime; bool is_night = mHour >= mNightStart || mHour <= mSunriseTime;
Vector3 final( Vector3 final(
(height - 1) * facing, (height - 1) * facing,
(height - 1) * facing, (height - 1) * facing,
height); height);
mRendering->setSunDirection(final, sun_is_moon); mRendering->setSunDirection(final, is_night);
/* /*
* TODO: import separated fadeInStart/Finish, fadeOutStart/Finish * TODO: import separated fadeInStart/Finish, fadeOutStart/Finish