forked from mirror/openmw-tes3mp
Remove dead code
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9bb6c3f288
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854fd9fe05
2 changed files with 9 additions and 47 deletions
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@ -972,8 +972,6 @@ SkyManager::SkyManager(osg::Group* parentNode, Resource::SceneManager* sceneMana
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, mCloudSpeed(0.0f)
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, mCloudSpeed(0.0f)
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, mStarsOpacity(0.0f)
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, mStarsOpacity(0.0f)
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, mRemainingTransitionTime(0.0f)
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, mRemainingTransitionTime(0.0f)
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, mGlare(0.0f)
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, mGlareFade(0.0f)
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, mRainEnabled(false)
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, mRainEnabled(false)
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, mRainSpeed(0)
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, mRainSpeed(0)
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, mRainFrequency(1)
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, mRainFrequency(1)
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@ -1290,32 +1288,6 @@ void SkyManager::update(float duration)
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mCloudUpdater->setAnimationTimer(mCloudAnimationTimer);
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mCloudUpdater->setAnimationTimer(mCloudAnimationTimer);
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mCloudUpdater2->setAnimationTimer(mCloudAnimationTimer);
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mCloudUpdater2->setAnimationTimer(mCloudAnimationTimer);
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if (mSunEnabled)
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{
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// take 1/10 sec for fading the glare effect from invisible to full
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if (mGlareFade > mGlare)
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{
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mGlareFade -= duration*10;
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if (mGlareFade < mGlare) mGlareFade = mGlare;
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}
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else if (mGlareFade < mGlare)
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{
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mGlareFade += duration*10;
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if (mGlareFade > mGlare) mGlareFade = mGlare;
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}
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// increase the strength of the sun glare effect depending
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// on how directly the player is looking at the sun
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/*
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Vector3 sun = mSunGlare->getPosition();
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Vector3 cam = mCamera->getRealDirection();
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const Degree angle = sun.angleBetween( cam );
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float val = 1- (angle.valueDegrees() / 180.f);
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val = (val*val*val*val)*6;
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mSunGlare->setSize(val * mGlareFade);
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*/
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}
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// rotate the stars by 360 degrees every 4 days
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// rotate the stars by 360 degrees every 4 days
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mAtmosphereNightRoll += MWBase::Environment::get().getWorld()->getTimeScaleFactor()*duration*osg::DegreesToRadians(360.f) / (3600*96.f);
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mAtmosphereNightRoll += MWBase::Environment::get().getWorld()->getTimeScaleFactor()*duration*osg::DegreesToRadians(360.f) / (3600*96.f);
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if (mAtmosphereNightNode->getNodeMask() != 0)
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if (mAtmosphereNightNode->getNodeMask() != 0)
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@ -1466,6 +1438,15 @@ void SkyManager::setWeather(const WeatherResult& weather)
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mMasser->adjustTransparency(weather.mGlareView);
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mMasser->adjustTransparency(weather.mGlareView);
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mSecunda->adjustTransparency(weather.mGlareView);
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mSecunda->adjustTransparency(weather.mGlareView);
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/*
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float timeofday_angle = std::abs(mSun->getPosition().z/mSunGlare->getPosition().length());
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float strength;
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if (timeofday_angle <= 0.44)
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strength = timeofday_angle/0.44f;
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else
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strength = 1.f;
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*/
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mSun->adjustTransparency(weather.mGlareView);
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mSun->adjustTransparency(weather.mGlareView);
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float nextStarsOpacity = weather.mNightFade * weather.mGlareView;
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float nextStarsOpacity = weather.mNightFade * weather.mGlareView;
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@ -1478,20 +1459,6 @@ void SkyManager::setWeather(const WeatherResult& weather)
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mAtmosphereNightNode->setNodeMask(weather.mNight ? ~0 : 0);
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mAtmosphereNightNode->setNodeMask(weather.mNight ? ~0 : 0);
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/*
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float strength;
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float timeofday_angle = std::abs(mSunGlare->getPosition().z/mSunGlare->getPosition().length());
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if (timeofday_angle <= 0.44)
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strength = timeofday_angle/0.44f;
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else
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strength = 1.f;
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mSunGlare->setVisibility(weather.mGlareView * mGlareFade * strength);
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mSun->setVisibility(weather.mGlareView * strength);
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*/
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if (mRainFader)
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if (mRainFader)
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mRainFader->setAlpha(weather.mEffectFade * 0.6); // * Rain_Threshold?
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mRainFader->setAlpha(weather.mEffectFade * 0.6); // * Rain_Threshold?
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if (mParticleFader)
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if (mParticleFader)
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@ -1522,8 +1489,6 @@ void SkyManager::setSunDirection(const osg::Vec3f& direction)
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if (!mCreated) return;
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if (!mCreated) return;
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mSun->setDirection(direction);
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mSun->setDirection(direction);
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//mSunGlare->setPosition(direction);
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}
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}
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void SkyManager::setMasserState(const MoonState& state)
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void SkyManager::setMasserState(const MoonState& state)
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@ -209,9 +209,6 @@ namespace MWRender
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float mRemainingTransitionTime;
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float mRemainingTransitionTime;
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float mGlare; // target
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float mGlareFade; // actual
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bool mRainEnabled;
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bool mRainEnabled;
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std::string mRainEffect;
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std::string mRainEffect;
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float mRainSpeed;
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float mRainSpeed;
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