| 453 | //---------------------------------------------------------------------------- |
| 454 | |
| 455 | void Camera::processTick(const Move* move) |
| 456 | { |
| 457 | Parent::processTick(move); |
| 458 | |
| 459 | if ( isMounted() ) |
| 460 | { |
| 461 | // Update SceneContainer. |
| 462 | updateContainer(); |
| 463 | return; |
| 464 | } |
| 465 | |
| 466 | Point3F vec,pos; |
| 467 | if (move) |
| 468 | { |
| 469 | bool strafeMode = move->trigger[2]; |
| 470 | |
| 471 | // If using editor then force camera into fly mode, unless using EditOrbitMode |
| 472 | if(gEditingMission && mMode != FlyMode && mMode != EditOrbitMode) |
| 473 | setFlyMode(); |
| 474 | |
| 475 | // Massage the mode if we're in EditOrbitMode |
| 476 | CameraMotionMode virtualMode = mMode; |
| 477 | if(mMode == EditOrbitMode) |
| 478 | { |
| 479 | if(!mValidEditOrbitPoint) |
| 480 | { |
| 481 | virtualMode = FlyMode; |
| 482 | } |
| 483 | else |
| 484 | { |
| 485 | // Reset any Newton camera velocities for when we switch |
| 486 | // out of EditOrbitMode. |
| 487 | mNewtonRotation = false; |
| 488 | mVelocity.set(0.0f, 0.0f, 0.0f); |
| 489 | mAngularVelocity.set(0.0f, 0.0f, 0.0f); |
| 490 | } |
| 491 | } |
| 492 | |
| 493 | // Update orientation |
| 494 | mDelta.rotVec = mRot; |
| 495 | |
| 496 | VectorF rotVec(0, 0, 0); |
| 497 | |
| 498 | bool doStandardMove = true; |
| 499 | |
| 500 | #ifdef TORQUE_EXTENDED_MOVE |
| 501 | GameConnection* con = getControllingClient(); |
| 502 | |
| 503 | // Work with an absolute rotation from the ExtendedMove class? |
| 504 | if(con && con->getControlSchemeAbsoluteRotation()) |
| 505 | { |
| 506 | doStandardMove = false; |
| 507 | const ExtendedMove* emove = dynamic_cast<const ExtendedMove*>(move); |
| 508 | U32 emoveIndex = smExtendedMovePosRotIndex; |
| 509 | if(emoveIndex >= ExtendedMove::MaxPositionsRotations) |
| 510 | emoveIndex = 0; |
| 511 | |
| 512 | if(emove->EulerBasedRotation[emoveIndex]) |
nothing calls this directly
no test coverage detected