#include "Game/Camera/CameraParamChunk.hpp" #include "Game/Camera/CamTranslatorSlide.hpp" #include "Game/Util/MathUtil.hpp" /*void CamTranslatorSlide::setParam(const CameraParamChunk *pChunk) { CameraGeneralParam *general = pChunk->mGeneralParam; TVec3f axis = general->mAxis; if (MR::isNearZero(axis, 0.001f)) { axis.set(1.0f, 0.0f, 0.0f); } MR::normalize(&axis); TVec3f up = general->mUp; if (MR::isNearZero(up, 0.001f) || MR::isSameDirection(axis, up, 0.001f)) { up.set(0.0f, 1.0f, 0.0f); // Quaternion/matrix stuff here } MR::normalize(&up); CameraSlide *camera = mCamera; f32 dist = general->mDist; f32 angleA = general->mAngleA; camera->mAxis.set(axis); camera->mUp.set(up); camera->mWPoint.set(general->mWPoint); camera->mAngleA = angleA; camera->mDist = dist; }*/ Camera *CamTranslatorSlide::getCamera() const { return mCamera; }