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Removes EXTENDED_MOVE block because that's mostly for VR and we'll be implementing a separate VR controller.

Areloch 7 年之前
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9359b72b93

+ 0 - 87
Engine/source/T3D/components/physics/playerControllerComponent.cpp

@@ -330,93 +330,6 @@ void PlayerControllerComponent::updateMove()
    bool doStandardMove = true;
    GameConnection* con = mOwner->getControllingClient();
 
-#ifdef TORQUE_EXTENDED_MOVE
-   // Work with an absolute rotation from the ExtendedMove class?
-   if (con && con->getControlSchemeAbsoluteRotation())
-   {
-      doStandardMove = false;
-      const ExtendedMove* emove = dynamic_cast<const ExtendedMove*>(move);
-      U32 emoveIndex = smExtendedMoveHeadPosRotIndex;
-      if (emoveIndex >= ExtendedMove::MaxPositionsRotations)
-         emoveIndex = 0;
-
-      if (emove->EulerBasedRotation[emoveIndex])
-      {
-         // Head pitch
-         mHead.x += (emove->rotX[emoveIndex] - mLastAbsolutePitch);
-
-         // Do we also include the relative yaw value?
-         if (con->getControlSchemeAddPitchToAbsRot())
-         {
-            F32 x = move->pitch;
-            if (x > M_PI_F)
-               x -= M_2PI_F;
-
-            mHead.x += x;
-         }
-
-         // Constrain the range of mHead.x
-         while (mHead.x < -M_PI_F)
-            mHead.x += M_2PI_F;
-         while (mHead.x > M_PI_F)
-            mHead.x -= M_2PI_F;
-
-         // Rotate (heading) head or body?
-         if (move->freeLook && ((isMounted() && getMountNode() == 0) || (con && !con->isFirstPerson())))
-         {
-            // Rotate head
-            mHead.z += (emove->rotZ[emoveIndex] - mLastAbsoluteYaw);
-
-            // Do we also include the relative yaw value?
-            if (con->getControlSchemeAddYawToAbsRot())
-            {
-               F32 z = move->yaw;
-               if (z > M_PI_F)
-                  z -= M_2PI_F;
-
-               mHead.z += z;
-            }
-
-            // Constrain the range of mHead.z
-            while (mHead.z < 0.0f)
-               mHead.z += M_2PI_F;
-            while (mHead.z > M_2PI_F)
-               mHead.z -= M_2PI_F;
-         }
-         else
-         {
-            // Rotate body
-            mRot.z += (emove->rotZ[emoveIndex] - mLastAbsoluteYaw);
-
-            // Do we also include the relative yaw value?
-            if (con->getControlSchemeAddYawToAbsRot())
-            {
-               F32 z = move->yaw;
-               if (z > M_PI_F)
-                  z -= M_2PI_F;
-
-               mRot.z += z;
-            }
-
-            // Constrain the range of mRot.z
-            while (mRot.z < 0.0f)
-               mRot.z += M_2PI_F;
-            while (mRot.z > M_2PI_F)
-               mRot.z -= M_2PI_F;
-         }
-         mLastAbsoluteYaw = emove->rotZ[emoveIndex];
-         mLastAbsolutePitch = emove->rotX[emoveIndex];
-
-         // Head bank
-         mHead.y = emove->rotY[emoveIndex];
-
-         // Constrain the range of mHead.y
-         while (mHead.y > M_PI_F)
-            mHead.y -= M_2PI_F;
-      }
-   }
-#endif
-
    MatrixF zRot;
    zRot.set(EulerF(0.0f, 0.0f, mOwner->getRotation().asEulerF().z));
 

+ 0 - 1
Engine/source/T3D/components/render/meshComponent.cpp

@@ -34,7 +34,6 @@
 #include "lighting/lightQuery.h"
 #include "scene/sceneManager.h"
 #include "gfx/bitmap/ddsFile.h"
-#include "gfx/bitmap/ddsUtils.h"
 #include "gfx/gfxTextureManager.h"
 #include "materials/materialFeatureTypes.h"
 #include "renderInstance/renderImposterMgr.h"