-/*******************************************************************************
-
- Copyright (c) 2009, Charles McGarvey
- All rights reserved.
-
- Redistribution and use in source and binary forms, with or without
- modification, are permitted provided that the following conditions are met:
-
- * Redistributions of source code must retain the above copyright notice,
- this list of conditions and the following disclaimer.
- * Redistributions in binary form must reproduce the above copyright notice,
- this list of conditions and the following disclaimer in the documentation
- and/or other materials provided with the distribution.
-
- THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
- AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
- IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
- DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE
- FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL
- DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR
- SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER
- CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY,
- OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
- OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
-
-*******************************************************************************/
+/*] Copyright (c) 2009-2010, Charles McGarvey [**************************
+**] All rights reserved.
+*
+* vi:ts=4 sw=4 tw=75
+*
+* Distributable under the terms and conditions of the 2-clause BSD license;
+* see the file COPYING for a complete text of the license.
+*
+**************************************************************************/
#include <Moof/Core.hh>
#include <Moof/Error.hh>
mSphere.point.set(22, 5);
mSphere.radius = 2;
- mRayTimer.init(boost::bind(&GameLayer::rayTimer, this), 1.0, Mf::Timer::REPEAT);
+ mRayTimer.init(boost::bind(&GameLayer::rayTimer, this),
+ 1.0, Mf::Timer::REPEAT);
}
mState.scene->checkForCollision(*mState.heroine);
- mState.camera.setPosition(Mf::Vector3(-mState.heroine->getState().position[0],
- -mState.heroine->getState().position[1], -8));
- //mState.camera.lookAt(Mf::promote(mState.heroine->getState().position));
+ Mf::Vector3 camPosition(-mState.heroine->getState().position[0],
+ -mState.heroine->getState().position[1], -8);
+ mState.camera.setPosition(camPosition);
mRay.point = mState.heroine->getState().position;
}
void GameLayer::setProjection()
{
- ASSERT(Mf::video && "no current video context from which to get dimensions");
+ ASSERT(Mf::video &&
+ "no current video context from which to get dimensions");
setProjection(Mf::video->getWidth(), Mf::video->getHeight());
}
mState.camera.setProjection(cml::rad(45.0), width / height, 1.0, 200.0);
}
-
-/** vim: set ts=4 sw=4 tw=80: *************************************************/
-