mirror of
https://github.com/ptitSeb/Serious-Engine
synced 2024-11-30 05:35:54 +01:00
1a2ccb8f50
Conflicts: Sources/Ecc/Parser.cpp Sources/Ecc/Scanner.cpp Sources/Engine/Base/Scanner.cpp Sources/Engine/GameAgent/GameAgent.cpp Sources/Engine/Graphics/Gfx_wrapper.h Sources/Engine/Network/Network.cpp Sources/Engine/Sound/SoundDecoder.h Sources/Engine/Templates/HashTableTemplate.cpp Sources/Engine/Terrain/Terrain.h Sources/EntitiesMP/ParticleCloudsHolder.es Sources/EntitiesMP/ParticleCloudsMarker.es Sources/SeriousSam/CDCheck.h Sources/SeriousSam/Menu.cpp Sources/SeriousSam/MenuGadgets.cpp Sources/SeriousSam/SeriousSam.cpp Sources/SeriousSam/SplashScreen.cpp Sources/SeriousSam/StdH.cpp Sources/SeriousSam/StdH.h Sources/Shaders/StdH.cpp
44 lines
1.4 KiB
C++
44 lines
1.4 KiB
C++
/* Copyright (c) 2002-2012 Croteam Ltd.
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This program is free software; you can redistribute it and/or modify
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it under the terms of version 2 of the GNU General Public License as published by
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the Free Software Foundation
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License along
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with this program; if not, write to the Free Software Foundation, Inc.,
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51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. */
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#include "Engine/StdH.h"
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#include <Engine/Math/Projection.h>
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/////////////////////////////////////////////////////////////////////
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// CProjection3D
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/////////////////////////////////////////////////////////////////////
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// Construction / destruction
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/*
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* Default constructor.
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*/
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CProjection3D::CProjection3D(void) {
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pr_Prepared = FALSE;
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pr_ObjectStretch = FLOAT3D(1.0f, 1.0f, 1.0f);
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pr_bFaceForward = FALSE;
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pr_bHalfFaceForward = FALSE;
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pr_vObjectHandle = FLOAT3D(0.0f, 0.0f, 0.0f);
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pr_fDepthBufferNear = 0.0f;
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pr_fDepthBufferFar = 1.0f;
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pr_NearClipDistance = 0.25f;
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pr_FarClipDistance = -9999.0f; // never used by default
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pr_bMirror = FALSE;
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pr_bWarp = FALSE;
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pr_fViewStretch = 1.0f;
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}
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CPlacement3D _plOrigin(FLOAT3D(0,0,0), ANGLE3D(0,0,0));
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