> Hello,
>
>   can you clarify the reason for this change ?
> Is it needed for Apricot ?

Just following up with genjix' answer:
=====
Hi!

No it's needed for apricot. In fact it doesn't even change anything.
What it does is in normal mode the camera is on a spring following
player in and out. When we switch to this mode the spring disappears
and it shouldn't...

I think Dariusz started using newcamera anyway.
====

If I understand correctly, it's not needed for Apricot.
Was just wondering because when pressing for example 'a' in YoFrankie
(test package from a while ago), I get that:

Traceback (most recent call last):
  File
"/home/vince/Projects/CrystalSpace/Apricot/YoFrankie-test1.celzip.orig/components/apricotpc.py",
line 57, in ReceiveMessage
    func(params)
  File
"/home/vince/Projects/CrystalSpace/Apricot/YoFrankie-test1.celzip.orig/components/franky.py",
line 378, in PressCamLeft
    self.camera.Pan(self.camera.PAN_LEFT)
  File "blcelc.py", line 3148, in __getattr__
    return self.GetterFallback(attr)
  File "pycel.py", line 155, in PcGetterFallback
    raise AttributeError,"no property with name "+attr
AttributeError: no property with name Pan
Traceback (most recent call last):
  File
"/home/vince/Projects/CrystalSpace/Apricot/YoFrankie-test1.celzip.orig/components/apricotpc.py",
line 57, in ReceiveMessage
    func(params)
  File
"/home/vince/Projects/CrystalSpace/Apricot/YoFrankie-test1.celzip.orig/components/franky.py",
line 382, in ReleaseCamLeft
    self.camera.Pan(self.camera.PAN_NONE)
  File "blcelc.py", line 3148, in __getattr__
    return self.GetterFallback(attr)
  File "pycel.py", line 155, in PcGetterFallback
    raise AttributeError,"no property with name "+attr
AttributeError: no property with name Pan


>> Revision: 3651
>>           http://cel.svn.sourceforge.net/cel/?rev=3651&view=rev
>> Author:   genjix
>> Date:     2008-08-23 07:04:50 +0000 (Sat, 23 Aug 2008)
>>
>> Log Message:
>> -----------
>> reset old behaviour but left commented code.
>>
>> Modified Paths:
>> --------------
>>     cel/trunk/plugins/propclass/cameras/tracking/tracking.cpp
>>
>> Modified: cel/trunk/plugins/propclass/cameras/tracking/tracking.cpp
>> ===================================================================
>> --- cel/trunk/plugins/propclass/cameras/tracking/tracking.cpp        
>> 2008-08-23
>> 03:03:02 UTC (rev 3650)
>> +++ cel/trunk/plugins/propclass/cameras/tracking/tracking.cpp        
>> 2008-08-23
>> 07:04:50 UTC (rev 3651)
>> @@ -36,6 +36,8 @@
>>  // CEL Includes
>>  #include "propclass/mesh.h"
>>
>> +#include "iengine/engine.h"
>> +
>>  
>> //---------------------------------------------------------------------------
>>
>>  CS_IMPLEMENT_PLUGIN
>> @@ -419,16 +421,16 @@
>>    }
>>    else if (targetstate == TARGET_NONE)
>>    {
>> -    /*PanAroundPlayer (playpos, elapsedsecs);
>> +    PanAroundPlayer (playpos, elapsedsecs);
>>
>>      pos = playpos - cam_dir * posoffset_z;
>>      pos.y = playpos.y + posoffset_y;
>>
>>      tar = playpos;
>> -    tar.y += targetyoffset;*/
>> +    tar.y += targetyoffset;
>>
>>      // get flat 2D vector (zero out y) of camera to the player
>> -    csVector3 camplay (playpos - pos);
>> +    /*csVector3 camplay (playpos - pos);
>>      camplay.y = 0.0f;
>>      float dist = camplay.Norm ();
>>      camplay.Normalize ();
>> @@ -454,6 +456,27 @@
>>      // setup the target
>>      tar = (dist * camdir * camplay) * camdir + pos;
>>      tar.y = playpos.y + targetyoffset;
>> +
>> +    // --------------
>> +    camdir = pos - tar;
>> +    camdir.y = 0.0;
>> +    CS::Swap(camdir.x, camdir.z);
>> +    //camdir.Normalize ();
>> +    //tar += camdir;
>> +
>> +    csVector3 offset (pos - tar);*/
>> +    //tar = playpos + csVector3 (0, targetyoffset, 0);
>> +
>> +    //pos -= (offset >> csVector3 (1, 0, 0));
>> +    //pos = playpos + csVector3 (0, targetyoffset, 0) + offset;
>> +
>> +    //tar += offset;
>> +    //pos += offset.Norm () * camdir;
>> +    /*csRef<iEngine> engine = csQueryRegistry<iEngine> (object_reg);
>> +    iMovable *corn = engine->FindMeshObject ("Corner0")->GetMovable ();
>> +    iMovable *corn1 = engine->FindMeshObject ("Corner1")->GetMovable ();
>> +    corn->SetPosition (playpos + csVector3 (0, targetyoffset, 0));
>> +    corn1->SetPosition (tar);*/
>>    }
>>    else if (targetstate == TARGET_OBJ)
>>    {
>>


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