void Camera::update(float duration, bool paused) { if (mAnimation->allowSwitchViewMode()) { // Now process the view changes we queued earlier if (mVanityToggleQueued) { toggleVanityMode(!mVanity.enabled); mVanityToggleQueued = false; } if (mViewModeToggleQueued) { togglePreviewMode(false); toggleViewMode(); mViewModeToggleQueued = false; } } updateListener(); if (paused) return; // only show the crosshair in game mode and in first person mode. MWBase::WindowManager *wm = MWBase::Environment::get().getWindowManager(); wm->showCrosshair(!wm->isGuiMode() && (mFirstPersonView && !mVanity.enabled && !mPreviewMode)); if(mVanity.enabled) { Ogre::Vector3 rot(0.f, 0.f, 0.f); rot.z = Ogre::Degree(3.f * duration).valueRadians(); rotateCamera(rot, true); } }
void CPSMoverPage::setZPosition(double value) { NLMISC::CVector &pos = _EditedLocated->getPos()[_EditedLocatedIndex]; if (fabs(pos.z - _ui.zDoubleSpinBox->value()) > epsilon) { pos.z = value; updateListener(); _Node->setModified(true); } }
void SoundManager::update(Camera* p_gameCamera) { m_masterVoice->SetVolume(m_masterVolume,0); updateListener(p_gameCamera); X3DAudioCalculate(m_X3DAudioInstance, &m_listener, &m_music->getEmitter(), X3DAUDIO_CALCULATE_MATRIX, &m_music->getDSPSettings()); IXAudio2SourceVoice* voice = m_music->getSource(); m_left = m_matrixCoefficients[0]; m_right = m_matrixCoefficients[1]; voice->SetOutputMatrix( m_masterVoice, 1, m_destChannels, m_matrixCoefficients); if(!m_music->isPlaying()) m_music->play(); }
void Sound::render() { if (!initialized) { return; } World *world = &World::getInstance(); for (vector<WorldObject *>::iterator i = world->wobjects.begin(); i != world->wobjects.end(); i++) { if (!(*i)->sobject) continue; (*i)->sobject->update(&(**i)); } updateListener(); }
void Player::update(float duration) { updateListener(); // only show the crosshair in game mode and in first person mode. MWBase::Environment::get().getWindowManager ()->showCrosshair (!MWBase::Environment::get().getWindowManager ()->isGuiMode () && (mFirstPersonView && !mVanity.enabled && !mPreviewMode)); /// \fixme We shouldn't hide the whole model, just certain components of the character (head, chest, feet, etc) mPlayerNode->setVisible(mVanity.enabled || mPreviewMode || !mFirstPersonView); if (mFirstPersonView && !mVanity.enabled) { return; } if (mVanity.enabled) { Ogre::Vector3 rot(0.f, 0.f, 0.f); rot.z = Ogre::Degree(3.f * duration).valueRadians(); rotateCamera(rot, true); } }
void SoundManager::update() { updateListener(); updateSounds(); }