Revision: 6858
http://playerstage.svn.sourceforge.net/playerstage/?rev=6858&view=rev
Author: alexcb
Date: 2008-07-12 18:13:24 -0700 (Sat, 12 Jul 2008)
Log Message:
-----------
changed camera pantilt property name
Modified Paths:
--------------
code/stage/trunk/libstage/model_camera.cc
Modified: code/stage/trunk/libstage/model_camera.cc
===================================================================
--- code/stage/trunk/libstage/model_camera.cc 2008-07-13 01:12:36 UTC (rev
6857)
+++ code/stage/trunk/libstage/model_camera.cc 2008-07-13 01:13:24 UTC (rev
6858)
@@ -42,7 +42,7 @@
resolution [ 32 32 ]
range [ 0.2 8.0 ]
fov [ 70.0 40.0 ]
- direction [ 0.0 0.0 ]
+ pantilt [ 0.0 0.0 ]
# model properties
size [ 0.1 0.07 0.05 ]
@@ -60,8 +60,8 @@
The smaller the `min' number, the less persision in depth - don't set this
value too close to 0.
- fov [ horizontal: <float> vertical: <float> ]\n
angle, in degrees, for the horizontal and vertical field of view.
-- direction [ yaw:<float> pitch:<float> ]
- angle, in degrees, where the camera is looking. yaw is the left-right
panning, and pitch is the up-down tilting.
+- pantilt [ pan:<float> tilt:<float> ]
+ angle, in degrees, where the camera is looking. pan is the left-right
positioning, and tilt is the up-down positioning.
*/
//caclulate the corss product, and store results in the first vertex
@@ -146,8 +146,8 @@
float range_max = wf->ReadTupleLength( wf_entity, "range", 1,
CAMERA_FAR_CLIP );
_camera.setClip( range_min, range_max );
- _yaw_offset = wf->ReadTupleFloat( wf_entity, "direction", 0,
_yaw_offset );
- _pitch_offset = wf->ReadTupleFloat( wf_entity, "direction", 1,
_pitch_offset );
+ _yaw_offset = wf->ReadTupleFloat( wf_entity, "pantilt", 0, _yaw_offset
);
+ _pitch_offset = wf->ReadTupleFloat( wf_entity, "pantilt", 1,
_pitch_offset );
_width = static_cast< int >( wf->ReadTupleFloat( wf_entity,
"resolution", 0, _width ) );
_height = static_cast< int >( wf->ReadTupleFloat( wf_entity,
"resolution", 1, _height ) );
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