[DEV] remove etk_min and etk_max
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dev.boo
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8
dev.boo
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@ -0,0 +1,8 @@
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Basic Todo :
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- gestion de 2 soleil (ombre)
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- bonne gestion des texture (autre que RGBA tout le temps)
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- optimisation des affichages
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- un fichier claire de modèle 3d ...
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@ -113,12 +113,12 @@ void ege::Camera::setAngleZ(float _angleZ) {
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}
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void ege::Camera::setAngleTeta(float _angleTeta) {
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m_angleTeta = etk_avg(M_PI/10.0f, _angleTeta, M_PI/2.0f);
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m_angleTeta = std::avg(M_PI/10.0f, _angleTeta, M_PI/2.0f);
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update();
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}
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void ege::Camera::setDistance(float _distance) {
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m_distance = etk_avg(5, _distance, 150);
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m_distance = std::avg(5, _distance, 150);
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update();
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}
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@ -129,13 +129,13 @@ void ege::Camera::periodicCall(float _step) {
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if (true == m_forceViewTop) {
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if (0.0f != m_offsetFactor) {
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m_offsetFactor -= _step*localFactor;
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m_offsetFactor = etk_avg(0,m_offsetFactor,1);
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m_offsetFactor = std::avg(0,m_offsetFactor,1);
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update();
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}
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} else {
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if (1.0f != m_offsetFactor) {
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m_offsetFactor += _step*localFactor;
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m_offsetFactor = etk_avg(0,m_offsetFactor,1);
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m_offsetFactor = std::avg(0,m_offsetFactor,1);
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update();
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}
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}
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@ -139,7 +139,7 @@ float ege::ElementGame::getLifeRatio() {
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void ege::ElementGame::setFireOn(int32_t _groupIdSource, int32_t _type, float _power, const vec3& _center) {
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float previousLife = m_life;
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m_life += _power;
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m_life = etk_avg(0, m_life, m_lifeMax);
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m_life = std::avg(0, m_life, m_lifeMax);
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if (m_life <= 0) {
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EGE_DEBUG("[" << getUID() << "] element is killed ..." << getType());
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}
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