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Diffstat (limited to 'indra/newview/llagentcamera.cpp')
-rw-r--r--indra/newview/llagentcamera.cpp14
1 files changed, 0 insertions, 14 deletions
diff --git a/indra/newview/llagentcamera.cpp b/indra/newview/llagentcamera.cpp
index 7f4d33753d..f7b1ba44f0 100644
--- a/indra/newview/llagentcamera.cpp
+++ b/indra/newview/llagentcamera.cpp
@@ -593,7 +593,6 @@ BOOL LLAgentCamera::calcCameraMinDistance(F32 &obj_min_distance)
abs_target_offset.abs();
LLVector3 target_offset_dir = target_offset_origin;
- F32 object_radius = mFocusObject->getVObjRadius();
BOOL target_outside_object_extents = FALSE;
@@ -688,17 +687,6 @@ BOOL LLAgentCamera::calcCameraMinDistance(F32 &obj_min_distance)
LLVector3 camera_offset_object(getCameraPositionAgent() - mFocusObject->getPositionAgent());
- // length projected orthogonal to target offset
- F32 camera_offset_dist = (camera_offset_object - target_offset_dir * (camera_offset_object * target_offset_dir)).magVec();
-
- // calculate whether the target point would be "visible" if it were outside the bounding box
- // on the opposite of the splitting plane defined by object_split_axis;
- BOOL exterior_target_visible = FALSE;
- if (camera_offset_dist > object_radius)
- {
- // target is visible from camera, so turn off fov zoom
- exterior_target_visible = TRUE;
- }
F32 camera_offset_clip = camera_offset_object * object_split_axis;
F32 target_offset_clip = target_offset_dir * object_split_axis;
@@ -1657,7 +1645,6 @@ F32 LLAgentCamera::calcCameraFOVZoomFactor()
else if (mFocusObject.notNull() && !mFocusObject->isAvatar() && !mFocusOnAvatar)
{
// don't FOV zoom on mostly transparent objects
- LLVector3 focus_offset = mFocusObjectOffset;
F32 obj_min_dist = 0.f;
calcCameraMinDistance(obj_min_dist);
F32 current_distance = llmax(0.001f, camera_offset_dir.magVec());
@@ -1819,7 +1806,6 @@ LLVector3d LLAgentCamera::calcCameraPositionTargetGlobal(BOOL *hit_limit)
// set the global camera position
LLVector3d camera_offset;
- LLVector3 av_pos = !isAgentAvatarValid() ? LLVector3::zero : gAgentAvatarp->getRenderPosition();
camera_offset.setVec( local_camera_offset );
camera_position_global = frame_center_global + head_offset + camera_offset;