An update will be applied December 9th, between 12PM and 1:00PM EST (UTC -5:00). The site may be slow during that time.

Commit d1866496 authored by Will Schroeder's avatar Will Schroeder
Browse files

ERR: Removed some spurious n.

parent 63d2efef
......@@ -54,7 +54,7 @@ void vlCamera::SetPosition(float X, float Y, float Z)
this->Position[2] = Z;
vlDebugMacro(<< " Position set to ( " << this->Position[0] << ", "
<< this->Position[1] << ", " << this->Position[2] << ")\n");
<< this->Position[1] << ", " << this->Position[2] << ")");
// recalculate distance
this->CalcDistance();
......@@ -79,7 +79,7 @@ void vlCamera::SetFocalPoint(float X, float Y, float Z)
this->FocalPoint[2] = Z;
vlDebugMacro(<< " FocalPoint set to ( " << this->FocalPoint[0] << ", "
<< this->FocalPoint[1] << ", " << this->FocalPoint[2] << ")\n");
<< this->FocalPoint[1] << ", " << this->FocalPoint[2] << ")");
// recalculate distance
this->CalcDistance();
......@@ -125,7 +125,7 @@ void vlCamera::SetViewUp(float X, float Y, float Z)
}
vlDebugMacro(<< " ViewUp set to ( " << this->ViewUp[0] << ", "
<< this->ViewUp[1] << ", " << this->ViewUp[2] << ")\n");
<< this->ViewUp[1] << ", " << this->ViewUp[2] << ")");
this->Modified();
}
......@@ -148,7 +148,7 @@ void vlCamera::SetClippingRange(float X, float Y)
if(this->ClippingRange[0] > this->ClippingRange[1])
{
float temp;
vlDebugMacro(<< " Front and back clipping range reversed\n");
vlDebugMacro(<< " Front and back clipping range reversed");
temp = this->ClippingRange[0];
this->ClippingRange[0] = this->ClippingRange[1];
this->ClippingRange[1] = temp;
......@@ -159,7 +159,7 @@ void vlCamera::SetClippingRange(float X, float Y)
{
this->ClippingRange[1] += 0.001 - this->ClippingRange[0];
this->ClippingRange[0] = 0.001;
vlDebugMacro(<< " Front clipping range is set to minimum.\n");
vlDebugMacro(<< " Front clipping range is set to minimum.");
}
this->Thickness = this->ClippingRange[1] - this->ClippingRange[0];
......@@ -168,14 +168,14 @@ void vlCamera::SetClippingRange(float X, float Y)
if (this->Thickness < 0.002)
{
this->Thickness = 0.002;
vlDebugMacro(<< " ClippingRange thickness is set to minimum.\n");
vlDebugMacro(<< " ClippingRange thickness is set to minimum.");
// set back plane
this->ClippingRange[1] = this->ClippingRange[0] + this->Thickness;
}
vlDebugMacro(<< " ClippingRange set to ( " << this->ClippingRange[0] << ", "
<< this->ClippingRange[1] << ")\n");
<< this->ClippingRange[1] << ")");
this->Modified();
}
......@@ -199,14 +199,14 @@ void vlCamera::SetThickness(float X)
if (this->Thickness < 0.002)
{
this->Thickness = 0.002;
vlDebugMacro(<< " ClippingRange thickness is set to minimum.\n");
vlDebugMacro(<< " ClippingRange thickness is set to minimum.");
}
// set back plane
this->ClippingRange[1] = this->ClippingRange[0] + this->Thickness;
vlDebugMacro(<< " ClippingRange set to ( " << this->ClippingRange[0] << ", "
<< this->ClippingRange[1] << ")\n");
<< this->ClippingRange[1] << ")");
this->Modified();
}
......@@ -224,7 +224,7 @@ void vlCamera::SetDistance(float X)
if (this->Distance < 0.002)
{
this->Distance = 0.002;
vlDebugMacro(<< " Distance is set to minimum.\n");
vlDebugMacro(<< " Distance is set to minimum.");
}
// recalculate FocalPoint
......@@ -235,7 +235,7 @@ void vlCamera::SetDistance(float X)
this->FocalPoint[2] = this->ViewPlaneNormal[2] *
this->Distance + this->Position[2];
vlDebugMacro(<< " Distance set to ( " << this->Distance << ")\n");
vlDebugMacro(<< " Distance set to ( " << this->Distance << ")");
this->Modified();
}
......@@ -329,7 +329,7 @@ void vlCamera::CalcViewPlaneNormal()
vpn[2] = -dz / distance;
}
vlDebugMacro(<< "Calculating ViewPlaneNormal of (" << vpn[0] << " " << vpn[1] << " " << vpn[2] << ")\n");
vlDebugMacro(<< "Calculating ViewPlaneNormal of (" << vpn[0] << " " << vpn[1] << " " << vpn[2] << ")");
}
......@@ -341,7 +341,7 @@ void vlCamera::SetRoll(float roll)
float temp[4];
// roll is a rotation of camera view up about view plane normal
vlDebugMacro(<< " Setting Roll to " << roll << "\n");
vlDebugMacro(<< " Setting Roll to " << roll << "");
// get the current roll
current = this->GetRoll();
......@@ -379,7 +379,7 @@ float vlCamera::GetRoll()
// set roll using orientation
orient = this->GetOrientation();
vlDebugMacro(<< " Returning Roll of " << orient[2] << "\n");
vlDebugMacro(<< " Returning Roll of " << orient[2] << "");
return orient[2];
}
......@@ -405,7 +405,7 @@ void vlCamera::CalcDistance ()
if (this->Distance < 0.002)
{
this->Distance = 0.002;
vlDebugMacro(<< " Distance is set to minimum.\n");
vlDebugMacro(<< " Distance is set to minimum.");
// recalculate position
this->Position[0] =
......@@ -416,13 +416,13 @@ void vlCamera::CalcDistance ()
- this->ViewPlaneNormal[2] * *distance + this->FocalPoint[2];
vlDebugMacro(<< " Position set to ( " << this->Position[0] << ", "
<< this->Position[1] << ", " << this->Position[2] << ")\n");
<< this->Position[1] << ", " << this->Position[2] << ")");
vlDebugMacro(<< " Distance set to ( " << this->Distance << ")\n");
vlDebugMacro(<< " Distance set to ( " << this->Distance << ")");
this->Modified();
}
vlDebugMacro(<< " Distance set to ( " << this->Distance << ")\n");
vlDebugMacro(<< " Distance set to ( " << this->Distance << ")");
this->Modified();
}
......@@ -437,7 +437,7 @@ float *vlCamera::GetOrientation ()
this->CalcPerspectiveTransform();
vlDebugMacro(<< " Returning Orientation of ( " << this->Orientation[0]
<< ", " << this->Orientation[1] << ", " << this->Orientation[2] << ")\n");
<< ", " << this->Orientation[1] << ", " << this->Orientation[2] << ")");
return this->Orientation;
}
......@@ -814,7 +814,7 @@ void vlCamera::SetViewPlaneNormal(float X,float Y,float Z)
norm = sqrt( X * X + Y * Y + Z * Z );
if (!norm)
{
vlErrorMacro(<< "SetViewPlaneNormal of (0,0,0)\n");
vlErrorMacro(<< "SetViewPlaneNormal of (0,0,0)");
return;
}
......@@ -827,7 +827,7 @@ void vlCamera::SetViewPlaneNormal(float X,float Y,float Z)
- Z * this->Distance/norm + this->FocalPoint[2];
vlDebugMacro(<< " Position set to ( " << this->Position[0] << ", "
<< this->Position[1] << ", " << this->Position[2] << ")\n");
<< this->Position[1] << ", " << this->Position[2] << ")");
// recalculate view plane normal
this->CalcViewPlaneNormal();
......
Markdown is supported
0% or .
You are about to add 0 people to the discussion. Proceed with caution.
Finish editing this message first!
Please register or to comment