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Game cam and eye banking, control schemes
- ShapeBaseData has two new properties. cameraCanBank indicates that the game object may bank its eye/camera, if supported by the object. mountedImagesBank indicates that mounted images should bank with the eye/camera in first person view. Both default to false. - Player supports 1st person eye and 3rd person camera banking when making use of the new ExtendedMove class. - Camera class supports banking when making use of the new ExtendedMove class. - GameConnection now has an idea of a control scheme. This determines how game objects should respond to input events. A control scheme may be set by either the server or client. Current control schemes are: -- Absolute rotation (likely though the ExtendedMove class) -- Add relative yaw (from mouse or gamepad) to absolute rotation. -- Add relative pitch (from mouse or gamepad) to absolute rotation. - Player class supports the new control schemes when using the ExtendedMove class. - Camera class supports the new control scheme when using the ExtendedMove class.
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10 changed files with 570 additions and 127 deletions
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@ -385,6 +385,9 @@ public:
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NumPoseBits = 3
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};
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/// The ExtendedMove position/rotation index used for head movements
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static S32 smExtendedMoveHeadPosRotIndex;
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protected:
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/// Bit masks for different types of events
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@ -444,6 +447,9 @@ protected:
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bool mUseHeadZCalc; ///< Including mHead.z in transform calculations
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F32 mLastAbsoluteYaw; ///< Stores that last absolute yaw value as passed in by ExtendedMove
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F32 mLastAbsolutePitch; ///< Stores that last absolute pitch value as passed in by ExtendedMove
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S32 mMountPending; ///< mMountPending suppresses tickDelay countdown so players will sit until
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///< their mount, or another animation, comes through (or 13 seconds elapses).
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@ -687,9 +693,9 @@ public:
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void setTransform(const MatrixF &mat);
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void getEyeTransform(MatrixF* mat);
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void getEyeBaseTransform(MatrixF* mat);
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void getEyeBaseTransform(MatrixF* mat, bool includeBank);
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void getRenderEyeTransform(MatrixF* mat);
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void getRenderEyeBaseTransform(MatrixF* mat);
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void getRenderEyeBaseTransform(MatrixF* mat, bool includeBank);
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void getCameraParameters(F32 *min, F32 *max, Point3F *offset, MatrixF *rot);
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void getMuzzleTransform(U32 imageSlot,MatrixF* mat);
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void getRenderMuzzleTransform(U32 imageSlot,MatrixF* mat);
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