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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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@ -578,6 +578,12 @@ public:
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F32 cameraMaxFov; ///< Max vertical FOV allowed in degrees.
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/// @}
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/// @name Camera Misc
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/// @{
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bool cameraCanBank; ///< If the derrived class supports it, allow the camera to bank
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bool mountedImagesBank; ///< Do mounted images bank along with the camera?
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/// @}
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/// @name Data initialized on preload
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/// @{
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@ -1618,7 +1624,7 @@ public:
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/// Returns the eye transform of this shape without including mounted images, IE the eyes of a player
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/// @param mat Eye transform (out)
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virtual void getEyeBaseTransform(MatrixF* mat);
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virtual void getEyeBaseTransform(MatrixF* mat, bool includeBank);
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/// The retraction transform is the muzzle transform in world space.
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///
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@ -1671,7 +1677,7 @@ public:
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virtual void getRenderMuzzleVector(U32 imageSlot,VectorF* vec);
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virtual void getRenderMuzzlePoint(U32 imageSlot,Point3F* pos);
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virtual void getRenderEyeTransform(MatrixF* mat);
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virtual void getRenderEyeBaseTransform(MatrixF* mat);
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virtual void getRenderEyeBaseTransform(MatrixF* mat, bool includeBank);
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/// @}
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