Torque3D/Engine/source/T3D/turret
DavidWyand-GG 660250cccf 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.
2013-04-09 16:14:19 -04:00
..
aiTurretShape.cpp Fix for Issue 174 for Turret Targeting Wrong Direction 2012-12-13 19:30:51 -05:00
aiTurretShape.h Engine directory for ticket #1 2012-09-19 11:15:01 -04:00
turretShape.cpp Game cam and eye banking, control schemes 2013-04-09 16:14:19 -04:00
turretShape.h Engine directory for ticket #1 2012-09-19 11:15:01 -04:00