Beispiel #1
0
 // ------------------------------------------------------------------------------------------------
 protected override void OnChangingMode(MySpectatorCameraMovementEnum oldMode, MySpectatorCameraMovementEnum newMode)
 {
     if (newMode == MySpectatorCameraMovementEnum.UserControlled && oldMode == MySpectatorCameraMovementEnum.ConstantDelta)
     {
         MatrixD gravityOrientationMatrix;
         ComputeGravityAlignedOrientation(out gravityOrientationMatrix);
         m_orientation.Up        = gravityOrientationMatrix.Up;
         m_orientation.Forward   = Vector3D.Normalize(Target - Position);
         m_orientation.Right     = Vector3D.Cross(m_orientation.Forward, m_orientation.Up);
         AlignSpectatorToGravity = false;
     }
 }
Beispiel #2
0
 protected override void OnChangingMode(MySpectatorCameraMovementEnum oldMode, MySpectatorCameraMovementEnum newMode)
 {
     if ((newMode == MySpectatorCameraMovementEnum.UserControlled) && (oldMode == MySpectatorCameraMovementEnum.ConstantDelta))
     {
         MatrixD xd;
         this.ComputeGravityAlignedOrientation(out xd);
         base.m_orientation.Up        = xd.Up;
         base.m_orientation.Forward   = Vector3D.Normalize(base.Target - base.Position);
         base.m_orientation.Right     = Vector3D.Cross(base.m_orientation.Forward, base.m_orientation.Up);
         this.AlignSpectatorToGravity = false;
     }
 }
Beispiel #3
0
 protected virtual void OnChangingMode(MySpectatorCameraMovementEnum oldMode, MySpectatorCameraMovementEnum newMode) 
 {    
 }
Beispiel #4
0
 protected virtual void OnChangingMode(MySpectatorCameraMovementEnum oldMode, MySpectatorCameraMovementEnum newMode)
 {
 }
 // ------------------------------------------------------------------------------------------------
 protected override void OnChangingMode(MySpectatorCameraMovementEnum oldMode, MySpectatorCameraMovementEnum newMode)
 {
     if (newMode == MySpectatorCameraMovementEnum.UserControlled && oldMode == MySpectatorCameraMovementEnum.ConstantDelta)
     {
         MatrixD gravityOrientationMatrix;
         ComputeGravityAlignedOrientation(out gravityOrientationMatrix);
         m_orientation.Up = gravityOrientationMatrix.Up;
         m_orientation.Forward = Vector3D.Normalize(Target - Position);
         m_orientation.Right = Vector3D.Cross(m_orientation.Forward, m_orientation.Up);
         AlignSpectatorToGravity = false;
     }
 }