SetFixedYawAxis() public method

Sets a default fixed yaw axis of Y.
public SetFixedYawAxis ( bool useFixed ) : void
useFixed bool
return void
Ejemplo n.º 1
0
		/// <summary>
		/// 
		/// </summary>
		/// <param name="camera"></param>
		private void SetupCamera( Camera cam )
		{
			// create a pivot at roughly the character's shoulder
			cameraPivot = cam.SceneManager.RootSceneNode.CreateChildSceneNode();
			// this is where the camera should be soon, and it spins around the pivot
			cameraGoal = cameraPivot.CreateChildSceneNode( new Vector3( 0, 0, 15 ) );
			// this is where the camera actually is
			cameraNode = cam.SceneManager.RootSceneNode.CreateChildSceneNode();
			cameraNode.Position = cameraPivot.Position + cameraGoal.Position;

			cameraPivot.SetFixedYawAxis( true );
			cameraGoal.SetFixedYawAxis( true );
			cameraNode.SetFixedYawAxis( true );

			// our model is quite small, so reduce the clipping planes
			cam.Near = 0.1f;
			cam.Far = 100;
			cameraNode.AttachObject( cam );
			pivotPitch = 0;
		}
Ejemplo n.º 2
0
		public override void CreateCamera()
		{
			// Create the camera
			camera = scene.CreateCamera( "PlayerCam" );

			// NEW: create a node for the camera and control that instead of camera directly.
			// We do this because PCZSceneManager requires camera to have a node
			mCameraNode = scene.RootSceneNode.CreateChildSceneNode( "PlayerCamNode" );
			// attach the camera to the node
			mCameraNode.AttachObject( camera );
			// fix the yaw axis of the camera
			mCameraNode.SetFixedYawAxis( true );

			camera.Near = 2;
			camera.Far = 1000;
		}