/// <summary> /// Called when the camera is updated so we can tell the simulator where our camera is /// and it can do any optimizations based thereon. /// </summary> /// <param name="position"></param> /// <param name="direction"></param> /// <param name="far"></param> public void UpdateCamera(OMV.Vector3d position, OMV.Quaternion direction, float far) { float roll; float pitch; float yaw; direction.GetEulerAngles(out roll, out pitch, out yaw); OMV.Vector3 pos = new OMV.Vector3((float)position.X, (float)position.Y, (float)position.Z); m_client.Self.Movement.Camera.SetPositionOrientation(pos, roll, pitch, yaw); m_client.Self.Movement.Camera.Far = far; // m_log.Log(LogLevel.DVIEWDETAIL, "UpdateCamera: {0}, {1}, {2}, {3}", pos.X, pos.Y, pos.Z, direction.ToString()); return; }