//======================================================== void Start() { //--------Ravi----------/ script = GetComponent <TBDragOrbit>(); //---------------------/ if (!panningPlane) { panningPlane = this.transform; } Vector3 angles = transform.eulerAngles; distance = IdealDistance = initialDistance; yaw = IdealYaw = angles.y; pitch = IdealPitch = angles.x; // Make the rigid body not change rotation if (GetComponent <Rigidbody>()) { GetComponent <Rigidbody>().freezeRotation = true; } Apply(); }
void Start() { Debug.Log("Getting Camera FOV"); //-------Takes the camera FOV and calculates derived values to later use in camera distance calculation----- cameraFOV = animationCamera.GetComponent <Camera>().fieldOfView; cameraFOVBasedValue = Mathf.Tan(Mathf.Deg2Rad * cameraFOV / 2f); originalRotation = animationCamera.transform.rotation.eulerAngles; TBDragOrbitScript = animationCamera.GetComponent <TBDragOrbit>(); //-------------- Saving camera position --------------- StoreOriginalPosition(animationCamera.transform.position); //-------------- Saving camera rotation --------------- StoreOriginalRotation(); }
//======================================================== void Start() { //--------Ravi----------/ script = GetComponent<TBDragOrbit>(); //---------------------/ if( !panningPlane ) panningPlane = this.transform; Vector3 angles = transform.eulerAngles; distance = IdealDistance = initialDistance; yaw = IdealYaw = angles.y; pitch = IdealPitch = angles.x; // Make the rigid body not change rotation if( GetComponent<Rigidbody>() ) GetComponent<Rigidbody>().freezeRotation = true; Apply(); }
void Start() { Debug.Log("Getting Camera FOV"); //-------Takes the camera FOV and calculates derived values to later use in camera distance calculation----- cameraFOV = animationCamera.GetComponent<Camera>().fieldOfView; cameraFOVBasedValue = Mathf.Tan(Mathf.Deg2Rad * cameraFOV / 2f); originalRotation = animationCamera.transform.rotation.eulerAngles; TBDragOrbitScript = animationCamera.GetComponent<TBDragOrbit>(); //-------------- Saving camera position --------------- StoreOriginalPosition(animationCamera.transform.position); //-------------- Saving camera rotation --------------- StoreOriginalRotation(); }