/// <summary> /// Carga los valores default de la camara /// </summary> public void resetValues() { accumPitchDegrees = 0.0f; rotationSpeed = DEFAULT_ROTATION_SPEED; eye = new Vector3(0.0f, 0.0f, 0.0f); xAxis = new Vector3(1.0f, 0.0f, 0.0f); yAxis = new Vector3(0.0f, 1.0f, 0.0f); zAxis = new Vector3(0.0f, 0.0f, 1.0f); viewDir = new Vector3(0.0f, 0.0f, 1.0f); lookAt = eye + viewDir; accelerationEnable = false; acceleration = CAMERA_ACCELERATION; currentVelocity = new Vector3(0.0f, 0.0f, 0.0f); velocity = CAMERA_VELOCITY; viewMatrix = Matrix.Identity; setPosition(CAMERA_POS); rotateMouseButton = TgcD3dInput.MouseButtons.BUTTON_LEFT; }
/// <summary> /// Carga los valores default de la camara /// </summary> public void resetValues() { accumPitchDegrees = 0.0f; rotationSpeed = DEFAULT_ROTATION_SPEED; eye = new Vector3(0.0f, 0.0f, 0.0f); xAxis = new Vector3(1.0f, 0.0f, 0.0f); yAxis = new Vector3(0.0f, 1.0f, 0.0f); zAxis = new Vector3(0.0f, 0.0f, 1.0f); viewDir = new Vector3(0.0f, 0.0f, 1.0f); lookAt = eye + viewDir; HeadPosition = HEAD_POSITION; accelerationEnable = false; acceleration = CAMERA_ACCELERATION; currentVelocity = new Vector3(0.0f, 0.0f, 0.0f); velocity = CAMERA_VELOCITY; viewMatrix = Matrix.Identity; setPosition(CAMERA_POS+HeadPosition*WORLD_YAXIS); rotateMouseButton = TgcD3dInput.MouseButtons.BUTTON_LEFT; }