public void PanFocus(Vector3f v) { // figure out the pan that we would apply to camera, then apply the delta to the scene Vector3f curPos = UseCamera.GetPosition(); Vector3f curDir = UseCamera.GetWorldFrame().Z; float fDist = Vector3.Dot((v - curPos), curDir); Vector3f newPos = v - fDist * curDir; Vector3f delta = curPos - newPos; StartCoroutine( SmoothTranslate(UseScene.RootGameObject.GetPosition() + delta, 0.5f)); StartCoroutine( SmoothMoveTarget(v + delta, 0.1f)); }
// should not use this anymore... public void PanFocus(Vector3f focusPoint, CoordSpace eSpace = CoordSpace.WorldCoords, float duration = 0.5f) { Vector3f focusPointW = (eSpace == CoordSpace.WorldCoords) ? focusPoint : UseScene.ToWorldP(focusPoint); // figure out the pan that we would apply to camera, then apply the delta to the scene Vector3f curPos = UseCamera.GetPosition(); Vector3f curDir = UseCamera.GetWorldFrame().Z; float fDist = Vector3.Dot((focusPointW - curPos), curDir); Vector3f newPos = focusPointW - fDist * curDir; Vector3f delta = curPos - newPos; StartCoroutine( SmoothTranslate(UseScene.RootGameObject.GetPosition() + delta, duration)); StartCoroutine( SmoothMoveTarget(focusPointW + delta, duration / 10.0f)); }