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a) debug Camera Matrices. enable with _IRR_COMPILE_WITH_90_DEGREE_CAMERA.

- allow ICameraSceneNode to accept any values and correct in buildCameraLookAtMatrixLH with normalize_camera_direction.
 if disabled defaults to the current v1.9 normalize
b) add initial Rotation to MayaCamera Constructor default 0,0
c) switchToMayaCamera in Examples. Clones FPSCamera default disabled


git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6366 dfc29bdd-3216-0410-991c-e03cc46cb475
This commit is contained in:
engineer_apple
2022-05-01 01:11:45 +00:00
parent e08e37fc0f
commit 3285a0147a
15 changed files with 156 additions and 23 deletions

View File

@@ -50,6 +50,42 @@ namespace irr
#endif
}
/*
For using an alternative camera in the examples.
Try to translate the viewpoint (Maya internal CameraRotation)
*/
static inline void switchToMayaCamera(IrrlichtDevice* device)
{
#if 1
return;
#else
if (!device) return;
scene::ICameraSceneNode* camera = device->getSceneManager()->getActiveCamera();
if (!camera || camera->getID() == 54321) return;
core::vector3df target = camera->getTarget() - camera->getPosition();
core::vector3df relativeRotation = target.getHorizontalAngle();
scene::ICameraSceneNode* maya = device->getSceneManager()->addCameraSceneNodeMaya(
0, -1500, 1000, 1500,
54321,
target.getLength(),
true,
relativeRotation.X + 90, relativeRotation.Y
);
if (maya)
{
maya->setNearValue(camera->getNearValue());
maya->setFarValue(camera->getFarValue());
}
device->getCursorControl()->setVisible(true);
device->setResizable(true);
#endif
}
} // end namespace irr
#endif