bool SmoothController::SetState(const StateMap& sm) { CCameraController::SetState(sm); SetStateFloat(sm, "height", height); SetStateFloat(sm, "zscale", zscale); SetStateBool (sm, "flipped", flipped); return true; }
bool COverheadController::SetState(const StateMap& sm) { CCameraController::SetState(sm); SetStateFloat(sm, "height", height); SetStateFloat(sm, "angle", angle); SetStateBool (sm, "flipped", flipped); return true; }
bool CRotOverheadController::SetState(const StateMap& sm) { CCameraController::SetState(sm); SetStateFloat(sm, "oldHeight", oldHeight); return true; }
bool CRotOverheadController::SetState(const StateMap& sm) { SetStateFloat(sm, "px", pos.x); SetStateFloat(sm, "py", pos.y); SetStateFloat(sm, "pz", pos.z); SetStateFloat(sm, "dx", dir.x); SetStateFloat(sm, "dy", dir.y); SetStateFloat(sm, "dz", dir.z); SetStateFloat(sm, "rx", camera->rot.x); SetStateFloat(sm, "ry", camera->rot.y); SetStateFloat(sm, "rz", camera->rot.z); SetStateFloat(sm, "oldHeight", oldHeight); return true; }
bool SmoothController::SetState(const StateMap& sm) { SetStateFloat(sm, "px", pos.x); SetStateFloat(sm, "py", pos.y); SetStateFloat(sm, "pz", pos.z); SetStateFloat(sm, "dx", dir.x); SetStateFloat(sm, "dy", dir.y); SetStateFloat(sm, "dz", dir.z); SetStateFloat(sm, "height", height); SetStateFloat(sm, "zscale", zscale); SetStateBool (sm, "flipped", flipped); return true; }
bool CCameraController::SetState(const StateMap& sm) { SetStateFloat(sm, "fov", fov); SetStateFloat(sm, "px", pos.x); SetStateFloat(sm, "py", pos.y); SetStateFloat(sm, "pz", pos.z); SetStateFloat(sm, "dx", dir.x); SetStateFloat(sm, "dy", dir.y); SetStateFloat(sm, "dz", dir.z); return true; }
bool COrbitController::SetState(const StateMap& sm) { SetStateFloat(sm, "px", camera->pos.x); SetStateFloat(sm, "py", camera->pos.y); SetStateFloat(sm, "pz", camera->pos.z); SetStateFloat(sm, "tx", cen.x); SetStateFloat(sm, "ty", cen.y); SetStateFloat(sm, "tz", cen.z); return true; }