Exemple #1
0
 void Camera::reset()
 {
     togglePreviewMode(false);
     toggleVanityMode(false);
     if (!mFirstPersonView)
         toggleViewMode();
 }
Exemple #2
0
    void Camera::update(float duration, bool paused)
    {
        if (mAnimation->upperBodyReady())
        {
            // Now process the view changes we queued earlier
            if (mVanityToggleQueued)
            {
                toggleVanityMode(!mVanity.enabled);
                mVanityToggleQueued = false;
            }
            if (mViewModeToggleQueued)
            {

                togglePreviewMode(false);
                toggleViewMode();
                mViewModeToggleQueued = false;
            }
        }

        if (paused)
            return;

        // only show the crosshair in game mode and in first person mode.
        MWBase::WindowManager *wm = MWBase::Environment::get().getWindowManager();
        wm->showCrosshair(!wm->isGuiMode() && (mFirstPersonView && !mVanity.enabled && !mPreviewMode));

        if(mVanity.enabled)
        {
            rotateCamera(0.f, osg::DegreesToRadians(3.f * duration), true);
        }
    }
Exemple #3
0
    void Camera::update(float duration, bool paused)
    {
        if (mAnimation->allowSwitchViewMode())
        {
            // Now process the view changes we queued earlier
            if (mVanityToggleQueued)
            {
                toggleVanityMode(!mVanity.enabled);
                mVanityToggleQueued = false;
            }
            if (mViewModeToggleQueued)
            {

                togglePreviewMode(false);
                toggleViewMode();
                mViewModeToggleQueued = false;
            }
        }

        updateListener();
        if (paused)
            return;

        // only show the crosshair in game mode and in first person mode.
        MWBase::WindowManager *wm = MWBase::Environment::get().getWindowManager();
        wm->showCrosshair(!wm->isGuiMode() && (mFirstPersonView && !mVanity.enabled && !mPreviewMode));

        if(mVanity.enabled)
        {
            Ogre::Vector3 rot(0.f, 0.f, 0.f);
            rot.z = Ogre::Degree(3.f * duration).valueRadians();
            rotateCamera(rot, true);
        }
    }