void CRBX_ModelViewCtrl::SetFitModel()
{
	if(!m_pEntity) return;  
 
	m_fFovV = hkvMathHelpers::getFovY(m_fFovH, GetSize().x / GetSize().y);

	VisRenderContext_cl::GetMainRenderContext()->SetFOV(m_fFovH,m_fFovV);

	hkvAlignedBBox modelbox;
	m_pEntity->GetMesh()->GetVisibilityBoundingBox(modelbox);
	float fAngleH,fAngleV;
	VisRenderContext_cl::GetMainRenderContext()->GetFOV(fAngleH,fAngleV);

	float dx = hkvMath::Max(modelbox.getSizeX(),modelbox.getSizeY());
	float zx = 0.5f*dx / hkvMath::tanDeg (fAngleH*0.5f);
	float zy = 0.5f*modelbox.getSizeZ() / hkvMath::tanDeg (fAngleV*0.5f);
	
	float Dist = (hkvMath::Max(zx,zy) + dx*0.5f);

	VisContextCamera_cl* pMainCamera = Vision::Camera.GetMainCamera();
	hkvMat3 vMat;
	vMat.setFromEulerAngles(0,20,180);

	m_vCamPos.Set(Dist,0,modelbox.GetSizeZ());
	pMainCamera->Set(vMat,m_vCamPos);	
	
	if( m_pLight == NULL ) {
		m_pLight = new VisLightSource_cl( VisLightSourceType_e::VIS_LIGHT_DIRECTED , 10.0f );
	}

	m_pLight->SetPosition(pMainCamera->GetPosition());
	m_pLight->AttachToParent(pMainCamera);
	m_pLight->SetDirection(pMainCamera->GetDirection());
	m_pLight->SetIntensity(50.0f);		/// << 빛의 강도를 조절함.  나중에콜백이나 업데이트 함수에서 조절하시면됩니다.
	
	UpdateWorldAxisSystem();
}