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Merge pull request #160 from Ventrella/master
made camera first-person prototype and improved avatar collisions
This commit is contained in:
commit
bb4500886b
4 changed files with 189 additions and 116 deletions
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@ -121,7 +121,7 @@ int main(int argc, const char* argv[]) {
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// put her hand out so somebody can shake it
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eve.setHandPosition(glm::vec3(eve.getPosition()[0] - 0.2,
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0.25,
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0.32, // this is the same as the pelvis standing height (as of 4/26/13)
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eve.getPosition()[2] + 0.1));
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// read eve's audio data
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AudioInjector eveAudioInjector("eve.raw");
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@ -50,23 +50,22 @@ Avatar::Avatar(bool isMine) {
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_orientation.setToIdentity();
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_velocity = glm::vec3( 0.0, 0.0, 0.0 );
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_thrust = glm::vec3( 0.0, 0.0, 0.0 );
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_rotation = glm::quat( 0.0f, 0.0f, 0.0f, 0.0f );
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_bodyYaw = -90.0;
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_bodyPitch = 0.0;
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_bodyRoll = 0.0;
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_bodyYawDelta = 0.0;
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_mousePressed = false;
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_mode = AVATAR_MODE_STANDING;
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_isMine = isMine;
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_maxArmLength = 0.0;
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//_transmitterTimer = 0;
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_transmitterHz = 0.0;
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_transmitterPackets = 0;
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_speed = 0.0;
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_velocity = glm::vec3( 0.0, 0.0, 0.0 );
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_thrust = glm::vec3( 0.0, 0.0, 0.0 );
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_rotation = glm::quat( 0.0f, 0.0f, 0.0f, 0.0f );
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_bodyYaw = -90.0;
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_bodyPitch = 0.0;
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_bodyRoll = 0.0;
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_bodyYawDelta = 0.0;
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_mousePressed = false;
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_mode = AVATAR_MODE_STANDING;
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_isMine = isMine;
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_maxArmLength = 0.0;
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_transmitterHz = 0.0;
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_transmitterPackets = 0;
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_speed = 0.0;
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_pelvisStandingHeight = 0.0f;
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_displayingHead = true;
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_TEST_bigSphereRadius = 0.3f;
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_TEST_bigSpherePosition = glm::vec3( 0.0f, _TEST_bigSphereRadius, 2.0f );
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@ -329,11 +328,7 @@ void Avatar::simulate(float deltaTime) {
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Avatar *otherAvatar = (Avatar *)agent->getLinkedData();
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// check for collisions with other avatars and respond
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updateAvatarCollisionDetectionAndResponse(otherAvatar->getPosition(),
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0.1,
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0.1,
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otherAvatar->getBodyUpDirection(),
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deltaTime);
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updateCollisionWithOtherAvatar(otherAvatar, deltaTime );
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// test other avatar hand position for proximity
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glm::vec3 v( _bone[ AVATAR_BONE_RIGHT_SHOULDER ].position );
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@ -382,12 +377,8 @@ void Avatar::simulate(float deltaTime) {
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}
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if (usingBigSphereCollisionTest) {
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// test for avatar collision response (using a big sphere :)
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updateAvatarCollisionDetectionAndResponse(_TEST_bigSpherePosition,
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_TEST_bigSphereRadius,
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_TEST_bigSphereRadius,
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glm::vec3( 0.0, 1.0, 0.0 ),
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deltaTime);
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// test for avatar collision response with the big sphere
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updateCollisionWithSphere( _TEST_bigSpherePosition, _TEST_bigSphereRadius, deltaTime );
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}
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if ( AVATAR_GRAVITY ) {
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@ -541,31 +532,22 @@ void Avatar::simulate(float deltaTime) {
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}
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}
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float Avatar::getGirth() {
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return COLLISION_BODY_RADIUS;
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}
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float Avatar::getHeight() {
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return COLLISION_HEIGHT;
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return _height;
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}
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// This is a workspace for testing avatar body collision detection and response
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void Avatar::updateAvatarCollisionDetectionAndResponse(glm::vec3 collisionPosition,
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float collisionGirth,
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float collisionHeight,
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glm::vec3 collisionUpVector,
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float deltaTime) {
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void Avatar::updateCollisionWithSphere( glm::vec3 position, float radius, float deltaTime ) {
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float myBodyApproximateBoundingRadius = 1.0f;
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glm::vec3 vectorFromMyBodyToBigSphere(_position - collisionPosition);
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glm::vec3 vectorFromMyBodyToBigSphere(_position - position);
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bool jointCollision = false;
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float distanceToBigSphere = glm::length(vectorFromMyBodyToBigSphere);
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if ( distanceToBigSphere < myBodyApproximateBoundingRadius + collisionGirth ) {
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if ( distanceToBigSphere < myBodyApproximateBoundingRadius + radius ) {
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for (int b = 0; b < NUM_AVATAR_BONES; b++) {
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glm::vec3 vectorFromJointToBigSphereCenter(_bone[b].springyPosition - collisionPosition);
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glm::vec3 vectorFromJointToBigSphereCenter(_bone[b].springyPosition - position);
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float distanceToBigSphereCenter = glm::length(vectorFromJointToBigSphereCenter);
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float combinedRadius = _bone[b].radius + collisionGirth;
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float combinedRadius = _bone[b].radius + radius;
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if ( distanceToBigSphereCenter < combinedRadius ) {
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jointCollision = true;
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@ -577,7 +559,7 @@ void Avatar::updateAvatarCollisionDetectionAndResponse(glm::vec3 collisionPositi
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_bone[b].springyVelocity += collisionForce * 30.0f * deltaTime;
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_velocity += collisionForce * 100.0f * deltaTime;
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_bone[b].springyPosition = collisionPosition + directionVector * combinedRadius;
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_bone[b].springyPosition = position + directionVector * combinedRadius;
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}
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}
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}
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@ -591,6 +573,50 @@ void Avatar::updateAvatarCollisionDetectionAndResponse(glm::vec3 collisionPositi
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}
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}
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//detect collisions with other avatars and respond
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void Avatar::updateCollisionWithOtherAvatar( Avatar * otherAvatar, float deltaTime ) {
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// check if the bounding spheres of the two avatars are colliding
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glm::vec3 vectorBetweenBoundingSpheres(_position - otherAvatar->_position);
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if ( glm::length(vectorBetweenBoundingSpheres) < _height * ONE_HALF + otherAvatar->_height * ONE_HALF ) {
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// loop through the bones of each avatar to check for every possible collision
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for (int b=1; b<NUM_AVATAR_BONES; b++) {
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for (int o=b+1; o<NUM_AVATAR_BONES; o++) {
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glm::vec3 vectorBetweenJoints(_bone[b].springyPosition - otherAvatar->_bone[o].springyPosition);
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float distanceBetweenJoints = glm::length(vectorBetweenJoints);
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// to avoid divide by zero
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if ( distanceBetweenJoints > 0.0 ) {
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float combinedRadius = _bone[b].radius + otherAvatar->_bone[o].radius;
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// check for collision
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if ( distanceBetweenJoints < combinedRadius * COLLISION_RADIUS_SCALAR) {
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glm::vec3 directionVector = vectorBetweenJoints / distanceBetweenJoints;
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// push ball away from colliding other ball and puch avatar body (_velocity) as well
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_bone[b].springyVelocity += directionVector * COLLISION_BALL_FORCE * deltaTime;
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_velocity += directionVector * COLLISION_BODY_FORCE * deltaTime;
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// apply fruction to _velocity
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float momentum = 1.0 - COLLISION_FRICTION * deltaTime;
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if ( momentum < 0.0 ) { momentum = 0.0;}
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_velocity *= momentum;
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}
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}
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}
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}
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}
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}
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void Avatar::setDisplayingHead( bool displayingHead ) {
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_displayingHead = displayingHead;
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}
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void Avatar::render(bool lookingInMirror) {
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/*
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@ -618,8 +644,10 @@ void Avatar::render(bool lookingInMirror) {
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renderBody();
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// render head
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renderHead(lookingInMirror);
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if (_displayingHead) {
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renderHead(lookingInMirror);
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}
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// if this is my avatar, then render my interactions with the other avatar
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if ( _isMine )
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{
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@ -959,12 +987,22 @@ void Avatar::initializeSkeleton() {
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calculateBoneLengths();
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_pelvisStandingHeight =
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_bone[ AVATAR_BONE_PELVIS_SPINE ].length +
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_bone[ AVATAR_BONE_LEFT_THIGH ].length +
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_bone[ AVATAR_BONE_LEFT_FOOT ].radius +
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_bone[ AVATAR_BONE_LEFT_SHIN ].length +
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_bone[ AVATAR_BONE_LEFT_FOOT ].length +
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_bone[ AVATAR_BONE_RIGHT_FOOT ].radius;
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_bone[ AVATAR_BONE_LEFT_THIGH ].length +
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_bone[ AVATAR_BONE_PELVIS_SPINE ].length;
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//printf( "_pelvisStandingHeight = %f\n", _pelvisStandingHeight );
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_height =
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(
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_pelvisStandingHeight +
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_bone[ AVATAR_BONE_MID_SPINE ].length +
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_bone[ AVATAR_BONE_CHEST_SPINE].length +
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_bone[ AVATAR_BONE_NECK ].length +
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_bone[ AVATAR_BONE_HEAD ].length +
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_bone[ AVATAR_BONE_HEAD ].radius
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);
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// generate world positions
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updateSkeleton();
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}
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@ -1131,25 +1169,27 @@ void Avatar::renderBody() {
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// Render bone positions as spheres
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for (int b = 0; b < NUM_AVATAR_BONES; b++) {
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//renderBoneAsBlock( (AvatarBoneID)b);
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//render bone orientation
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//renderOrientationDirections( _bone[b].springyPosition, _bone[b].orientation, _bone[b].radius * 2.0 );
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if ( _usingBodySprings ) {
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glColor3fv( skinColor );
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glPushMatrix();
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glTranslatef( _bone[b].springyPosition.x, _bone[b].springyPosition.y, _bone[b].springyPosition.z );
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glutSolidSphere( _bone[b].radius, 20.0f, 20.0f );
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glPopMatrix();
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}
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else {
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glColor3fv( skinColor );
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glPushMatrix();
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glTranslatef( _bone[b].position.x, _bone[b].position.y, _bone[b].position.z );
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glutSolidSphere( _bone[b].radius, 20.0f, 20.0f );
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glPopMatrix();
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}
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if ( b != AVATAR_BONE_HEAD ) { // the head is rendered as a special case in "renderHead"
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//render bone orientation
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//renderOrientationDirections( _bone[b].springyPosition, _bone[b].orientation, _bone[b].radius * 2.0 );
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if ( _usingBodySprings ) {
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glColor3fv( skinColor );
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glPushMatrix();
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glTranslatef( _bone[b].springyPosition.x, _bone[b].springyPosition.y, _bone[b].springyPosition.z );
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glutSolidSphere( _bone[b].radius, 20.0f, 20.0f );
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glPopMatrix();
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}
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else {
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glColor3fv( skinColor );
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glPushMatrix();
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glTranslatef( _bone[b].position.x, _bone[b].position.y, _bone[b].position.z );
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glutSolidSphere( _bone[b].radius, 20.0f, 20.0f );
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glPopMatrix();
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}
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}
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}
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// Render lines connecting the bone positions
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@ -1194,18 +1234,6 @@ void Avatar::renderBody() {
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}
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}
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void Avatar::renderBoneAsBlock( AvatarBoneID b ) {
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glColor3fv( skinColor );
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glPushMatrix();
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glTranslatef( _bone[b].springyPosition.x, _bone[b].springyPosition.y, _bone[b].springyPosition.z );
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glScalef( _bone[b].radius, _bone[b].length, _bone[b].radius );
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glRotatef(_bone[b].yaw, 0, 1, 0 );
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glRotatef(_bone[b].pitch, 1, 0, 0 );
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glRotatef(_bone[b].roll, 0, 0, 1 );
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glutSolidCube(1.0);
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glPopMatrix();
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}
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void Avatar::SetNewHeadTarget(float pitch, float yaw) {
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_head.pitchTarget = pitch;
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_head.yawTarget = yaw;
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@ -32,11 +32,29 @@ const float YAW_MAG = 500.0; //JJV - changed from 300.0;
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const float TEST_YAW_DECAY = 5.0;
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const float LIN_VEL_DECAY = 5.0;
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const float COLLISION_BODY_RADIUS = 0.1;
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const float COLLISION_HEIGHT = 1.5;
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const float COLLISION_FRICTION = 0.5;
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const float COLLISION_RADIUS_SCALAR = 1.8;
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const float COLLISION_BALL_FORCE = 0.1;
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const float COLLISION_BODY_FORCE = 3.0;
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enum eyeContactTargets {LEFT_EYE, RIGHT_EYE, MOUTH};
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enum DriveKeys
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{
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FWD = 0,
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BACK,
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LEFT,
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RIGHT,
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UP,
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DOWN,
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ROT_LEFT,
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ROT_RIGHT,
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MAX_DRIVE_KEYS
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};
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/*
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#define FWD 0
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#define BACK 1
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#define LEFT 2
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@ -46,8 +64,9 @@ enum eyeContactTargets {LEFT_EYE, RIGHT_EYE, MOUTH};
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#define ROT_LEFT 6
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#define ROT_RIGHT 7
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#define MAX_DRIVE_KEYS 8
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*/
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#define MAX_OTHER_AVATARS 10 // temporary - for testing purposes!
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//#define MAX_OTHER_AVATARS 10 // temporary - for testing purposes!
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@ -89,16 +108,8 @@ enum AvatarBoneID
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NUM_AVATAR_BONES
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};
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struct AvatarCollisionElipsoid
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{
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bool colliding;
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glm::vec3 position;
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float girth;
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float height;
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glm::vec3 upVector;
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};
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struct AvatarHandHolding
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struct AvatarHandHolding //think of this as one half of a distributed spring :)
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{
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glm::vec3 position;
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glm::vec3 velocity;
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@ -111,7 +122,7 @@ struct AvatarBone
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glm::vec3 position; // the position at the "end" of the bone
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glm::vec3 defaultPosePosition; // the parent relative position when the avatar is in the "T-pose"
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glm::vec3 springyPosition; // used for special effects (a 'flexible' variant of position)
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glm::dvec3 springyVelocity; // used for special effects ( the velocity of the springy position)
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glm::vec3 springyVelocity; // used for special effects ( the velocity of the springy position)
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float springBodyTightness; // how tightly the springy position tries to stay on the position
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glm::quat rotation; // this will eventually replace yaw, pitch and roll (and maybe orientation)
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float yaw; // the yaw Euler angle of the bone rotation off the parent
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@ -181,6 +192,8 @@ public:
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float getBodyYaw() {return _bodyYaw;};
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void addBodyYaw(float y) {_bodyYaw += y;};
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bool getIsNearInteractingOther() { return _interactingOtherIsNearby; }
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float getAbsoluteHeadYaw() const;
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void setLeanForward(float dist);
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void setLeanSideways(float dist);
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@ -208,6 +221,7 @@ public:
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void setHandMovementValues( glm::vec3 movement );
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void updateHandMovement( float deltaTime );
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void updateArmIKAndConstraints( float deltaTime );
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void setDisplayingHead( bool displayingHead );
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float getAverageLoudness() {return _head.averageLoudness;};
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void setAverageLoudness(float al) {_head.averageLoudness = al;};
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@ -260,25 +274,20 @@ private:
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Avatar* _interactingOther;
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bool _interactingOtherIsNearby;
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float _pelvisStandingHeight;
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float _height;
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Balls* _balls;
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AvatarTouch _avatarTouch;
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bool _displayingHead; // should be false if in first-person view
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// private methods...
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void initializeSkeleton();
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void updateSkeleton();
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void initializeBodySprings();
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void updateBodySprings( float deltaTime );
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void calculateBoneLengths();
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void readSensors();
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void renderBoneAsBlock( AvatarBoneID b );
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void updateAvatarCollisionDetectionAndResponse
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(
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glm::vec3 collisionPosition,
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float collisionGirth,
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float collisionHeight,
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glm::vec3 collisionUpVector,
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float deltaTime
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);
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// private methods...
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void initializeSkeleton();
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void updateSkeleton();
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void initializeBodySprings();
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void updateBodySprings( float deltaTime );
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void calculateBoneLengths();
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void readSensors();
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void updateCollisionWithSphere( glm::vec3 position, float radius, float deltaTime );
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void updateCollisionWithOtherAvatar( Avatar * other, float deltaTime );
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};
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#endif
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@ -742,9 +742,14 @@ void display(void)
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myCamera.setTightness ( 100.0f );
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} else {
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//float firstPersonPitch = 20.0f;
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//float firstPersonUpShift = 0.0f;
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//float firstPersonDistance = 0.0f;
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//float firstPersonTightness = 100.0f;
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float firstPersonPitch = 20.0f;
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float firstPersonUpShift = 0.1f;
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float firstPersonDistance = 0.0f;
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float firstPersonDistance = 0.4f;
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float firstPersonTightness = 100.0f;
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float thirdPersonPitch = 0.0f;
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@ -753,14 +758,44 @@ void display(void)
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float thirdPersonTightness = 8.0f;
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if ( USING_FIRST_PERSON_EFFECT ) {
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float ff = 0.0;
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float min = 0.1;
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float max = 0.5;
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if ( myAvatar.getIsNearInteractingOther()){
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if ( myAvatar.getSpeed() < max ) {
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float s = (myAvatar.getSpeed()- min)/max ;
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ff = 1.0 - s;
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}
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}
|
||||
|
||||
/*
|
||||
if ( ff < 0.8 ) {
|
||||
myAvatar.setDisplayingHead( true );
|
||||
} else {
|
||||
myAvatar.setDisplayingHead( false );
|
||||
}
|
||||
*/
|
||||
|
||||
//printf( "ff = %f\n", ff );
|
||||
|
||||
myCamera.setPitch ( thirdPersonPitch + ff * ( firstPersonPitch - thirdPersonPitch ));
|
||||
myCamera.setUpShift ( thirdPersonUpShift + ff * ( firstPersonUpShift - thirdPersonUpShift ));
|
||||
myCamera.setDistance ( thirdPersonDistance + ff * ( firstPersonDistance - thirdPersonDistance ));
|
||||
myCamera.setTightness ( thirdPersonTightness + ff * ( firstPersonTightness - thirdPersonTightness ));
|
||||
|
||||
|
||||
|
||||
// this version uses a ramp-up/ramp-down timer in the camera to determine shift between first and thirs-person view
|
||||
/*
|
||||
if ( myAvatar.getSpeed() < 0.02 ) {
|
||||
|
||||
if (myCamera.getMode() != CAMERA_MODE_FIRST_PERSON ) {
|
||||
myCamera.setMode(CAMERA_MODE_FIRST_PERSON);
|
||||
}
|
||||
|
||||
printf( "myCamera.getModeShift() = %f\n", myCamera.getModeShift());
|
||||
|
||||
//printf( "myCamera.getModeShift() = %f\n", myCamera.getModeShift());
|
||||
myCamera.setPitch ( thirdPersonPitch + myCamera.getModeShift() * ( firstPersonPitch - thirdPersonPitch ));
|
||||
myCamera.setUpShift ( thirdPersonUpShift + myCamera.getModeShift() * ( firstPersonUpShift - thirdPersonUpShift ));
|
||||
myCamera.setDistance ( thirdPersonDistance + myCamera.getModeShift() * ( firstPersonDistance - thirdPersonDistance ));
|
||||
|
@ -770,13 +805,14 @@ void display(void)
|
|||
myCamera.setMode(CAMERA_MODE_THIRD_PERSON);
|
||||
}
|
||||
|
||||
printf( "myCamera.getModeShift() = %f\n", myCamera.getModeShift());
|
||||
|
||||
//printf( "myCamera.getModeShift() = %f\n", myCamera.getModeShift());
|
||||
myCamera.setPitch ( firstPersonPitch + myCamera.getModeShift() * ( thirdPersonPitch - firstPersonPitch ));
|
||||
myCamera.setUpShift ( firstPersonUpShift + myCamera.getModeShift() * ( thirdPersonUpShift - firstPersonUpShift ));
|
||||
myCamera.setDistance ( firstPersonDistance + myCamera.getModeShift() * ( thirdPersonDistance - firstPersonDistance ));
|
||||
myCamera.setTightness ( firstPersonTightness + myCamera.getModeShift() * ( thirdPersonTightness - firstPersonTightness ));
|
||||
}
|
||||
*/
|
||||
|
||||
} else {
|
||||
myCamera.setPitch (thirdPersonPitch );
|
||||
myCamera.setUpShift (thirdPersonUpShift );
|
||||
|
|
Loading…
Reference in a new issue