All pastes #902620 Raw Edit

Something

public text v1 · immutable
·published 2008-02-13 17:21 UTC
rendered paste body
Kamera przy loku :

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if (/*(Pressed(VK_RBUTTON)) ||*/ (Pressed(VK_F4)))
    {   //ABu 180404 powrot mechanika na siedzenie
        Camera.Reset();
        double dt= GetDeltaTime();
        if (Controlled)
        {
         Camera.Pos= Train->pMechPosition;                                      //Train.GetPosition1();
         Camera.Roll= atan(Train->pMechShake.x*Train->fMechRoll);               //hustanie kamery na boki
         Camera.Pitch-= atan(Train->vMechVelocity.z*Train->fMechPitch);         //hustanie kamery przod tyl

         if (Train->DynamicObject->MoverParameters->CabNo==0)                   // JEZELI W PRZEDZIALE MASZYNOWYM
           Camera.LookAt= Train->pMechPosition+Train->GetDirection();           // PATRZ SIE NA COS TAM 
         else  
           Camera.LookAt= Train->pMechPosition+Train->GetDirection()*Train->DynamicObject->MoverParameters->CabNo;

           Train->pMechOffset.x=Train->pMechSittingPosition.x;
           Train->pMechOffset.y=Train->pMechSittingPosition.y;
           Train->pMechOffset.z=Train->pMechSittingPosition.z;
        if (FreeFlyModeFlag)
         {
          ff = true;
//org     Camera.Pos= Train->pMechPosition+Train->GetDirection()*5+vector3(3,3,3);
//org     Camera.LookAt= Train->pMechPosition+Train->GetDirection()*-1;
//org     //Zeby nie bylo numerow z 'fruwajacym' lokiem - konsekwencja bujania pudla
//org     Train->DynamicObject->ABuSetModelShake(vector3(0,0,0));
          Train->DynamicObject->bDisplayCab= false;

          Camera.Pos.x= Train->pMechPosition.x+3.2;   // 3.0
          Camera.Pos.y= Train->pMechPosition.y-0.5;   // 0.5
          Camera.Pos.z= Train->pMechPosition.z-0.0;


          Camera.LookAt= Train->pMechPosition+Train->GetDirection()*-1;
          Train->DynamicObject->ABuSetModelShake(vector3(0,0,0));
          Train->DynamicObject->bDisplayCab= false;
         }
        else
         {
          ff = false;
          Train->DynamicObject->bDisplayCab= true;
         }
        }
    }

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tak jest
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   if ((Pressed(VK_RBUTTON)) || (Pressed(VK_F4)))
    {   //ABu 180404 powrot mechanika na siedzenie
        Camera.Reset();
        double dt= GetDeltaTime();
        if (Controlled)
        {
         Camera.Pos= Train->pMechPosition/Train.GetPosition1();
         Camera.Roll= atan(Train->pMechShake.x*Train->fMechRoll);       //hustanie kamery na boki
         Camera.Pitch-= atan(Train->vMechVelocity.z*Train->fMechPitch);  //hustanie kamery przod tyl
         if (Train->DynamicObject->MoverParameters->CabNo==0)
           Camera.LookAt= Train->pMechPosition+Train->GetDirection();
         else  //patrz w strone wlasciwej kabiny
          Camera.LookAt= Train->pMechPosition+Train->GetDirection()*Train->DynamicObject->MoverParameters->CabNo;
           Train->pMechOffset.x=Train->pMechSittingPosition.x;
           Train->pMechOffset.y=Train->pMechSittingPosition.y;
           Train->pMechOffset.z=Train->pMechSittingPosition.z;
        if (FreeFlyModeFlag)
         {
         Camera.Pos= Train->pMechPosition+Train->GetDirection()*5+vector3(3,3,3);
         Camera.LookAt= Train->pMechPosition+Train->GetDirection()*-1;
         //Zeby nie bylo numerow z 'fruwajacym' lokiem - konsekwencja bujania pudla
         Train->DynamicObject->ABuSetModelShake(vector3(0,0,0));
         Train->DynamicObject->bDisplayCab= false;
         }
        else
         Train->DynamicObject->bDisplayCab= true;
        }
    }