Instead of harcoding where the camera looks during cutscenes, import it from blender. Unfortunately this makes the camera jumpy, not sure why?

git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@11302 178a84e3-b1eb-0310-8ba1-8eac791a3b58
This commit is contained in:
auria
2012-06-16 17:41:34 +00:00
parent 4e8f30c8dc
commit 86e346daeb

View File

@@ -51,12 +51,13 @@ CutsceneWorld::CutsceneWorld() : World()
void CutsceneWorld::init()
{
World::init();
const btTransform &s = getTrack()->getStartTransform(0);
const Vec3 &v = s.getOrigin();
//const btTransform &s = getTrack()->getStartTransform(0);
//const Vec3 &v = s.getOrigin();
m_camera = irr_driver->getSceneManager()
->addCameraSceneNode(NULL, v.toIrrVector(),
core::vector3df(-97.23f, 3.0f, 50.61f));
->addCameraSceneNode(NULL, core::vector3df(0.0f, 0.0f, 0.0f),
core::vector3df(0.0f, 0.0f, 0.0f));
m_camera->setFOV(0.61f);
m_camera->bindTargetAndRotation(true); // no "look-at"
} // CutsceneWorld
//-----------------------------------------------------------------------------
@@ -99,7 +100,11 @@ void CutsceneWorld::update(float dt)
if (curr->getType() == "cutscene_camera")
{
m_camera->setPosition(curr->getNode()->getPosition());
m_camera->setRotation(curr->getNode()->getRotation());
core::vector3df rot = curr->getNode()->getRotation();
Vec3 rot2(rot);
rot2.setPitch(rot2.getPitch() + 90.0f);
m_camera->setRotation(rot2.toIrrVector());
break;
//printf("Camera %f %f %f\n", curr->getNode()->getPosition().X, curr->getNode()->getPosition().Y, curr->getNode()->getPosition().Z);
}