Добавлены методы: GetCameraMatrix, GetCameraTarget, GetCameraInterior, SetCameraMatrix, SetCameraTarget, SetCameraInterior, FadeCamera

This commit is contained in:
Kernell 2015-12-06 17:05:08 +03:00
parent 0c54eb7c2a
commit 272f16a912

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@ -823,17 +823,13 @@ bool CMonoFunctions::Player::SetCameraMatrix( DWORD pPlayer, MonoObject* pCamera
{ {
if( RESOURCE ) if( RESOURCE )
{ {
float fX = CMonoObject::GetPropertyValue< float >( pCameraMatrix, "X" ); MonoObject* msPosition = CMonoObject::GetPropertyValue< MonoObject* >( pCameraMatrix, "Position" );
float fY = CMonoObject::GetPropertyValue< float >( pCameraMatrix, "Y" );
float fZ = CMonoObject::GetPropertyValue< float >( pCameraMatrix, "Z" );
Vector3 vecPosition( fX, fY, fZ ); Vector3 vecPosition( msPosition );
float fLookAtX = CMonoObject::GetPropertyValue< float >( pCameraMatrix, "LookAtX" ); MonoObject* msLookAt = CMonoObject::GetPropertyValue< MonoObject* >( pCameraMatrix, "LookAt" );
float fLookAtY = CMonoObject::GetPropertyValue< float >( pCameraMatrix, "LookAtY" );
float fLookAtZ = CMonoObject::GetPropertyValue< float >( pCameraMatrix, "LookAtZ" );
Vector3 vecLookAt( fLookAtX, fLookAtY, fLookAtZ ); Vector3 vecLookAt( msLookAt );
float fRoll = CMonoObject::GetPropertyValue< float >( pCameraMatrix, "Roll" ); float fRoll = CMonoObject::GetPropertyValue< float >( pCameraMatrix, "Roll" );
float fFOV = CMonoObject::GetPropertyValue< float >( pCameraMatrix, "FOV" ); float fFOV = CMonoObject::GetPropertyValue< float >( pCameraMatrix, "FOV" );