|
|
|
@ -616,14 +616,18 @@ public class Camera implements Savable, Cloneable { |
|
|
|
|
} |
|
|
|
|
|
|
|
|
|
/** |
|
|
|
|
* <code>setDirection</code> sets the direction this camera is facing. In |
|
|
|
|
* most cases, this changes the up and left vectors of the camera. If your |
|
|
|
|
* left or up vectors change, you must updates those as well for correct |
|
|
|
|
* culling. |
|
|
|
|
* <code>setDirection</code> sets the direction vector of the camera. |
|
|
|
|
* This operation doesn't change the left and up vectors of the camera, |
|
|
|
|
* which must change if the camera is to actually face the given |
|
|
|
|
* direction. In most cases the method {@link Camera#lookAt(com.jme3.math.Vector3f, com.jme3.math.Vector3f) } |
|
|
|
|
* should be used instead. |
|
|
|
|
* |
|
|
|
|
* @param direction the direction this camera is facing. |
|
|
|
|
* @see Camera#setDirection(com.jme.math.Vector3f) |
|
|
|
|
* @see Camera#set |
|
|
|
|
* @deprecated Manipulate the quaternion rotation instead: |
|
|
|
|
* {@link Camera#setRotation(com.jme3.math.Quaternion) }. |
|
|
|
|
*/ |
|
|
|
|
@Deprecated |
|
|
|
|
public void setDirection(Vector3f direction) { |
|
|
|
|
//this.rotation.lookAt(direction, getUp());
|
|
|
|
|
Vector3f left = getLeft(); |
|
|
|
|