* Added Camera.lookAtDirection()
* Added docs for Camera.containsGui() git-svn-id: https://jmonkeyengine.googlecode.com/svn/trunk@7268 75d07b2b-3a1a-0410-a2c5-0572b91ccdca
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@ -619,11 +619,10 @@ public class Camera implements Savable, Cloneable {
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* <code>setDirection</code> sets the direction vector of the camera.
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* This operation doesn't change the left and up vectors of the camera,
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* which must change if the camera is to actually face the given
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* direction. In most cases the method {@link Camera#lookAt(com.jme3.math.Vector3f, com.jme3.math.Vector3f) }
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* direction. In most cases the method {@link Camera#lookAtDirection(com.jme3.math.Vector3f, com.jme3.math.Vector3f) }
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* should be used instead.
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*
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* @param direction the direction this camera is facing.
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* @see Camera#set
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* @deprecated Manipulate the quaternion rotation instead:
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* {@link Camera#setRotation(com.jme3.math.Quaternion) }.
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*/
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@ -636,6 +635,17 @@ public class Camera implements Savable, Cloneable {
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onFrameChange();
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}
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/**
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* <code>lookAtDirection</code> sets the direction the camera is facing
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* given a direction and an up vector.
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*
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* @param direction the direction this camera is facing.
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*/
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public void lookAtDirection(Vector3f direction, Vector3f up) {
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this.rotation.lookAt(direction, up);
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onFrameChange();
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}
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/**
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* <code>setAxes</code> sets the axes (left, up and direction) for this
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* camera.
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@ -988,6 +998,15 @@ public class Camera implements Savable, Cloneable {
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return rVal;
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}
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/**
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* <code>containsGui</code> tests a bounding volume against the ortho
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* bounding box of the camera. A bounding box spanning from
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* 0, 0 to Width, Height. Constrained by the viewport settings on the
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* camera.
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*
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* @param bound the bound to check for culling
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* @return True if the camera contains the gui element bounding volume.
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*/
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public boolean containsGui(BoundingVolume bound) {
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return guiBounding.intersects(bound);
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}
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