- Timestamp:
- Feb 12, 2011, 11:37:25 AM (13 years ago)
- File:
-
- 1 edited
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code/trunk/src/orxonox/worldentities/ControllableEntity.cc
r7857 r7860 40 40 #include "Scene.h" 41 41 #include "infos/PlayerInfo.h" 42 #include "controllers/ Controller.h"42 #include "controllers/NewHumanController.h" 43 43 #include "graphics/Camera.h" 44 44 #include "worldentities/CameraPosition.h" … … 204 204 this->currentCameraPosition_ = 0; 205 205 } 206 206 207 207 // disable mouse look if the new camera position doesn't allow it 208 208 if (this->currentCameraPosition_ && !this->currentCameraPosition_->getAllowMouseLook() && this->bMouseLook_) 209 209 this->mouseLook(); 210 211 // disable drag if in mouse look 212 if (this->bMouseLook_) 213 this->getCamera()->setDrag(false); 210 214 } 211 215 } … … 219 223 220 224 if (!this->bMouseLook_) 225 { 221 226 this->cameraPositionRootNode_->setOrientation(Quaternion::IDENTITY); 227 this->cameraPositionRootNode_->_update(true, false); // update the camera node because otherwise the camera will drag back in position which looks strange 228 229 NewHumanController* controller = dynamic_cast<NewHumanController*>(this->getController()); 230 if (controller) 231 controller->centerCursor(); 232 } 233 222 234 if (this->getCamera()) 223 235 {
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