21 public override void Update(
float dt) {
23 if (componentPlayer ==
null
34 Vector3 vector = GameWidget.Target.ComponentBody.Position + 0.9f * GameWidget.Target.ComponentBody.BoxSize.Y *
Vector3.
UnitY;
49 for (
int i = 0; i <= 0; i++) {
50 for (
int j = 0; j <= 0; j++) {
51 Vector3 v4 = 0.6f * (vector4 * i + v3 * j);
59 delegate(
int value,
float _) {
61 for (
int k = 0; k < 6; k++) {
69 if (terrainRaycastResult.HasValue) {
70 num = num.HasValue ?
MathUtils.
Min(num.Value, terrainRaycastResult.
Value.Distance) : terrainRaycastResult.
Value.Distance;
static int Min(int x1, int x2)
static float NormalizeAngle(float angle)
static float Saturate(float x)
static int Max(int x1, int x2)
static float DegToRad(float degrees)
BasePerspectiveCamera(GameWidget gameWidget)
void SetupPerspectiveCamera(Vector3 position, Vector3 direction, Vector3 up)
virtual bool IsFaceTransparent(SubsystemTerrain subsystemTerrain, int face, int value)
ComponentInput ComponentInput
OrbitCamera(GameWidget gameWidget)
override bool UsesMovementControls
override bool IsEntityControlEnabled
override void Update(float dt)
override void Activate(Camera previousCamera)
virtual ? TerrainRaycastResult Raycast(Vector3 start, Vector3 end, bool useInteractionBoxes, bool skipAirBlocks, Func< int, float, bool > action)
static int ExtractContents(int value)
static Matrix CreateFromYawPitchRoll(float yaw, float pitch, float roll)
static Vector3 Transform(Vector3 v, Matrix m)
static Vector3 Cross(Vector3 v1, Vector3 v2)
static Vector3 Normalize(Vector3 v)
static float Distance(Vector3 v1, Vector3 v2)
static readonly Vector3 UnitY