Bug in CameraController.AddRotateForce(double dx, double dy)
Elemental wrote at 2012-02-19 11:16:
Hello,
the method CameraController.AddRotateForce(double dx, double dy) always works as CameraMode.Inspect.
In my case, I have CameraMode set to WalkAround, which works fine for mouse controls, but keyboard control is wrong in that case.
I changed the method to
public void AddRotateForce(double dx, double dy)
{
if (!this.IsRotationEnabled)
{
return;
}
this.PushCameraSetting();
if (this.CameraMode == CameraMode.WalkAround)
{
this.rotationPoint3D = this.CameraPosition;
}
else
{
this.rotationPoint3D = this.CameraTarget;
}
this.rotationPosition = new Point(this.ActualWidth / 2, this.ActualHeight / 2);
this.rotationSpeed.X += dx * 40;
this.rotationSpeed.Y += dy * 40;
}
which does kind of work, but rotating left/right via keyboard is inverted compared to mouse control.
What is the reason for the inverted controls?
Best Regards
Bernd
btw: Just downloaded the latest source code and changing the CameraMode in CameraControlDemo does not work anymore.
objo wrote at 2012-02-21 20:59:
thanks for the feedback! I have only used the "Inspect" mode recently, it seems like the "Walkaround" mode is not working properly. I added it as issue 9949!
Elemental wrote at 2012-02-22 08:08:
Thank you.
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