9 protected static const float INERTIA_THRESHOLD = 0.0002;
11 [
Attribute(defvalue:
"0.03",
desc:
"Inertia strength. Larger values mean more inertia.")]
12 private float m_fInertiaStrength;
14 private vector m_vRotDelta;
20 if (!param.isManualInput && m_vRotDelta.LengthSq() < INERTIA_THRESHOLD)
return;
22 m_vRotDelta = vector.Lerp(m_vRotDelta, param.rotDelta, Math.Min(param.timeSlice *
m_fInertiaStrength, 1));
25 DbgUI.Begin(
"KEK", 0, 0);
26 DbgUI.Text(
"Yaw Before");
27 DbgUI.PlotLive(
"YawBefore", 500, 100, param.rotDelta[0], 0.01, 100, ARGBF(1, 0.25, 0.25, 0.25));
28 DbgUI.Text(
"Yaw After");
29 DbgUI.PlotLive(
"YawAfter", 500, 100, m_vRotDelta[0], 0.01, 100, ARGBF(1, 1, 1, 1));
30 DbgUI.Text(
"Pitch Before");
31 DbgUI.PlotLive(
"PitchBefore", 500, 100, param.rotDelta[1], 0.01, 100, ARGBF(1, 0.25, 0.25, 0.25));
32 DbgUI.Text(
"Pitch After");
33 DbgUI.PlotLive(
"PitchAfter", 500, 100, m_vRotDelta[1], 0.01, 100, ARGBF(1, 1, 1, 1));
37 param.rotDelta = m_vRotDelta;
42 override bool EOnCameraInit()