//Rotate View Around Object Test
//Images
BMAP* top_view_button = "top_button.jpg";
BMAP* bottom_view_button = "bottom_button.jpg";
BMAP* front_view_button = "front_button.jpg";
BMAP* back_view_button = "back_button.jpg";
BMAP* side_view_button = "side_button.jpg";
//View Button
void view_button(var num) {
if(player){
switch(num){
case 1:
vec_set(player.pan,vector(0,90,0)); //top view
break;
case 2:
vec_set(player.pan,vector(0,-90,0)); //bottom view
break;
case 3:
vec_set(player.pan,vector(180,0,0)); //front view
break;
case 4:
vec_set(player.pan,vector(0,0,0)); //back view
break;
case 5:
vec_set(player.pan,vector(90,0,0)); //side view
break;
}
}
}
//Panel
PANEL* buttons = {
button(0,0,top_view_button,top_view_button,top_view_button,view_button,null,null);
button(94,0,bottom_view_button,bottom_view_button,bottom_view_button,view_button,null,null);
button(188,0,front_view_button,front_view_button,front_view_button,view_button,null,null);
button(282,0,back_view_button,back_view_button,back_view_button,view_button,null,null);
button(376,0,side_view_button,side_view_button,side_view_button,view_button,null,null);
Flags = SHOW;
}
//Rotate Action
action rotate()
{
player = me;
mouse_mode = 1;
while(1)
{
if (mouse_left){
my.pan += mouse_force.x; // mouse movement changes PAN
//my.pan = clamp(my.pan,-189,189);
my.tilt += mouse_force.y; // mouse movement changes TILT
//my.tilt = clamp(my.tilt,-89,89);
}
vec_set(mouse_pos,mouse_cursor);
wait(1);
}
}