First-Person Camera
Implemented
This feature is fully implemented.
Camera placed at the entity's eye position, looking in the yaw/pitch direction. Toggle with TAB.
How It Works
When Camera.Mode = 1 (first-person):
- Eye position is the entity's
Transformposition plusEyeHeighton the Y axis - Look direction is computed from
YawandPitchusing spherical coordinates - The view matrix is set via
NativeBridge.SetCamera(eye, eye + direction, up, fov)
Camera Properties
Switching Modes
Press TAB to toggle between first-person and third-person. The toggle is edge-detected (fires once per key press, not while held).
Controls
Mouse look and keyboard orbit (Q/E/R/F) work the same as in third-person mode. Scroll wheel zoom is ignored in first-person mode.