Added dynamic cast to camera to prevent corrupted CFrame

This commit is contained in:
andreja6
2018-10-26 13:28:44 -07:00
parent ff5b855e12
commit 1700258001

View File

@@ -133,17 +133,19 @@ void CameraController::tiltDown()
void CameraController::centerCamera(Instance* selection)
{
CoordinateFrame frame = CoordinateFrame(g3dCamera.getCoordinateFrame().translation);
if(selection == NULL)
if(PartInstance* part = dynamic_cast<PartInstance*>(selection))
{
Vector3 partPos = (part)->getPosition()/2;
lookAt(partPos);
focusPosition=partPos;
zoom=((partPos-frame.translation).magnitude());
}
else
{
{
lookAt(Vector3(0,0,0));
focusPosition=Vector3(0,0,0);
}
else
{
Vector3 partPos = ((PartInstance*)selection)->getPosition()/2;
lookAt(partPos);
focusPosition=partPos;
zoom=((partPos-frame.translation).magnitude());
}
}