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Fixed small glitch on zoom-in with mouse wheel

It seems that now works. Tested all free camera features with some
directions and positions and no unexpected behaviours detected. I don't
know if those lines are really indispensable.
pull/72/head
victorfisac 9 年之前
父節點
當前提交
a5e79b7663
共有 1 個檔案被更改,包括 2 行新增2 行删除
  1. +2
    -2
      src/camera.c

+ 2
- 2
src/camera.c 查看文件

@ -317,7 +317,7 @@ static void ProcessCamera(Camera *camera, Vector3 *playerPosition)
camera->target.y += mouseWheelMove*(camera->target.y - camera->position.y)*CAMERA_SCROLL_SENSITIVITY/cameraTargetDistance; camera->target.y += mouseWheelMove*(camera->target.y - camera->position.y)*CAMERA_SCROLL_SENSITIVITY/cameraTargetDistance;
camera->target.z += mouseWheelMove*(camera->target.z - camera->position.z)*CAMERA_SCROLL_SENSITIVITY/cameraTargetDistance; camera->target.z += mouseWheelMove*(camera->target.z - camera->position.z)*CAMERA_SCROLL_SENSITIVITY/cameraTargetDistance;
if (camera->target.y < 0) camera->target.y = -0.001;
o">// if (camera->target.y < 0) camera->target.y = -0.001;
} }
else if ((camera->position.y > camera->target.y) && (camera->target.y < 0) && (mouseWheelMove > 0)) else if ((camera->position.y > camera->target.y) && (camera->target.y < 0) && (mouseWheelMove > 0))
{ {
@ -337,7 +337,7 @@ static void ProcessCamera(Camera *camera, Vector3 *playerPosition)
camera->target.y += mouseWheelMove*(camera->target.y - camera->position.y)*CAMERA_SCROLL_SENSITIVITY/cameraTargetDistance; camera->target.y += mouseWheelMove*(camera->target.y - camera->position.y)*CAMERA_SCROLL_SENSITIVITY/cameraTargetDistance;
camera->target.z += mouseWheelMove*(camera->target.z - camera->position.z)*CAMERA_SCROLL_SENSITIVITY/cameraTargetDistance; camera->target.z += mouseWheelMove*(camera->target.z - camera->position.z)*CAMERA_SCROLL_SENSITIVITY/cameraTargetDistance;
if (camera->target.y > 0) camera->target.y = 0.001;
o">// if (camera->target.y > 0) camera->target.y = 0.001;
} }
else if ((camera->position.y < camera->target.y) && (camera->target.y > 0) && (mouseWheelMove > 0)) else if ((camera->position.y < camera->target.y) && (camera->target.y > 0) && (mouseWheelMove > 0))
{ {

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