浏览代码

Review PR #1040 naming and formating

pull/1057/head
raysan5 5 年前
父节点
当前提交
c20ccfe274
共有 1 个文件被更改,包括 8 次插入10 次删除
  1. +8
    -10
      src/camera.h

+ 8
- 10
src/camera.h 查看文件

@ -428,16 +428,14 @@ void UpdateCamera(Camera *camera)
if (cameraAngle.y > CAMERA_FIRST_PERSON_MIN_CLAMP*DEG2RAD) cameraAngle.y = CAMERA_FIRST_PERSON_MIN_CLAMP*DEG2RAD;
else if (cameraAngle.y < CAMERA_FIRST_PERSON_MAX_CLAMP*DEG2RAD) cameraAngle.y = CAMERA_FIRST_PERSON_MAX_CLAMP*DEG2RAD;
// Camera is always looking at player
//camera->target.x = camera->position.x - sinf(cameraAngle.x)*CAMERA_FIRST_PERSON_FOCUS_DISTANCE;
//camera->target.y = camera->position.y + sinf(cameraAngle.y)*CAMERA_FIRST_PERSON_FOCUS_DISTANCE;
//camera->target.z = camera->position.z - cosf(cameraAngle.x)*CAMERA_FIRST_PERSON_FOCUS_DISTANCE;
Matrix t = MatrixTranslate(0,0,(cameraTargetDistance/CAMERA_FREE_PANNING_DIVIDER));
Matrix r = MatrixRotateXYZ((Vector3){PI*2-cameraAngle.y,PI*2-cameraAngle.x,0});
r = MatrixMultiply(t,r);
camera->target.x = camera->position.x - r.m12;
camera->target.y = camera->position.y - r.m13;
camera->target.z = camera->position.z - r.m14;
// Recalculate camera target considering translation and rotation
Matrix translation = MatrixTranslate(0, 0, (cameraTargetDistance/CAMERA_FREE_PANNING_DIVIDER));
Matrix rotation = MatrixRotateXYZ((Vector3){ PI*2 - cameraAngle.y, PI*2 - cameraAngle.x, 0 });
Matrix transform = MatrixMultiply(translation, rotation);
camera->target.x = camera->position.x - transform.m12;
camera->target.y = camera->position.y - transform.m13;
camera->target.z = camera->position.z - transform.m14;
if (isMoving) swingCounter++;

正在加载...
取消
保存