diff --git a/src/core.c b/src/core.c index c1187e5af..7772027b1 100644 --- a/src/core.c +++ b/src/core.c @@ -921,7 +921,7 @@ void Begin3dMode(Camera camera) float aspect = (float)screenWidth/(float)screenHeight; - if(camera.type == CAMERA_PERSPECTIVE) + if (camera.type == CAMERA_PERSPECTIVE) { // Setup perspective projection double top = 0.01*tan(camera.fovy*0.5*DEG2RAD); @@ -929,7 +929,7 @@ void Begin3dMode(Camera camera) rlFrustum(-right, right, -top, top, 0.01, 1000.0); } - else if(camera.type == CAMERA_ORTHOGRAPHIC) + else if (camera.type == CAMERA_ORTHOGRAPHIC) { // Setup orthographic projection double top = camera.fovy/2.0; @@ -1031,12 +1031,12 @@ Ray GetMouseRay(Vector2 mousePosition, Camera camera) Matrix matProj; - if(camera.type == CAMERA_PERSPECTIVE) + if (camera.type == CAMERA_PERSPECTIVE) { // Calculate projection matrix from perspective matProj = MatrixPerspective(camera.fovy*DEG2RAD, ((double)GetScreenWidth()/(double)GetScreenHeight()), 0.01, 1000.0); } - else if(camera.type == CAMERA_ORTHOGRAPHIC) + else if (camera.type == CAMERA_ORTHOGRAPHIC) { float aspect = (float)screenWidth/(float)screenHeight; double top = camera.fovy/2.0; @@ -1057,14 +1057,8 @@ Ray GetMouseRay(Vector2 mousePosition, Camera camera) // Calculate normalized direction vector Vector3 direction = Vector3Normalize(Vector3Subtract(farPoint, nearPoint)); - if(camera.type == CAMERA_PERSPECTIVE) - { - ray.position = camera.position; - } - else if(camera.type == CAMERA_ORTHOGRAPHIC) - { - ray.position = cameraPlanePointerPos; - } + if (camera.type == CAMERA_PERSPECTIVE) ray.position = camera.position; + else if (camera.type == CAMERA_ORTHOGRAPHIC) ray.position = cameraPlanePointerPos; // Apply calculated vectors to ray ray.direction = direction;