Review spacing for cosistency
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afda1d0815
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1 changed files with 6 additions and 12 deletions
18
src/core.c
18
src/core.c
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@ -921,7 +921,7 @@ void Begin3dMode(Camera camera)
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float aspect = (float)screenWidth/(float)screenHeight;
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float aspect = (float)screenWidth/(float)screenHeight;
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if(camera.type == CAMERA_PERSPECTIVE)
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if (camera.type == CAMERA_PERSPECTIVE)
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{
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{
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// Setup perspective projection
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// Setup perspective projection
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double top = 0.01*tan(camera.fovy*0.5*DEG2RAD);
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double top = 0.01*tan(camera.fovy*0.5*DEG2RAD);
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@ -929,7 +929,7 @@ void Begin3dMode(Camera camera)
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rlFrustum(-right, right, -top, top, 0.01, 1000.0);
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rlFrustum(-right, right, -top, top, 0.01, 1000.0);
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}
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}
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else if(camera.type == CAMERA_ORTHOGRAPHIC)
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else if (camera.type == CAMERA_ORTHOGRAPHIC)
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{
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{
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// Setup orthographic projection
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// Setup orthographic projection
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double top = camera.fovy/2.0;
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double top = camera.fovy/2.0;
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@ -1031,12 +1031,12 @@ Ray GetMouseRay(Vector2 mousePosition, Camera camera)
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Matrix matProj;
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Matrix matProj;
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if(camera.type == CAMERA_PERSPECTIVE)
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if (camera.type == CAMERA_PERSPECTIVE)
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{
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{
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// Calculate projection matrix from perspective
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// Calculate projection matrix from perspective
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matProj = MatrixPerspective(camera.fovy*DEG2RAD, ((double)GetScreenWidth()/(double)GetScreenHeight()), 0.01, 1000.0);
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matProj = MatrixPerspective(camera.fovy*DEG2RAD, ((double)GetScreenWidth()/(double)GetScreenHeight()), 0.01, 1000.0);
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}
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}
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else if(camera.type == CAMERA_ORTHOGRAPHIC)
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else if (camera.type == CAMERA_ORTHOGRAPHIC)
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{
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{
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float aspect = (float)screenWidth/(float)screenHeight;
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float aspect = (float)screenWidth/(float)screenHeight;
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double top = camera.fovy/2.0;
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double top = camera.fovy/2.0;
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@ -1057,14 +1057,8 @@ Ray GetMouseRay(Vector2 mousePosition, Camera camera)
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// Calculate normalized direction vector
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// Calculate normalized direction vector
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Vector3 direction = Vector3Normalize(Vector3Subtract(farPoint, nearPoint));
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Vector3 direction = Vector3Normalize(Vector3Subtract(farPoint, nearPoint));
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if(camera.type == CAMERA_PERSPECTIVE)
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if (camera.type == CAMERA_PERSPECTIVE) ray.position = camera.position;
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{
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else if (camera.type == CAMERA_ORTHOGRAPHIC) ray.position = cameraPlanePointerPos;
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ray.position = camera.position;
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}
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else if(camera.type == CAMERA_ORTHOGRAPHIC)
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{
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ray.position = cameraPlanePointerPos;
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}
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// Apply calculated vectors to ray
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// Apply calculated vectors to ray
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ray.direction = direction;
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ray.direction = direction;
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