Review PR #1040 naming and formating

This commit is contained in:
raysan5 2019-12-29 13:55:15 +01:00
parent c0d1425aac
commit c20ccfe274

View file

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