PR formatting review

This commit is contained in:
Ray 2019-08-16 16:15:47 +02:00
parent d8b8c0f3fc
commit ce8d7042c6
2 changed files with 15 additions and 19 deletions

View file

@ -1251,20 +1251,20 @@ void BeginMode2D(Camera2D camera)
rlLoadIdentity(); // Reset current matrix (MODELVIEW)
rlMultMatrixf(MatrixToFloat(screenScaling)); // Apply screen scaling if required
//The camera in world-space is set by
//1. Move it to target
//2. Rotate by -rotation and scale by (1/zoom)
// The camera in world-space is set by
// 1. Move it to target
// 2. Rotate by -rotation and scale by (1/zoom)
// When setting higher scale, it's more intuitive for the world to become bigger (= camera become smaller),
// not for the camera getting bigger, hence the invert. Same deal with rotation.
//3. Move it by (-offset);
// 3. Move it by (-offset);
// Offset defines target transform relative to screen, but since we're effectively "moving" screen (camera)
// we need to do it into opposite direction (inverse transform)
//
//Having camera transform in world-space, inverse of it gives the modelview transform.
//Since (A*B*C)' = C'*B'*A', the modelview is
//1. Move to offset
//2. Rotate and Scale
//3. Move by -target
// Having camera transform in world-space, inverse of it gives the modelview transform.
// Since (A*B*C)' = C'*B'*A', the modelview is
// 1. Move to offset
// 2. Rotate and Scale
// 3. Move by -target
Matrix matOrigin = MatrixTranslate(-camera.target.x, -camera.target.y, 0.0f);
Matrix matRotation = MatrixRotate((Vector3){ 0.0f, 0.0f, 1.0f }, camera.rotation*DEG2RAD);
Matrix matScale = MatrixScale(camera.zoom, camera.zoom, 1.0f);