mirror of
https://github.com/raysan5/raylib.git
synced 2025-09-18 09:18:15 +00:00
WARNING: BREAKING: RENAMED: camera.type to camera.projection
This commit is contained in:
18
src/core.c
18
src/core.c
@@ -1914,10 +1914,10 @@ void BeginMode3D(Camera3D camera)
|
||||
float aspect = (float)CORE.Window.currentFbo.width/(float)CORE.Window.currentFbo.height;
|
||||
|
||||
double top = 0;
|
||||
if (camera.type == CAMERA_PERSPECTIVE) top = RL_CULL_DISTANCE_NEAR*tan(camera.fovy*0.5*DEG2RAD);
|
||||
else if (camera.type == CAMERA_ORTHOGRAPHIC) top = camera.fovy/2.0;
|
||||
if (camera.projection == CAMERA_PERSPECTIVE) top = RL_CULL_DISTANCE_NEAR*tan(camera.fovy*0.5*DEG2RAD);
|
||||
else if (camera.projection == CAMERA_ORTHOGRAPHIC) top = camera.fovy/2.0;
|
||||
|
||||
rlFrustum(-right, top*aspect, -top, top, RL_CULL_DISTANCE_NEAR, RL_CULL_DISTANCE_FAR);
|
||||
rlFrustum(-top*aspect, top*aspect, -top, top, RL_CULL_DISTANCE_NEAR, RL_CULL_DISTANCE_FAR);
|
||||
|
||||
// NOTE: zNear and zFar values are important when computing depth buffer values
|
||||
|
||||
@@ -2026,12 +2026,12 @@ Ray GetMouseRay(Vector2 mouse, Camera camera)
|
||||
|
||||
Matrix matProj = MatrixIdentity();
|
||||
|
||||
if (camera.type == CAMERA_PERSPECTIVE)
|
||||
if (camera.projection == CAMERA_PERSPECTIVE)
|
||||
{
|
||||
// Calculate projection matrix from perspective
|
||||
matProj = MatrixPerspective(camera.fovy*DEG2RAD, ((double)GetScreenWidth()/(double)GetScreenHeight()), RL_CULL_DISTANCE_NEAR, RL_CULL_DISTANCE_FAR);
|
||||
}
|
||||
else if (camera.type == CAMERA_ORTHOGRAPHIC)
|
||||
else if (camera.projection == CAMERA_ORTHOGRAPHIC)
|
||||
{
|
||||
float aspect = (float)CORE.Window.screen.width/(float)CORE.Window.screen.height;
|
||||
double top = camera.fovy/2.0;
|
||||
@@ -2053,8 +2053,8 @@ Ray GetMouseRay(Vector2 mouse, 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.projection == CAMERA_PERSPECTIVE) ray.position = camera.position;
|
||||
else if (camera.projection == CAMERA_ORTHOGRAPHIC) ray.position = cameraPlanePointerPos;
|
||||
|
||||
// Apply calculated vectors to ray
|
||||
ray.direction = direction;
|
||||
@@ -2110,12 +2110,12 @@ Vector2 GetWorldToScreenEx(Vector3 position, Camera camera, int width, int heigh
|
||||
// Calculate projection matrix (from perspective instead of frustum
|
||||
Matrix matProj = MatrixIdentity();
|
||||
|
||||
if (camera.type == CAMERA_PERSPECTIVE)
|
||||
if (camera.projection == CAMERA_PERSPECTIVE)
|
||||
{
|
||||
// Calculate projection matrix from perspective
|
||||
matProj = MatrixPerspective(camera.fovy * DEG2RAD, ((double)width/(double)height), RL_CULL_DISTANCE_NEAR, RL_CULL_DISTANCE_FAR);
|
||||
}
|
||||
else if (camera.type == CAMERA_ORTHOGRAPHIC)
|
||||
else if (camera.projection == CAMERA_ORTHOGRAPHIC)
|
||||
{
|
||||
float aspect = (float)CORE.Window.screen.width/(float)CORE.Window.screen.height;
|
||||
double top = camera.fovy/2.0;
|
||||
|
Reference in New Issue
Block a user