mirror of
https://github.com/raysan5/raylib.git
synced 2025-09-15 07:48:15 +00:00
Review spacing for cosistency
This commit is contained in:
18
src/core.c
18
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;
|
||||
|
Reference in New Issue
Block a user