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fixed free camera pitch (#1040)
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16
src/camera.h
16
src/camera.h
@@ -167,8 +167,8 @@ void SetCameraMoveControls(int frontKey, int backKey,
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// FIRST_PERSON
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//#define CAMERA_FIRST_PERSON_MOUSE_SENSITIVITY 0.003f
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#define CAMERA_FIRST_PERSON_FOCUS_DISTANCE 25.0f
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#define CAMERA_FIRST_PERSON_MIN_CLAMP 85.0f
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#define CAMERA_FIRST_PERSON_MAX_CLAMP -85.0f
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#define CAMERA_FIRST_PERSON_MIN_CLAMP 89.0f
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#define CAMERA_FIRST_PERSON_MAX_CLAMP -89.0f
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#define CAMERA_FIRST_PERSON_STEP_TRIGONOMETRIC_DIVIDER 5.0f
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#define CAMERA_FIRST_PERSON_STEP_DIVIDER 30.0f
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@@ -429,9 +429,15 @@ void UpdateCamera(Camera *camera)
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else if (cameraAngle.y < CAMERA_FIRST_PERSON_MAX_CLAMP*DEG2RAD) cameraAngle.y = CAMERA_FIRST_PERSON_MAX_CLAMP*DEG2RAD;
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// Camera is always looking at player
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camera->target.x = camera->position.x - sinf(cameraAngle.x)*CAMERA_FIRST_PERSON_FOCUS_DISTANCE;
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camera->target.y = camera->position.y + sinf(cameraAngle.y)*CAMERA_FIRST_PERSON_FOCUS_DISTANCE;
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camera->target.z = camera->position.z - cosf(cameraAngle.x)*CAMERA_FIRST_PERSON_FOCUS_DISTANCE;
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//camera->target.x = camera->position.x - sinf(cameraAngle.x)*CAMERA_FIRST_PERSON_FOCUS_DISTANCE;
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//camera->target.y = camera->position.y + sinf(cameraAngle.y)*CAMERA_FIRST_PERSON_FOCUS_DISTANCE;
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//camera->target.z = camera->position.z - cosf(cameraAngle.x)*CAMERA_FIRST_PERSON_FOCUS_DISTANCE;
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Matrix t = MatrixTranslate(0,0,(cameraTargetDistance/CAMERA_FREE_PANNING_DIVIDER));
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Matrix r = MatrixRotateXYZ((Vector3){PI*2-cameraAngle.y,PI*2-cameraAngle.x,0});
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r = MatrixMultiply(t,r);
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camera->target.x = camera->position.x - r.m12;
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camera->target.y = camera->position.y - r.m13;
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camera->target.z = camera->position.z - r.m14;
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if (isMoving) swingCounter++;
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