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| author | Ray <[email protected]> | 2020-11-03 23:47:33 +0100 |
|---|---|---|
| committer | Ray <[email protected]> | 2020-11-03 23:47:33 +0100 |
| commit | 3e1cd487dfe1e1381e1effb71fc069cb4dd8ad20 (patch) | |
| tree | b1f88ab590e601a0932da43e4c780402b46db5a7 /src/camera.h | |
| parent | f46514b855f5790b9ccef440ce8df2c84ce92415 (diff) | |
| download | raylib-3e1cd487dfe1e1381e1effb71fc069cb4dd8ad20.tar.gz raylib-3e1cd487dfe1e1381e1effb71fc069cb4dd8ad20.zip | |
Remove trailing spaces
Diffstat (limited to 'src/camera.h')
| -rw-r--r-- | src/camera.h | 8 |
1 files changed, 4 insertions, 4 deletions
diff --git a/src/camera.h b/src/camera.h index d40a80b6..aa1bae28 100644 --- a/src/camera.h +++ b/src/camera.h @@ -319,7 +319,7 @@ void UpdateCamera(Camera *camera) CAMERA.targetDistance -= (mouseWheelMove*CAMERA_MOUSE_SCROLL_SENSITIVITY); if (CAMERA.targetDistance > CAMERA_FREE_DISTANCE_MAX_CLAMP) CAMERA.targetDistance = CAMERA_FREE_DISTANCE_MAX_CLAMP; } - + // Camera looking down else if ((camera->position.y > camera->target.y) && (CAMERA.targetDistance == CAMERA_FREE_DISTANCE_MAX_CLAMP) && (mouseWheelMove < 0)) { @@ -443,7 +443,7 @@ void UpdateCamera(Camera *camera) camera->target.x = camera->position.x - transform.m12; camera->target.y = camera->position.y - transform.m13; camera->target.z = camera->position.z - transform.m14; - + // If movement detected (some key pressed), increase swinging for (int i = 0; i < 6; i++) if (direction[i]) { swingCounter++; break; } @@ -487,10 +487,10 @@ void UpdateCamera(Camera *camera) // TODO: It seems camera->position is not correctly updated or some rounding issue makes the camera move straight to camera->target... camera->position.x = sinf(CAMERA.angle.x)*CAMERA.targetDistance*cosf(CAMERA.angle.y) + camera->target.x; - + if (CAMERA.angle.y <= 0.0f) camera->position.y = sinf(CAMERA.angle.y)*CAMERA.targetDistance*sinf(CAMERA.angle.y) + camera->target.y; else camera->position.y = -sinf(CAMERA.angle.y)*CAMERA.targetDistance*sinf(CAMERA.angle.y) + camera->target.y; - + camera->position.z = cosf(CAMERA.angle.x)*CAMERA.targetDistance*cosf(CAMERA.angle.y) + camera->target.z; } break; |
