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authorUshio <ushiostarfish@gmail.com>2019-11-24 20:37:52 +0900
committerRay <raysan5@gmail.com>2019-11-24 12:37:52 +0100
commitb132ae099b325f4f10e947af1016293a8b6d3256 (patch)
tree487103b9eee3004d291d072e76fba1e3afa15c29
parent2783d0d63e06d388f03ef6e85d1120bca81e53ce (diff)
downloadraylib-b132ae099b325f4f10e947af1016293a8b6d3256.tar.gz
raylib-b132ae099b325f4f10e947af1016293a8b6d3256.zip
Fix camera not working problem at align z direction. #924 (#1013)
* Fix camera not working problem at align z direction. #924 * replace tab to space x4
-rw-r--r--src/camera.h19
1 files changed, 7 insertions, 12 deletions
diff --git a/src/camera.h b/src/camera.h
index 51da4804..ac4139ba 100644
--- a/src/camera.h
+++ b/src/camera.h
@@ -243,13 +243,9 @@ void SetCameraMode(Camera camera, int mode)
cameraTargetDistance = sqrtf(dx*dx + dy*dy + dz*dz);
- Vector2 distance = { 0.0f, 0.0f };
- distance.x = sqrtf(dx*dx + dz*dz);
- distance.y = sqrtf(dx*dx + dy*dy);
-
// Camera angle calculation
- cameraAngle.x = asinf( (float)fabs(dx)/distance.x); // Camera angle in plane XZ (0 aligned with Z, move positive CCW)
- cameraAngle.y = -asinf( (float)fabs(dy)/distance.y); // Camera angle in plane XY (0 aligned with X, move positive CW)
+ cameraAngle.x = atan2f(dx, dz); // Camera angle in plane XZ (0 aligned with Z, move positive CCW)
+ cameraAngle.y = atan2f(dy, sqrtf(dx*dx + dz*dz)); // Camera angle in plane XY (0 aligned with X, move positive CW)
playerEyesPosition = camera.position.y;
@@ -379,17 +375,16 @@ void UpdateCamera(Camera *camera)
else
{
// Camera panning
- camera->target.x += ((mousePositionDelta.x*-CAMERA_FREE_MOUSE_SENSITIVITY)*cosf(cameraAngle.x) + (mousePositionDelta.y*CAMERA_FREE_MOUSE_SENSITIVITY)*sinf(cameraAngle.x)*sinf(cameraAngle.y))*(cameraTargetDistance/CAMERA_FREE_PANNING_DIVIDER);
+ camera->target.x += ((mousePositionDelta.x*CAMERA_FREE_MOUSE_SENSITIVITY)*cosf(cameraAngle.x) + (mousePositionDelta.y*CAMERA_FREE_MOUSE_SENSITIVITY)*sinf(cameraAngle.x)*sinf(cameraAngle.y))*(cameraTargetDistance/CAMERA_FREE_PANNING_DIVIDER);
camera->target.y += ((mousePositionDelta.y*CAMERA_FREE_MOUSE_SENSITIVITY)*cosf(cameraAngle.y))*(cameraTargetDistance/CAMERA_FREE_PANNING_DIVIDER);
- camera->target.z += ((mousePositionDelta.x*CAMERA_FREE_MOUSE_SENSITIVITY)*sinf(cameraAngle.x) + (mousePositionDelta.y*CAMERA_FREE_MOUSE_SENSITIVITY)*cosf(cameraAngle.x)*sinf(cameraAngle.y))*(cameraTargetDistance/CAMERA_FREE_PANNING_DIVIDER);
+ camera->target.z += ((mousePositionDelta.x*-CAMERA_FREE_MOUSE_SENSITIVITY)*sinf(cameraAngle.x) + (mousePositionDelta.y*CAMERA_FREE_MOUSE_SENSITIVITY)*cosf(cameraAngle.x)*sinf(cameraAngle.y))*(cameraTargetDistance/CAMERA_FREE_PANNING_DIVIDER);
}
}
// Update camera position with changes
- camera->position.x = sinf(cameraAngle.x)*cameraTargetDistance*cosf(cameraAngle.y) + camera->target.x;
- camera->position.y = ((cameraAngle.y <= 0.0f)? 1 : -1)*sinf(cameraAngle.y)*cameraTargetDistance*sinf(cameraAngle.y) + camera->target.y;
- camera->position.z = cosf(cameraAngle.x)*cameraTargetDistance*cosf(cameraAngle.y) + camera->target.z;
-
+ camera->position.x = -sinf(cameraAngle.x)*cameraTargetDistance*cosf(cameraAngle.y) + camera->target.x;
+ camera->position.y = -sinf(cameraAngle.y)*cameraTargetDistance + camera->target.y;
+ camera->position.z = -cosf(cameraAngle.x)*cameraTargetDistance*cosf(cameraAngle.y) + camera->target.z;
} break;
case CAMERA_ORBITAL:
{