aboutsummaryrefslogtreecommitdiff
path: root/examples/core_3d_picking.c
diff options
context:
space:
mode:
authorvictorfisac <victorfisac@gmail.com>2016-03-16 12:40:08 +0100
committervictorfisac <victorfisac@gmail.com>2016-03-16 12:40:08 +0100
commitd72849409982266b99dd00741bf807ef10ba3c6c (patch)
tree86098d3d7f0254712ed2fa9f64d43ab98fc54ce3 /examples/core_3d_picking.c
parent78e4772f21cda45c219ce88a713708b6b0680e8f (diff)
parent5bcda7bf1526c40f605de3abcde4fd10d81c6cc5 (diff)
downloadraylib-d72849409982266b99dd00741bf807ef10ba3c6c.tar.gz
raylib-d72849409982266b99dd00741bf807ef10ba3c6c.zip
Merge remote-tracking branch 'refs/remotes/raysan5/develop' into develop
Diffstat (limited to 'examples/core_3d_picking.c')
-rw-r--r--examples/core_3d_picking.c6
1 files changed, 4 insertions, 2 deletions
diff --git a/examples/core_3d_picking.c b/examples/core_3d_picking.c
index fdf77030..33eaed8a 100644
--- a/examples/core_3d_picking.c
+++ b/examples/core_3d_picking.c
@@ -25,6 +25,7 @@ int main()
camera.position = (Vector3){ 0.0f, 10.0f, 10.0f }; // Camera position
camera.target = (Vector3){ 0.0f, 0.0f, 0.0f }; // Camera looking at point
camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target)
+ camera.fovy = 45.0f; // Camera field-of-view Y
Vector3 cubePosition = { 0.0f, 1.0f, 0.0f };
Vector3 cubeSize = { 2.0f, 2.0f, 2.0f };
@@ -35,6 +36,7 @@ int main()
SetCameraMode(CAMERA_FREE); // Set a free camera mode
SetCameraPosition(camera.position); // Set internal camera position to match our camera position
+ SetCameraFovy(camera.fovy); // Set internal camera field-of-view Y
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
@@ -53,8 +55,8 @@ int main()
// Check collision between ray and box
collision = CheckCollisionRayBox(ray,
- (Vector3){ cubePosition.x - cubeSize.x/2, cubePosition.y - cubeSize.y/2, cubePosition.z - cubeSize.z/2 },
- (Vector3){ cubePosition.x + cubeSize.x/2, cubePosition.y + cubeSize.y/2, cubePosition.z + cubeSize.z/2 });
+ (BoundingBox){(Vector3){ cubePosition.x - cubeSize.x/2, cubePosition.y - cubeSize.y/2, cubePosition.z - cubeSize.z/2 },
+ (Vector3){ cubePosition.x + cubeSize.x/2, cubePosition.y + cubeSize.y/2, cubePosition.z + cubeSize.z/2 }});
}
//----------------------------------------------------------------------------------