mirror of
https://github.com/MaSzyna-EU07/maszyna.git
synced 2026-07-18 03:09:18 +02:00
Remove not needed casts, variables and switch from double precission to float precission for some angle vectors
This commit is contained in:
@@ -172,7 +172,7 @@ void TCamera::Update()
|
||||
|| ( true == DebugCameraFlag ) ) {
|
||||
// free movement position update
|
||||
auto movement { Velocity };
|
||||
movement = RotateY(movement, Angle.y);
|
||||
movement = RotateY(movement, (double)Angle.y);
|
||||
Pos += movement * 5.0 * deltatime;
|
||||
}
|
||||
else {
|
||||
@@ -195,7 +195,7 @@ void TCamera::Update()
|
||||
movement.y = -movement.y;
|
||||
}
|
||||
*/
|
||||
movement = RotateY(movement, Angle.y);
|
||||
movement = RotateY(movement, (double)Angle.y);
|
||||
|
||||
m_owneroffset += movement * deltatime;
|
||||
}
|
||||
@@ -203,19 +203,16 @@ void TCamera::Update()
|
||||
|
||||
bool TCamera::SetMatrix( glm::dmat4 &Matrix ) {
|
||||
|
||||
Matrix = glm::rotate( Matrix, -Angle.z, glm::dvec3( 0.0, 0.0, 1.0 ) ); // po wyłączeniu tego kręci się pojazd, a sceneria nie
|
||||
Matrix = glm::rotate( Matrix, -Angle.x, glm::dvec3( 1.0, 0.0, 0.0 ) );
|
||||
Matrix = glm::rotate( Matrix, -Angle.y, glm::dvec3( 0.0, 1.0, 0.0 ) ); // w zewnętrznym widoku: kierunek patrzenia
|
||||
Matrix = glm::rotate(Matrix, -(double)Angle.x, glm::dvec3(1, 0, 0));
|
||||
Matrix = glm::rotate(Matrix, -(double)Angle.y, glm::dvec3(0, 1, 0)); // w zewnętrznym widoku: kierunek patrzenia
|
||||
Matrix = glm::rotate(Matrix, -(double)Angle.z, glm::dvec3(0, 0, 1)); // po wyłączeniu tego kręci się pojazd, a sceneria nie
|
||||
|
||||
if( ( m_owner != nullptr ) && ( false == DebugCameraFlag ) ) {
|
||||
|
||||
Matrix *= glm::lookAt(
|
||||
glm::dvec3{ Pos },
|
||||
glm::dvec3{ LookAt },
|
||||
glm::dvec3{ vUp } );
|
||||
Matrix *= glm::lookAt(Pos, glm::dvec3{ LookAt }, glm::dvec3{ vUp } );
|
||||
}
|
||||
else {
|
||||
Matrix = glm::translate( Matrix, glm::dvec3{ -Pos } ); // nie zmienia kierunku patrzenia
|
||||
Matrix = glm::translate( Matrix, -Pos ); // nie zmienia kierunku patrzenia
|
||||
}
|
||||
|
||||
return true;
|
||||
|
||||
Reference in New Issue
Block a user