From 23086a5d33acc66414f1169bf22abe78b3383f94 Mon Sep 17 00:00:00 2001 From: hachem Date: Wed, 13 Aug 2025 18:39:13 +0200 Subject: fix: more consistent formatting --- src/core/camera.cpp | 16 ++++++---------- 1 file changed, 6 insertions(+), 10 deletions(-) (limited to 'src/core/camera.cpp') diff --git a/src/core/camera.cpp b/src/core/camera.cpp index bad2919..06866e4 100644 --- a/src/core/camera.cpp +++ b/src/core/camera.cpp @@ -28,27 +28,27 @@ namespace Donut void Camera::recalculate_view_matrix() { float pitch = glm::radians(m_rotation.x); - float yaw = glm::radians(m_rotation.y); - float roll = glm::radians(m_rotation.z); + float yaw = glm::radians(m_rotation.y); + float roll = glm::radians(m_rotation.z); glm::vec3 direction; direction.x = cos(yaw) * cos(pitch); direction.y = sin(pitch); direction.z = sin(yaw) * cos(pitch); - glm::vec3 front = glm::normalize(direction); glm::vec3 world_up(0.0f, 1.0f, 0.0f); + glm::vec3 front = glm::normalize(direction); glm::vec3 right = glm::normalize(glm::cross(front, world_up)); - glm::vec3 up = glm::normalize(glm::cross(right, front)); + glm::vec3 up = glm::normalize(glm::cross(right, front)); - m_view_matrix = glm::lookAt(m_position, m_position + front, up); + m_view_matrix = glm::lookAt(m_position, m_position + front, up); m_view_projection_matrix = m_projection_matrix * m_view_matrix; } glm::vec3 Camera::get_forward_direction() const { float pitch = glm::radians(m_rotation.x); - float yaw = glm::radians(m_rotation.y); + float yaw = glm::radians(m_rotation.y); glm::vec3 direction; direction.x = cos(yaw) * cos(pitch); @@ -69,10 +69,6 @@ namespace Donut return glm::normalize(glm::cross(get_right_direction(), get_forward_direction())); } - void Camera::on_update(float delta_time) - { - } - void Camera::on_mouse_move(float x_offset, float y_offset, bool constrain_pitch) { x_offset *= m_mouse_sensitivity; -- cgit v1.3