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@@ -191,15 +191,15 @@ void MovableCamera::MoveBackward()
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void MovableCamera::StrafeLeft()
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{
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- Vec3 left = mUp.Cross(mLookAt);
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- left.Normalize();
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+ Vec3 left = mUp.cross(mLookAt);
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+ left.normalize();
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mPosition += left * mSpeed;
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}
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void MovableCamera::StrafeRight()
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{
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- Vec3 left = mUp.Cross(mLookAt);
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- left.Normalize();
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+ Vec3 left = mUp.cross(mLookAt);
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+ left.normalize();
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mPosition -= left * mSpeed;
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}
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@@ -224,21 +224,21 @@ void MovableCamera::SetViewByMouse()
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mAngleX += delta.y * mMouseSensibility;
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mAngleY += delta.x * mMouseSensibility;
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- mAngleX = Math::ClampToRange(-89.999f * Math::DEG_TO_RAD, 89.999f * Math::DEG_TO_RAD, mAngleX);
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- mAngleY = Math::FMod(mAngleY, Math::TWO_PI);
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+ mAngleX = math::clamp_to_range(-89.999f * math::DEG_TO_RAD, 89.999f * math::DEG_TO_RAD, mAngleX);
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+ mAngleY = math::fmod(mAngleY, math::TWO_PI);
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Vec3 right(1, 0, 0);
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Vec3 look;
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look.x = 0.0f;
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- look.y = Math::Sin(mAngleX);
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- look.z = -Math::Cos(mAngleX);
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+ look.y = math::sin(mAngleX);
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+ look.z = -math::cos(mAngleX);
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- Vec3 up = right.Cross(look);
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- up.Normalize();
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+ Vec3 up = right.cross(look);
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+ up.normalize();
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Mat3 m;
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- m.BuildRotationY(mAngleY);
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+ m.build_rotation_y(mAngleY);
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look = m * look;
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mUp = m * up;
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