/apps/demos/scenery: simpler normal_at(), clean one bit
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		| @@ -332,10 +332,10 @@ static Vec3 normal_at(SceneIngame *scn, Vec2 position) { | ||||
|     float const height1 = heightmap[x + 1][y]; | ||||
|     float const height2 = heightmap[x][y + 1]; | ||||
|  | ||||
|     Vec3 const a = { .x = -1, .y = height0 - height1, .z = 0 }; | ||||
|     Vec3 const a = { .x = 1, .y = height0 - height1, .z = 0 }; | ||||
|     Vec3 const b = { .x = 0, .y = height0 - height2, .z = -1 }; | ||||
|  | ||||
|     return vec3_scale(vec3_norm(vec3_cross(a, b)), -1); | ||||
|     return vec3_norm(vec3_cross(a, b)); | ||||
| } | ||||
|  | ||||
| /* TODO: don't operate on triangles, instead interpolate on quads */ | ||||
| @@ -531,12 +531,8 @@ static void ingame_tick(State *state) { | ||||
|     input_action("mouse_capture_toggle", "ESCAPE"); | ||||
|     input_action("toggle_camera_mode", "C"); | ||||
|  | ||||
|     // draw_model("models/test.obj", (Vec3){0}, (Vec3){0,0,1}, (Vec3){1.f / 64,1.f / 64,1.f / 64}); | ||||
|     // draw_model("models/test2.obj", (Vec3){0}, (Vec3){0,0,1}, (Vec3){1.f / 64,1.f / 64,1.f / 64}); | ||||
|     // draw_model("models/bunny.obj", (Vec3){0}, (Vec3){0,0,1}, (Vec3){4.,4.,4.}); | ||||
|  | ||||
|     if (scn->mouse_captured) { | ||||
|         const float sensitivity = 0.4f * (float)DEG2RAD; /* TODO: put this in a better place */ | ||||
|         const float sensitivity = 0.4f * (float)(M_PI / 180); /* TODO: put this in a better place */ | ||||
|         scn->yaw += (float)ctx.mouse_movement.x * sensitivity; | ||||
|         scn->pitch -= (float)ctx.mouse_movement.y * sensitivity; | ||||
|         scn->pitch = clampf(scn->pitch, (float)-M_PI * 0.49f, (float)M_PI * 0.49f); | ||||
|   | ||||
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