going to update wgpu
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@@ -134,17 +134,6 @@ impl CameraController {
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self.rotate_vertical = mouse_dy as f32;
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}
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// pub fn process_scroll(&mut self, delta: &MouseScrollDelta) {
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// self.scroll = -match delta {
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// // I'm assuming a line is about 100 pixels
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// MouseScrollDelta::LineDelta(_, scroll) => scroll * 100.0,
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// MouseScrollDelta::PixelDelta(LogicalPosition {
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// y: scroll,
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// ..
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// }) => *scroll as f32,
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// };
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// }
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pub fn update_camera(&mut self, camera: &mut Camera, dt: f32) {
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// Move forward/backward and left/right
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let (yaw_sin, yaw_cos) = camera.yaw.0.sin_cos();
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@@ -168,15 +157,6 @@ impl CameraController {
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camera.position += view_vector * (self.amount_forward - self.amount_backward) * self.speed * dt;
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camera.position += left_vector * (self.amount_left - self.amount_right) * self.speed * dt;
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// I'm not a huge fan of this
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// // Move in/out (aka. "zoom")
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// // Note: this isn't an actual zoom. The camera's position
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// // changes when zooming. I've added this to make it easier
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// // to get closer to an object you want to focus on.
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// let (pitch_sin, pitch_cos) = camera.pitch.0.sin_cos();
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// let scrollward = Vector3::new(pitch_cos * yaw_cos, pitch_sin, pitch_cos * yaw_sin).normalize();
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// camera.position += scrollward * self.scroll * self.speed * self.sensitivity * dt;
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// self.scroll = 0.0;
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// Move up/down. Since we don't use roll, we can just
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// modify the y coordinate directly.
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@@ -193,10 +173,10 @@ impl CameraController {
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self.rotate_vertical = 0.0;
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// Keep the camera's angle from going too high/low.
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if camera.pitch < -Rad(0.0) {
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camera.pitch = -Rad(0.0);
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} else if camera.pitch > Rad(PI) {
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camera.pitch = Rad(PI);
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if camera.pitch < -Rad(0.001) {
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camera.pitch = -Rad(0.001);
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} else if camera.pitch > Rad(PI - 0.001) {
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camera.pitch = Rad(PI - 0.001);
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}
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}
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}
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