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https://github.com/cyberarm/i-mic-fps.git
synced 2025-12-15 15:42:35 +00:00
Added render_pitch to camera for use only for rendering as pitch is used for a bunch of things, maybe?
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@@ -8,7 +8,8 @@ class IMICFPS
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attr_reader :game_object
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attr_reader :game_object
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def initialize(x: 0, y: 0, z: 0, fov: 70.0, distance: 100.0)
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def initialize(x: 0, y: 0, z: 0, fov: 70.0, distance: 100.0)
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@x,@y,@z = x,y,z
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@x,@y,@z = x,y,z
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@pitch = 0.0
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@render_pitch = 20.0
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@pitch = 20.0
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@yaw = 0.0
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@yaw = 0.0
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@roll = 0.0
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@roll = 0.0
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@field_of_view = fov
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@field_of_view = fov
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@@ -53,7 +54,6 @@ class IMICFPS
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@z = @game_object.z - z_offset
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@z = @game_object.z - z_offset
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@yaw = 180 - @game_object.y_rotation
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@yaw = 180 - @game_object.y_rotation
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@pitch = 20.0
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end
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end
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def draw
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def draw
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@@ -63,7 +63,7 @@ class IMICFPS
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# Calculates aspect ratio of the window. Gets perspective view. 45 is degree viewing angle, (0.1, 100) are ranges how deep can we draw into the screen
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# Calculates aspect ratio of the window. Gets perspective view. 45 is degree viewing angle, (0.1, 100) are ranges how deep can we draw into the screen
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gluPerspective(@field_of_view, $window.width / $window.height, 0.1, @view_distance)
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gluPerspective(@field_of_view, $window.width / $window.height, 0.1, @view_distance)
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glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST)
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glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST)
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glRotatef(@pitch,1,0,0)
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glRotatef(@render_pitch,1,0,0)
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glRotatef(@yaw,0,1,0)
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glRotatef(@yaw,0,1,0)
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glTranslatef(-@x, -@y, -@z)
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glTranslatef(-@x, -@y, -@z)
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@@ -78,8 +78,7 @@ class IMICFPS
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@yaw-=Float(@true_mouse.x-self.mouse_x)/(@mouse_sensitivity*@field_of_view)*70 unless @game_object
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@yaw-=Float(@true_mouse.x-self.mouse_x)/(@mouse_sensitivity*@field_of_view)*70 unless @game_object
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@game_object.y_rotation+=Float(@true_mouse.x-self.mouse_x)/(@mouse_sensitivity*@field_of_view)*70 if @game_object
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@game_object.y_rotation+=Float(@true_mouse.x-self.mouse_x)/(@mouse_sensitivity*@field_of_view)*70 if @game_object
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@yaw-=Float(@true_mouse.x-self.mouse_x)/(@mouse_sensitivity*@field_of_view)*70 unless @game_object
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@render_pitch-=Float(@true_mouse.y-self.mouse_y)/(@mouse_sensitivity*@field_of_view)*70 #unless @game_object
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@pitch-=Float(@true_mouse.y-self.mouse_y)/(@mouse_sensitivity*@field_of_view)*70 unless @game_object
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@yaw %= 360.0
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@yaw %= 360.0
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@pitch = @pitch.clamp(-90.0, 90.0)
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@pitch = @pitch.clamp(-90.0, 90.0)
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else
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else
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