Advertisement
Not a member of Pastebin yet?
Sign Up,
it unlocks many cool features!
- lookAtZ+=yScrollSpeed;
- lookAtY+=xScrollSpeed;
- glm::vec3 posCamara = glm::vec3 ( cameraEyeX, cameraEyeY, cameraEyeZ );
- glm::vec3 ojoCamara = glm::vec3 ( cameraEyeZ+5.0, lookAtY, lookAtZ);
- glm::vec3 direccionOjo = posCamara - ojoCamara ;
- float angulo = atan(direccionOjo.y/direccionOjo.x);
- //Flag chequea si te moves tangente o perp a la direccion de movimiento
- if (!flag){
- cameraEyeX+=cameraEyeSpeed*cos(angulo);
- cameraEyeY+=cameraEyeSpeed*sin(angulo);
- }
- else{
- cameraEyeX+=cameraEyeSpeed*sin(angulo);
- cameraEyeY+=cameraEyeSpeed*cos(angulo);
- }
- cameraEyeZ+=cameraEyeZSpeed;
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement