Comment fixes and fmt

This commit is contained in:
Joshua Barretto 2020-05-19 00:35:58 +01:00
parent f1b166d15d
commit 2f47d09af4
4 changed files with 21 additions and 14 deletions

View File

@ -611,7 +611,11 @@ impl Hud {
}
// Crosshair
let show_crosshair = (info.is_aiming || info.is_first_person) && !stats.is_dead;
self.crosshair_opacity = Lerp::lerp(self.crosshair_opacity, if show_crosshair { 1.0 } else { 0.0 }, 5.0 * dt.as_secs_f32());
self.crosshair_opacity = Lerp::lerp(
self.crosshair_opacity,
if show_crosshair { 1.0 } else { 0.0 },
5.0 * dt.as_secs_f32(),
);
if !self.show.help {
Image::new(

View File

@ -185,10 +185,10 @@ impl Camera {
}
}
/// Get the distance of the camera from the target
/// Get the distance of the camera from the focus
pub fn get_distance(&self) -> f32 { self.dist }
/// Set the distance of the camera from the target (i.e., zoom).
/// Set the distance of the camera from the focus (i.e., zoom).
pub fn set_distance(&mut self, dist: f32) { self.tgt_dist = dist; }
pub fn update(&mut self, time: f64, dt: f32, smoothing_enabled: bool) {
@ -206,11 +206,12 @@ impl Camera {
let lerped_focus = Lerp::lerp(
self.focus,
self.tgt_focus,
(delta as f32) / self.interp_time() * if matches!(self.mode, CameraMode::FirstPerson) {
2.0
} else {
1.0
},
(delta as f32) / self.interp_time()
* if matches!(self.mode, CameraMode::FirstPerson) {
2.0
} else {
1.0
},
);
// Snap when close enough in x/y, but lerp otherwise
@ -298,8 +299,8 @@ impl Camera {
/// Get the mode of the camera
pub fn get_mode(&self) -> CameraMode {
// Perfom a bit of a trick... don't report first-person until the camera has lerped close
// enough to the player.
// Perfom a bit of a trick... don't report first-person until the camera has
// lerped close enough to the player.
match self.mode {
CameraMode::FirstPerson if self.dist < 0.5 => CameraMode::FirstPerson,
CameraMode::FirstPerson => CameraMode::ThirdPerson,

View File

@ -239,9 +239,8 @@ impl Scene {
CameraMode::ThirdPerson => 1.65,
};
self.camera.set_focus_pos(
player_pos + Vec3::unit_z() * (up - tilt.min(0.0).sin() * dist * 0.6),
);
self.camera
.set_focus_pos(player_pos + Vec3::unit_z() * (up - tilt.min(0.0).sin() * dist * 0.6));
// Tick camera for interpolation.
self.camera.update(

View File

@ -522,7 +522,10 @@ impl PlayState for SessionState {
.unwrap_or(false);
aimed
},
is_first_person: matches!(self.scene.camera().get_mode(), camera::CameraMode::FirstPerson),
is_first_person: matches!(
self.scene.camera().get_mode(),
camera::CameraMode::FirstPerson
),
},
);