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Commit db85ae58 authored by Noé's avatar Noé
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Marie made us walk

parent 270d2c43
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......@@ -83,22 +83,14 @@ namespace cgp
camera_model.manipulator_translate_front(magnitude);
// with arrows:
if (inputs->keyboard.ctrl == false) {
if (inputs->keyboard.up)
camera_model.manipulator_translate_in_plane({ 0,-magnitude });
if (inputs->keyboard.down)
camera_model.manipulator_translate_in_plane({ 0, magnitude });
if (inputs->keyboard.left)
camera_model.manipulator_translate_in_plane({ magnitude ,0 });
if (inputs->keyboard.right)
camera_model.manipulator_translate_in_plane({ -magnitude ,0 });
}
else {
if (inputs->keyboard.up)
camera_model.manipulator_translate_front(-magnitude);
if (inputs->keyboard.down)
camera_model.manipulator_translate_front(magnitude);
}
if (inputs->keyboard.up)
camera_model.manipulator_translate_front(-magnitude);
if (inputs->keyboard.down)
camera_model.manipulator_translate_front(magnitude);
if (inputs->keyboard.left)
camera_model.manipulator_translate_in_plane({ magnitude ,0 });
if (inputs->keyboard.right)
camera_model.manipulator_translate_in_plane({ -magnitude ,0 });
update(camera_matrix_view);
......
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......@@ -119,6 +119,10 @@ void scene_structure::display_frame()
//custom function we added to ..first_person_eulor, changes whether the cursor is trapped or not
camera_control.trap_cursor(gui.trap_cursor);
vec3 eye_level = camera_control.camera_model.position_camera;
eye_level[2] = evaluate_terrain_height(eye_level[0], eye_level[1]) + 0.75;
camera_control.camera_model.position_camera = eye_level;
// Set the light to the current position of the camera
environment.light = camera_control.camera_model.position();
......
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