make sure that our up vector really is up in an axis before picking a world plane (#5459)

This commit is contained in:
Jeffery Myers
2025-12-31 14:52:08 -08:00
committed by GitHub
parent 95f72b162b
commit eb4ad50d99

View File

@ -255,8 +255,8 @@ void CameraMoveForward(Camera *camera, float distance, bool moveInWorldPlane)
if (moveInWorldPlane)
{
// Project vector onto world plane (the plane defined by the up vector)
if (fabsf(camera->up.z) > 0) forward.z = 0;
else if (fabsf(camera->up.x) > 0) forward.x = 0;
if (fabsf(camera->up.z) > 0.7071f) forward.z = 0;
else if (fabsf(camera->up.x) > 0.7071f) forward.x = 0;
else forward.y = 0;
forward = Vector3Normalize(forward);
@ -291,8 +291,8 @@ void CameraMoveRight(Camera *camera, float distance, bool moveInWorldPlane)
if (moveInWorldPlane)
{
// Project vector onto world plane (the plane defined by the up vector)
if (fabsf(camera->up.z) > 0) right.z = 0;
else if (fabsf(camera->up.x) > 0) right.x = 0;
if (fabsf(camera->up.z) > 0.7071f) right.z = 0;
else if (fabsf(camera->up.x) > 0.7071f) right.x = 0;
else right.y = 0;
right = Vector3Normalize(right);