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fix whitespace

main
cinnaboot 5 months ago
parent
commit
78711fb1db
  1. 14
      src/renderer.cpp

14
src/renderer.cpp

@ -154,10 +154,10 @@ static bool has_target_changed(RenderState* render_state) {
static void update_camera_target(RenderState* render_state, SimulationState* sim) { static void update_camera_target(RenderState* render_state, SimulationState* sim) {
if (render_state->selected_body_index >= 0) { if (render_state->selected_body_index >= 0) {
CelestialBody* body = &sim->bodies[render_state->selected_body_index]; CelestialBody* body = &sim->bodies[render_state->selected_body_index];
// Camera target is at origin for selected body // Camera target is at origin for selected body
render_state->camera.target = (Vector3){0, 0, 0}; render_state->camera.target = (Vector3){0, 0, 0};
// Set initial camera position based on children distance // Set initial camera position based on children distance
float distance = get_initial_camera_distance(body, sim, render_state); float distance = get_initial_camera_distance(body, sim, render_state);
render_state->camera.position = (Vector3){0, distance * 0.3f, distance}; render_state->camera.position = (Vector3){0, distance * 0.3f, distance};
@ -267,11 +267,11 @@ void update_camera(RenderState* render_state, SimulationState* sim) {
// Calculate initial camera distance based on children of the selected body // Calculate initial camera distance based on children of the selected body
float get_initial_camera_distance(CelestialBody* body, SimulationState* sim, RenderState* render_state) { float get_initial_camera_distance(CelestialBody* body, SimulationState* sim, RenderState* render_state) {
int body_index = body - sim->bodies; int body_index = body - sim->bodies;
// Calculate average distance to children (bodies and spacecraft) // Calculate average distance to children (bodies and spacecraft)
int child_count = 0; int child_count = 0;
double total_distance = 0.0; double total_distance = 0.0;
// Check body children // Check body children
for (int i = 0; i < sim->body_count; i++) { for (int i = 0; i < sim->body_count; i++) {
if (sim->bodies[i].parent_index == body_index) { if (sim->bodies[i].parent_index == body_index) {
@ -280,7 +280,7 @@ float get_initial_camera_distance(CelestialBody* body, SimulationState* sim, Ren
total_distance += dist * render_state->distance_scale; total_distance += dist * render_state->distance_scale;
} }
} }
// Check spacecraft children // Check spacecraft children
for (int i = 0; i < sim->craft_count; i++) { for (int i = 0; i < sim->craft_count; i++) {
if (sim->spacecraft[i].parent_index == body_index) { if (sim->spacecraft[i].parent_index == body_index) {
@ -289,11 +289,11 @@ float get_initial_camera_distance(CelestialBody* body, SimulationState* sim, Ren
total_distance += dist * render_state->distance_scale; total_distance += dist * render_state->distance_scale;
} }
} }
if (child_count > 0) { if (child_count > 0) {
return (float)(total_distance / child_count); return (float)(total_distance / child_count);
} }
// No children - use 100x body radius as fallback // No children - use 100x body radius as fallback
float body_radius = scale_radius(body->radius, render_state->distance_scale); float body_radius = scale_radius(body->radius, render_state->distance_scale);
return body_radius * 100.0f; return body_radius * 100.0f;

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