added fixes for problems detected by sonarqube
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Gitea Actions Demo / Scan the project (push) Successful in 24s
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Gitea Actions Demo / Scan the project (push) Successful in 24s
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@ -43,6 +43,7 @@ public static class Input
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{
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{
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List<Key> searchKeys = keys.ToList();
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List<Key> searchKeys = keys.ToList();
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int count = 0;
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int count = 0;
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foreach (var key in searchKeys)
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foreach (var key in searchKeys)
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{
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{
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if (IsKeyPressed(key))
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if (IsKeyPressed(key))
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@ -21,7 +21,6 @@ public class Camera
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private Vector3D<float> _up;
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private Vector3D<float> _up;
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private float _yaw;
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private float _yaw;
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private float _pitch;
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private float _pitch;
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private float _movementSpeed;
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/// <summary>
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/// <summary>
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/// The view matrix according to the current camera position and rotation
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/// The view matrix according to the current camera position and rotation
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@ -39,7 +38,7 @@ public class Camera
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_position = position;
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_position = position;
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_yaw = yaw;
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_yaw = yaw;
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_pitch = pitch;
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_pitch = pitch;
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_movementSpeed = movementSpeed;
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MovementSpeed = movementSpeed;
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Fov = fov;
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Fov = fov;
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_worldUp = Vector3D<float>.UnitY;
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_worldUp = Vector3D<float>.UnitY;
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@ -16,7 +16,7 @@ using System.Numerics;
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// Next to do will be cleaning this up by creating a shader class and maybe even an engine class
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// Next to do will be cleaning this up by creating a shader class and maybe even an engine class
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// IEngine -> IEngine.Create(WindowOptions) -> return OpenGLEngine/VulkanEngine maybe?
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// IEngine -> IEngine.Create(WindowOptions) -> return OpenGLEngine/VulkanEngine maybe?
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public class Program
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public static class Program
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{
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{
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private const int Width = 800;
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private const int Width = 800;
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private const int Height = 600;
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private const int Height = 600;
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@ -192,7 +192,7 @@ public class Program
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var difference = (float)(_window.Time * 10);
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var difference = (float)(_window.Time * 10);
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var modelMatrix = Matrix4x4.CreateRotationY(Maths.Convert.ToRadians(difference)) * Matrix4x4.CreateRotationX(Maths.Convert.ToRadians(difference));
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var modelMatrix = Matrix4x4.CreateRotationY(Maths.Convert.ToRadians(difference)) * Matrix4x4.CreateRotationX(Maths.Convert.ToRadians(difference));
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var viewMatrix = _cam.ViewMatrix;
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var viewMatrix = _cam.ViewMatrix;
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var projectionMatrix = Matrix4X4.CreatePerspectiveFieldOfView(Maths.Convert.ToRadians(_cam.Fov), Width / Height, 0.1f, 100.0f);
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var projectionMatrix = Matrix4X4.CreatePerspectiveFieldOfView(Maths.Convert.ToRadians(_cam.Fov), Width / (float)Height, 0.1f, 100.0f);
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_gl.BindVertexArray(_vao);
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_gl.BindVertexArray(_vao);
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