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Develop branch integration (#1091)
* [core] REDESIGNED: Implement global context * [rlgl] REDESIGNED: Implement global context * Reviewed globals for Android * Review Android globals usage * Update Android globals * Bump raylib version to 3.0 !!! * [raudio] REDESIGNED: Implement global context * [raudio] Reorder functions * [core] Tweaks on descriptions * Issues with SUPPORT_MOUSE_GESTURES * [camera] Use global context * REDESIGN: Move shapes drawing texture/rec to RLGL context * Review some issues on standalone mode * Update to use global context * [GAME] Upload RE-PAIR game from GGJ2020 -WIP- * Update game: RE-PAIR * [utils] TRACELOG macros proposal * Update config.h
This commit is contained in:
238
src/camera.h
238
src/camera.h
@@ -197,19 +197,31 @@ typedef enum {
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MOVE_DOWN
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} CameraMove;
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typedef struct {
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int mode; // Current camera mode
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float targetDistance; // Camera distance from position to target
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float playerEyesPosition; // Default player eyes position from ground (in meters)
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Vector2 angle; // Camera angle in plane XZ
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int moveControl[6];
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int smoothZoomControl; // raylib: KEY_LEFT_CONTROL
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int altControl; // raylib: KEY_LEFT_ALT
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int panControl; // raylib: MOUSE_MIDDLE_BUTTON
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} CameraData;
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//----------------------------------------------------------------------------------
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// Global Variables Definition
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//----------------------------------------------------------------------------------
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static Vector2 cameraAngle = { 0.0f, 0.0f }; // Camera angle in plane XZ
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static float cameraTargetDistance = 0.0f; // Camera distance from position to target
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static float playerEyesPosition = 1.85f; // Default player eyes position from ground (in meters)
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static int cameraMoveControl[6] = { 'W', 'S', 'D', 'A', 'E', 'Q' };
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static int cameraPanControlKey = 2; // raylib: MOUSE_MIDDLE_BUTTON
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static int cameraAltControlKey = 342; // raylib: KEY_LEFT_ALT
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static int cameraSmoothZoomControlKey = 341; // raylib: KEY_LEFT_CONTROL
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static int cameraMode = CAMERA_CUSTOM; // Current camera mode
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static CameraData CAMERA = {
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.mode = 0,
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.targetDistance = 0,
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.playerEyesPosition = 1.85f,
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.angle = { 0 },
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.moveControl = { 'W', 'S', 'D', 'A', 'E', 'Q' },
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.smoothZoomControl = 341,
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.altControl = 342,
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.panControl = 2
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};
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//----------------------------------------------------------------------------------
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// Module specific Functions Declaration
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@@ -241,19 +253,19 @@ void SetCameraMode(Camera camera, int mode)
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float dy = v2.y - v1.y;
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float dz = v2.z - v1.z;
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cameraTargetDistance = sqrtf(dx*dx + dy*dy + dz*dz);
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CAMERA.targetDistance = sqrtf(dx*dx + dy*dy + dz*dz);
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// Camera angle calculation
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cameraAngle.x = atan2f(dx, dz); // Camera angle in plane XZ (0 aligned with Z, move positive CCW)
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cameraAngle.y = atan2f(dy, sqrtf(dx*dx + dz*dz)); // Camera angle in plane XY (0 aligned with X, move positive CW)
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CAMERA.angle.x = atan2f(dx, dz); // Camera angle in plane XZ (0 aligned with Z, move positive CCW)
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CAMERA.angle.y = atan2f(dy, sqrtf(dx*dx + dz*dz)); // Camera angle in plane XY (0 aligned with X, move positive CW)
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playerEyesPosition = camera.position.y;
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CAMERA.playerEyesPosition = camera.position.y;
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// Lock cursor for first person and third person cameras
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if ((mode == CAMERA_FIRST_PERSON) || (mode == CAMERA_THIRD_PERSON)) DisableCursor();
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else EnableCursor();
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cameraMode = mode;
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CAMERA.mode = mode;
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}
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// Update camera depending on selected mode
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@@ -267,7 +279,7 @@ void UpdateCamera(Camera *camera)
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static int swingCounter = 0; // Used for 1st person swinging movement
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static Vector2 previousMousePosition = { 0.0f, 0.0f };
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// TODO: Compute cameraTargetDistance and cameraAngle here
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// TODO: Compute CAMERA.targetDistance and CAMERA.angle here
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// Mouse movement detection
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Vector2 mousePositionDelta = { 0.0f, 0.0f };
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@@ -275,20 +287,20 @@ void UpdateCamera(Camera *camera)
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int mouseWheelMove = GetMouseWheelMove();
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// Keys input detection
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bool panKey = IsMouseButtonDown(cameraPanControlKey);
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bool altKey = IsKeyDown(cameraAltControlKey);
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bool szoomKey = IsKeyDown(cameraSmoothZoomControlKey);
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bool panKey = IsMouseButtonDown(CAMERA.panControl);
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bool altKey = IsKeyDown(CAMERA.altControl);
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bool szoomKey = IsKeyDown(CAMERA.smoothZoomControl);
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bool direction[6] = { IsKeyDown(cameraMoveControl[MOVE_FRONT]),
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IsKeyDown(cameraMoveControl[MOVE_BACK]),
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IsKeyDown(cameraMoveControl[MOVE_RIGHT]),
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IsKeyDown(cameraMoveControl[MOVE_LEFT]),
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IsKeyDown(cameraMoveControl[MOVE_UP]),
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IsKeyDown(cameraMoveControl[MOVE_DOWN]) };
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bool direction[6] = { IsKeyDown(CAMERA.moveControl[MOVE_FRONT]),
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IsKeyDown(CAMERA.moveControl[MOVE_BACK]),
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IsKeyDown(CAMERA.moveControl[MOVE_RIGHT]),
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IsKeyDown(CAMERA.moveControl[MOVE_LEFT]),
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IsKeyDown(CAMERA.moveControl[MOVE_UP]),
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IsKeyDown(CAMERA.moveControl[MOVE_DOWN]) };
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// TODO: Consider touch inputs for camera
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if (cameraMode != CAMERA_CUSTOM)
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if (CAMERA.mode != CAMERA_CUSTOM)
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{
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mousePositionDelta.x = mousePosition.x - previousMousePosition.x;
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mousePositionDelta.y = mousePosition.y - previousMousePosition.y;
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@@ -297,58 +309,58 @@ void UpdateCamera(Camera *camera)
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}
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// Support for multiple automatic camera modes
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switch (cameraMode)
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switch (CAMERA.mode)
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{
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case CAMERA_FREE:
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{
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// Camera zoom
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if ((cameraTargetDistance < CAMERA_FREE_DISTANCE_MAX_CLAMP) && (mouseWheelMove < 0))
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if ((CAMERA.targetDistance < CAMERA_FREE_DISTANCE_MAX_CLAMP) && (mouseWheelMove < 0))
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{
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cameraTargetDistance -= (mouseWheelMove*CAMERA_MOUSE_SCROLL_SENSITIVITY);
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CAMERA.targetDistance -= (mouseWheelMove*CAMERA_MOUSE_SCROLL_SENSITIVITY);
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if (cameraTargetDistance > CAMERA_FREE_DISTANCE_MAX_CLAMP) cameraTargetDistance = CAMERA_FREE_DISTANCE_MAX_CLAMP;
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if (CAMERA.targetDistance > CAMERA_FREE_DISTANCE_MAX_CLAMP) CAMERA.targetDistance = CAMERA_FREE_DISTANCE_MAX_CLAMP;
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}
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// Camera looking down
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// TODO: Review, weird comparisson of cameraTargetDistance == 120.0f?
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else if ((camera->position.y > camera->target.y) && (cameraTargetDistance == CAMERA_FREE_DISTANCE_MAX_CLAMP) && (mouseWheelMove < 0))
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// TODO: Review, weird comparisson of CAMERA.targetDistance == 120.0f?
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else if ((camera->position.y > camera->target.y) && (CAMERA.targetDistance == CAMERA_FREE_DISTANCE_MAX_CLAMP) && (mouseWheelMove < 0))
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{
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camera->target.x += mouseWheelMove*(camera->target.x - camera->position.x)*CAMERA_MOUSE_SCROLL_SENSITIVITY/cameraTargetDistance;
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camera->target.y += mouseWheelMove*(camera->target.y - camera->position.y)*CAMERA_MOUSE_SCROLL_SENSITIVITY/cameraTargetDistance;
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camera->target.z += mouseWheelMove*(camera->target.z - camera->position.z)*CAMERA_MOUSE_SCROLL_SENSITIVITY/cameraTargetDistance;
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camera->target.x += mouseWheelMove*(camera->target.x - camera->position.x)*CAMERA_MOUSE_SCROLL_SENSITIVITY/CAMERA.targetDistance;
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camera->target.y += mouseWheelMove*(camera->target.y - camera->position.y)*CAMERA_MOUSE_SCROLL_SENSITIVITY/CAMERA.targetDistance;
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camera->target.z += mouseWheelMove*(camera->target.z - camera->position.z)*CAMERA_MOUSE_SCROLL_SENSITIVITY/CAMERA.targetDistance;
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}
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else if ((camera->position.y > camera->target.y) && (camera->target.y >= 0))
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{
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camera->target.x += mouseWheelMove*(camera->target.x - camera->position.x)*CAMERA_MOUSE_SCROLL_SENSITIVITY/cameraTargetDistance;
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camera->target.y += mouseWheelMove*(camera->target.y - camera->position.y)*CAMERA_MOUSE_SCROLL_SENSITIVITY/cameraTargetDistance;
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camera->target.z += mouseWheelMove*(camera->target.z - camera->position.z)*CAMERA_MOUSE_SCROLL_SENSITIVITY/cameraTargetDistance;
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camera->target.x += mouseWheelMove*(camera->target.x - camera->position.x)*CAMERA_MOUSE_SCROLL_SENSITIVITY/CAMERA.targetDistance;
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camera->target.y += mouseWheelMove*(camera->target.y - camera->position.y)*CAMERA_MOUSE_SCROLL_SENSITIVITY/CAMERA.targetDistance;
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camera->target.z += mouseWheelMove*(camera->target.z - camera->position.z)*CAMERA_MOUSE_SCROLL_SENSITIVITY/CAMERA.targetDistance;
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// if (camera->target.y < 0) camera->target.y = -0.001;
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}
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else if ((camera->position.y > camera->target.y) && (camera->target.y < 0) && (mouseWheelMove > 0))
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{
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cameraTargetDistance -= (mouseWheelMove*CAMERA_MOUSE_SCROLL_SENSITIVITY);
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if (cameraTargetDistance < CAMERA_FREE_DISTANCE_MIN_CLAMP) cameraTargetDistance = CAMERA_FREE_DISTANCE_MIN_CLAMP;
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CAMERA.targetDistance -= (mouseWheelMove*CAMERA_MOUSE_SCROLL_SENSITIVITY);
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if (CAMERA.targetDistance < CAMERA_FREE_DISTANCE_MIN_CLAMP) CAMERA.targetDistance = CAMERA_FREE_DISTANCE_MIN_CLAMP;
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}
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// Camera looking up
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// TODO: Review, weird comparisson of cameraTargetDistance == 120.0f?
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else if ((camera->position.y < camera->target.y) && (cameraTargetDistance == CAMERA_FREE_DISTANCE_MAX_CLAMP) && (mouseWheelMove < 0))
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// TODO: Review, weird comparisson of CAMERA.targetDistance == 120.0f?
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else if ((camera->position.y < camera->target.y) && (CAMERA.targetDistance == CAMERA_FREE_DISTANCE_MAX_CLAMP) && (mouseWheelMove < 0))
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{
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camera->target.x += mouseWheelMove*(camera->target.x - camera->position.x)*CAMERA_MOUSE_SCROLL_SENSITIVITY/cameraTargetDistance;
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camera->target.y += mouseWheelMove*(camera->target.y - camera->position.y)*CAMERA_MOUSE_SCROLL_SENSITIVITY/cameraTargetDistance;
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camera->target.z += mouseWheelMove*(camera->target.z - camera->position.z)*CAMERA_MOUSE_SCROLL_SENSITIVITY/cameraTargetDistance;
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camera->target.x += mouseWheelMove*(camera->target.x - camera->position.x)*CAMERA_MOUSE_SCROLL_SENSITIVITY/CAMERA.targetDistance;
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camera->target.y += mouseWheelMove*(camera->target.y - camera->position.y)*CAMERA_MOUSE_SCROLL_SENSITIVITY/CAMERA.targetDistance;
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camera->target.z += mouseWheelMove*(camera->target.z - camera->position.z)*CAMERA_MOUSE_SCROLL_SENSITIVITY/CAMERA.targetDistance;
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}
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else if ((camera->position.y < camera->target.y) && (camera->target.y <= 0))
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{
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camera->target.x += mouseWheelMove*(camera->target.x - camera->position.x)*CAMERA_MOUSE_SCROLL_SENSITIVITY/cameraTargetDistance;
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camera->target.y += mouseWheelMove*(camera->target.y - camera->position.y)*CAMERA_MOUSE_SCROLL_SENSITIVITY/cameraTargetDistance;
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camera->target.z += mouseWheelMove*(camera->target.z - camera->position.z)*CAMERA_MOUSE_SCROLL_SENSITIVITY/cameraTargetDistance;
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camera->target.x += mouseWheelMove*(camera->target.x - camera->position.x)*CAMERA_MOUSE_SCROLL_SENSITIVITY/CAMERA.targetDistance;
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camera->target.y += mouseWheelMove*(camera->target.y - camera->position.y)*CAMERA_MOUSE_SCROLL_SENSITIVITY/CAMERA.targetDistance;
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camera->target.z += mouseWheelMove*(camera->target.z - camera->position.z)*CAMERA_MOUSE_SCROLL_SENSITIVITY/CAMERA.targetDistance;
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// if (camera->target.y > 0) camera->target.y = 0.001;
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}
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else if ((camera->position.y < camera->target.y) && (camera->target.y > 0) && (mouseWheelMove > 0))
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{
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cameraTargetDistance -= (mouseWheelMove*CAMERA_MOUSE_SCROLL_SENSITIVITY);
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if (cameraTargetDistance < CAMERA_FREE_DISTANCE_MIN_CLAMP) cameraTargetDistance = CAMERA_FREE_DISTANCE_MIN_CLAMP;
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CAMERA.targetDistance -= (mouseWheelMove*CAMERA_MOUSE_SCROLL_SENSITIVITY);
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if (CAMERA.targetDistance < CAMERA_FREE_DISTANCE_MIN_CLAMP) CAMERA.targetDistance = CAMERA_FREE_DISTANCE_MIN_CLAMP;
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}
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// Input keys checks
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@@ -359,78 +371,78 @@ void UpdateCamera(Camera *camera)
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if (szoomKey)
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{
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// Camera smooth zoom
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cameraTargetDistance += (mousePositionDelta.y*CAMERA_FREE_SMOOTH_ZOOM_SENSITIVITY);
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CAMERA.targetDistance += (mousePositionDelta.y*CAMERA_FREE_SMOOTH_ZOOM_SENSITIVITY);
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}
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else
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{
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// Camera rotation
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cameraAngle.x += mousePositionDelta.x*-CAMERA_FREE_MOUSE_SENSITIVITY;
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cameraAngle.y += mousePositionDelta.y*-CAMERA_FREE_MOUSE_SENSITIVITY;
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CAMERA.angle.x += mousePositionDelta.x*-CAMERA_FREE_MOUSE_SENSITIVITY;
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CAMERA.angle.y += mousePositionDelta.y*-CAMERA_FREE_MOUSE_SENSITIVITY;
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// Angle clamp
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if (cameraAngle.y > CAMERA_FREE_MIN_CLAMP*DEG2RAD) cameraAngle.y = CAMERA_FREE_MIN_CLAMP*DEG2RAD;
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else if (cameraAngle.y < CAMERA_FREE_MAX_CLAMP*DEG2RAD) cameraAngle.y = CAMERA_FREE_MAX_CLAMP*DEG2RAD;
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if (CAMERA.angle.y > CAMERA_FREE_MIN_CLAMP*DEG2RAD) CAMERA.angle.y = CAMERA_FREE_MIN_CLAMP*DEG2RAD;
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else if (CAMERA.angle.y < CAMERA_FREE_MAX_CLAMP*DEG2RAD) CAMERA.angle.y = CAMERA_FREE_MAX_CLAMP*DEG2RAD;
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}
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}
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else
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{
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// Camera panning
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camera->target.x += ((mousePositionDelta.x*CAMERA_FREE_MOUSE_SENSITIVITY)*cosf(cameraAngle.x) + (mousePositionDelta.y*CAMERA_FREE_MOUSE_SENSITIVITY)*sinf(cameraAngle.x)*sinf(cameraAngle.y))*(cameraTargetDistance/CAMERA_FREE_PANNING_DIVIDER);
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camera->target.y += ((mousePositionDelta.y*CAMERA_FREE_MOUSE_SENSITIVITY)*cosf(cameraAngle.y))*(cameraTargetDistance/CAMERA_FREE_PANNING_DIVIDER);
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camera->target.z += ((mousePositionDelta.x*-CAMERA_FREE_MOUSE_SENSITIVITY)*sinf(cameraAngle.x) + (mousePositionDelta.y*CAMERA_FREE_MOUSE_SENSITIVITY)*cosf(cameraAngle.x)*sinf(cameraAngle.y))*(cameraTargetDistance/CAMERA_FREE_PANNING_DIVIDER);
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camera->target.x += ((mousePositionDelta.x*CAMERA_FREE_MOUSE_SENSITIVITY)*cosf(CAMERA.angle.x) + (mousePositionDelta.y*CAMERA_FREE_MOUSE_SENSITIVITY)*sinf(CAMERA.angle.x)*sinf(CAMERA.angle.y))*(CAMERA.targetDistance/CAMERA_FREE_PANNING_DIVIDER);
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camera->target.y += ((mousePositionDelta.y*CAMERA_FREE_MOUSE_SENSITIVITY)*cosf(CAMERA.angle.y))*(CAMERA.targetDistance/CAMERA_FREE_PANNING_DIVIDER);
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camera->target.z += ((mousePositionDelta.x*-CAMERA_FREE_MOUSE_SENSITIVITY)*sinf(CAMERA.angle.x) + (mousePositionDelta.y*CAMERA_FREE_MOUSE_SENSITIVITY)*cosf(CAMERA.angle.x)*sinf(CAMERA.angle.y))*(CAMERA.targetDistance/CAMERA_FREE_PANNING_DIVIDER);
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}
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}
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// Update camera position with changes
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camera->position.x = -sinf(cameraAngle.x)*cameraTargetDistance*cosf(cameraAngle.y) + camera->target.x;
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camera->position.y = -sinf(cameraAngle.y)*cameraTargetDistance + camera->target.y;
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camera->position.z = -cosf(cameraAngle.x)*cameraTargetDistance*cosf(cameraAngle.y) + camera->target.z;
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camera->position.x = -sinf(CAMERA.angle.x)*CAMERA.targetDistance*cosf(CAMERA.angle.y) + camera->target.x;
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camera->position.y = -sinf(CAMERA.angle.y)*CAMERA.targetDistance + camera->target.y;
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camera->position.z = -cosf(CAMERA.angle.x)*CAMERA.targetDistance*cosf(CAMERA.angle.y) + camera->target.z;
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} break;
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case CAMERA_ORBITAL:
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{
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cameraAngle.x += CAMERA_ORBITAL_SPEED; // Camera orbit angle
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cameraTargetDistance -= (mouseWheelMove*CAMERA_MOUSE_SCROLL_SENSITIVITY); // Camera zoom
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CAMERA.angle.x += CAMERA_ORBITAL_SPEED; // Camera orbit angle
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CAMERA.targetDistance -= (mouseWheelMove*CAMERA_MOUSE_SCROLL_SENSITIVITY); // Camera zoom
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// Camera distance clamp
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if (cameraTargetDistance < CAMERA_THIRD_PERSON_DISTANCE_CLAMP) cameraTargetDistance = CAMERA_THIRD_PERSON_DISTANCE_CLAMP;
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if (CAMERA.targetDistance < CAMERA_THIRD_PERSON_DISTANCE_CLAMP) CAMERA.targetDistance = CAMERA_THIRD_PERSON_DISTANCE_CLAMP;
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// Update camera position with changes
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camera->position.x = sinf(cameraAngle.x)*cameraTargetDistance*cosf(cameraAngle.y) + camera->target.x;
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camera->position.y = ((cameraAngle.y <= 0.0f)? 1 : -1)*sinf(cameraAngle.y)*cameraTargetDistance*sinf(cameraAngle.y) + camera->target.y;
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camera->position.z = cosf(cameraAngle.x)*cameraTargetDistance*cosf(cameraAngle.y) + camera->target.z;
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camera->position.x = sinf(CAMERA.angle.x)*CAMERA.targetDistance*cosf(CAMERA.angle.y) + camera->target.x;
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camera->position.y = ((CAMERA.angle.y <= 0.0f)? 1 : -1)*sinf(CAMERA.angle.y)*CAMERA.targetDistance*sinf(CAMERA.angle.y) + camera->target.y;
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camera->position.z = cosf(CAMERA.angle.x)*CAMERA.targetDistance*cosf(CAMERA.angle.y) + camera->target.z;
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} break;
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case CAMERA_FIRST_PERSON:
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{
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camera->position.x += (sinf(cameraAngle.x)*direction[MOVE_BACK] -
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sinf(cameraAngle.x)*direction[MOVE_FRONT] -
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cosf(cameraAngle.x)*direction[MOVE_LEFT] +
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cosf(cameraAngle.x)*direction[MOVE_RIGHT])/PLAYER_MOVEMENT_SENSITIVITY;
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camera->position.x += (sinf(CAMERA.angle.x)*direction[MOVE_BACK] -
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sinf(CAMERA.angle.x)*direction[MOVE_FRONT] -
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cosf(CAMERA.angle.x)*direction[MOVE_LEFT] +
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cosf(CAMERA.angle.x)*direction[MOVE_RIGHT])/PLAYER_MOVEMENT_SENSITIVITY;
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camera->position.y += (sinf(cameraAngle.y)*direction[MOVE_FRONT] -
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sinf(cameraAngle.y)*direction[MOVE_BACK] +
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camera->position.y += (sinf(CAMERA.angle.y)*direction[MOVE_FRONT] -
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sinf(CAMERA.angle.y)*direction[MOVE_BACK] +
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1.0f*direction[MOVE_UP] - 1.0f*direction[MOVE_DOWN])/PLAYER_MOVEMENT_SENSITIVITY;
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camera->position.z += (cosf(cameraAngle.x)*direction[MOVE_BACK] -
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cosf(cameraAngle.x)*direction[MOVE_FRONT] +
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sinf(cameraAngle.x)*direction[MOVE_LEFT] -
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sinf(cameraAngle.x)*direction[MOVE_RIGHT])/PLAYER_MOVEMENT_SENSITIVITY;
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camera->position.z += (cosf(CAMERA.angle.x)*direction[MOVE_BACK] -
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cosf(CAMERA.angle.x)*direction[MOVE_FRONT] +
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sinf(CAMERA.angle.x)*direction[MOVE_LEFT] -
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sinf(CAMERA.angle.x)*direction[MOVE_RIGHT])/PLAYER_MOVEMENT_SENSITIVITY;
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||||
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bool isMoving = false; // Required for swinging
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||||
|
||||
for (int i = 0; i < 6; i++) if (direction[i]) { isMoving = true; break; }
|
||||
|
||||
// Camera orientation calculation
|
||||
cameraAngle.x += (mousePositionDelta.x*-CAMERA_MOUSE_MOVE_SENSITIVITY);
|
||||
cameraAngle.y += (mousePositionDelta.y*-CAMERA_MOUSE_MOVE_SENSITIVITY);
|
||||
CAMERA.angle.x += (mousePositionDelta.x*-CAMERA_MOUSE_MOVE_SENSITIVITY);
|
||||
CAMERA.angle.y += (mousePositionDelta.y*-CAMERA_MOUSE_MOVE_SENSITIVITY);
|
||||
|
||||
// Angle clamp
|
||||
if (cameraAngle.y > CAMERA_FIRST_PERSON_MIN_CLAMP*DEG2RAD) cameraAngle.y = CAMERA_FIRST_PERSON_MIN_CLAMP*DEG2RAD;
|
||||
else if (cameraAngle.y < CAMERA_FIRST_PERSON_MAX_CLAMP*DEG2RAD) cameraAngle.y = CAMERA_FIRST_PERSON_MAX_CLAMP*DEG2RAD;
|
||||
if (CAMERA.angle.y > CAMERA_FIRST_PERSON_MIN_CLAMP*DEG2RAD) CAMERA.angle.y = CAMERA_FIRST_PERSON_MIN_CLAMP*DEG2RAD;
|
||||
else if (CAMERA.angle.y < CAMERA_FIRST_PERSON_MAX_CLAMP*DEG2RAD) CAMERA.angle.y = CAMERA_FIRST_PERSON_MAX_CLAMP*DEG2RAD;
|
||||
|
||||
// Recalculate camera target considering translation and rotation
|
||||
Matrix translation = MatrixTranslate(0, 0, (cameraTargetDistance/CAMERA_FREE_PANNING_DIVIDER));
|
||||
Matrix rotation = MatrixRotateXYZ((Vector3){ PI*2 - cameraAngle.y, PI*2 - cameraAngle.x, 0 });
|
||||
Matrix translation = MatrixTranslate(0, 0, (CAMERA.targetDistance/CAMERA_FREE_PANNING_DIVIDER));
|
||||
Matrix rotation = MatrixRotateXYZ((Vector3){ PI*2 - CAMERA.angle.y, PI*2 - CAMERA.angle.x, 0 });
|
||||
Matrix transform = MatrixMultiply(translation, rotation);
|
||||
|
||||
camera->target.x = camera->position.x - transform.m12;
|
||||
@@ -441,7 +453,7 @@ void UpdateCamera(Camera *camera)
|
||||
|
||||
// Camera position update
|
||||
// NOTE: On CAMERA_FIRST_PERSON player Y-movement is limited to player 'eyes position'
|
||||
camera->position.y = playerEyesPosition - sinf(swingCounter/CAMERA_FIRST_PERSON_STEP_TRIGONOMETRIC_DIVIDER)/CAMERA_FIRST_PERSON_STEP_DIVIDER;
|
||||
camera->position.y = CAMERA.playerEyesPosition - sinf(swingCounter/CAMERA_FIRST_PERSON_STEP_TRIGONOMETRIC_DIVIDER)/CAMERA_FIRST_PERSON_STEP_DIVIDER;
|
||||
|
||||
camera->up.x = sinf(swingCounter/(CAMERA_FIRST_PERSON_STEP_TRIGONOMETRIC_DIVIDER*2))/CAMERA_FIRST_PERSON_WAVING_DIVIDER;
|
||||
camera->up.z = -sinf(swingCounter/(CAMERA_FIRST_PERSON_STEP_TRIGONOMETRIC_DIVIDER*2))/CAMERA_FIRST_PERSON_WAVING_DIVIDER;
|
||||
@@ -450,39 +462,39 @@ void UpdateCamera(Camera *camera)
|
||||
} break;
|
||||
case CAMERA_THIRD_PERSON:
|
||||
{
|
||||
camera->position.x += (sinf(cameraAngle.x)*direction[MOVE_BACK] -
|
||||
sinf(cameraAngle.x)*direction[MOVE_FRONT] -
|
||||
cosf(cameraAngle.x)*direction[MOVE_LEFT] +
|
||||
cosf(cameraAngle.x)*direction[MOVE_RIGHT])/PLAYER_MOVEMENT_SENSITIVITY;
|
||||
camera->position.x += (sinf(CAMERA.angle.x)*direction[MOVE_BACK] -
|
||||
sinf(CAMERA.angle.x)*direction[MOVE_FRONT] -
|
||||
cosf(CAMERA.angle.x)*direction[MOVE_LEFT] +
|
||||
cosf(CAMERA.angle.x)*direction[MOVE_RIGHT])/PLAYER_MOVEMENT_SENSITIVITY;
|
||||
|
||||
camera->position.y += (sinf(cameraAngle.y)*direction[MOVE_FRONT] -
|
||||
sinf(cameraAngle.y)*direction[MOVE_BACK] +
|
||||
camera->position.y += (sinf(CAMERA.angle.y)*direction[MOVE_FRONT] -
|
||||
sinf(CAMERA.angle.y)*direction[MOVE_BACK] +
|
||||
1.0f*direction[MOVE_UP] - 1.0f*direction[MOVE_DOWN])/PLAYER_MOVEMENT_SENSITIVITY;
|
||||
|
||||
camera->position.z += (cosf(cameraAngle.x)*direction[MOVE_BACK] -
|
||||
cosf(cameraAngle.x)*direction[MOVE_FRONT] +
|
||||
sinf(cameraAngle.x)*direction[MOVE_LEFT] -
|
||||
sinf(cameraAngle.x)*direction[MOVE_RIGHT])/PLAYER_MOVEMENT_SENSITIVITY;
|
||||
camera->position.z += (cosf(CAMERA.angle.x)*direction[MOVE_BACK] -
|
||||
cosf(CAMERA.angle.x)*direction[MOVE_FRONT] +
|
||||
sinf(CAMERA.angle.x)*direction[MOVE_LEFT] -
|
||||
sinf(CAMERA.angle.x)*direction[MOVE_RIGHT])/PLAYER_MOVEMENT_SENSITIVITY;
|
||||
|
||||
// Camera orientation calculation
|
||||
cameraAngle.x += (mousePositionDelta.x*-CAMERA_MOUSE_MOVE_SENSITIVITY);
|
||||
cameraAngle.y += (mousePositionDelta.y*-CAMERA_MOUSE_MOVE_SENSITIVITY);
|
||||
CAMERA.angle.x += (mousePositionDelta.x*-CAMERA_MOUSE_MOVE_SENSITIVITY);
|
||||
CAMERA.angle.y += (mousePositionDelta.y*-CAMERA_MOUSE_MOVE_SENSITIVITY);
|
||||
|
||||
// Angle clamp
|
||||
if (cameraAngle.y > CAMERA_THIRD_PERSON_MIN_CLAMP*DEG2RAD) cameraAngle.y = CAMERA_THIRD_PERSON_MIN_CLAMP*DEG2RAD;
|
||||
else if (cameraAngle.y < CAMERA_THIRD_PERSON_MAX_CLAMP*DEG2RAD) cameraAngle.y = CAMERA_THIRD_PERSON_MAX_CLAMP*DEG2RAD;
|
||||
if (CAMERA.angle.y > CAMERA_THIRD_PERSON_MIN_CLAMP*DEG2RAD) CAMERA.angle.y = CAMERA_THIRD_PERSON_MIN_CLAMP*DEG2RAD;
|
||||
else if (CAMERA.angle.y < CAMERA_THIRD_PERSON_MAX_CLAMP*DEG2RAD) CAMERA.angle.y = CAMERA_THIRD_PERSON_MAX_CLAMP*DEG2RAD;
|
||||
|
||||
// Camera zoom
|
||||
cameraTargetDistance -= (mouseWheelMove*CAMERA_MOUSE_SCROLL_SENSITIVITY);
|
||||
CAMERA.targetDistance -= (mouseWheelMove*CAMERA_MOUSE_SCROLL_SENSITIVITY);
|
||||
|
||||
// Camera distance clamp
|
||||
if (cameraTargetDistance < CAMERA_THIRD_PERSON_DISTANCE_CLAMP) cameraTargetDistance = CAMERA_THIRD_PERSON_DISTANCE_CLAMP;
|
||||
if (CAMERA.targetDistance < CAMERA_THIRD_PERSON_DISTANCE_CLAMP) CAMERA.targetDistance = CAMERA_THIRD_PERSON_DISTANCE_CLAMP;
|
||||
|
||||
// TODO: It seems camera->position is not correctly updated or some rounding issue makes the camera move straight to camera->target...
|
||||
camera->position.x = sinf(cameraAngle.x)*cameraTargetDistance*cosf(cameraAngle.y) + camera->target.x;
|
||||
if (cameraAngle.y <= 0.0f) camera->position.y = sinf(cameraAngle.y)*cameraTargetDistance*sinf(cameraAngle.y) + camera->target.y;
|
||||
else camera->position.y = -sinf(cameraAngle.y)*cameraTargetDistance*sinf(cameraAngle.y) + camera->target.y;
|
||||
camera->position.z = cosf(cameraAngle.x)*cameraTargetDistance*cosf(cameraAngle.y) + camera->target.z;
|
||||
camera->position.x = sinf(CAMERA.angle.x)*CAMERA.targetDistance*cosf(CAMERA.angle.y) + camera->target.x;
|
||||
if (CAMERA.angle.y <= 0.0f) camera->position.y = sinf(CAMERA.angle.y)*CAMERA.targetDistance*sinf(CAMERA.angle.y) + camera->target.y;
|
||||
else camera->position.y = -sinf(CAMERA.angle.y)*CAMERA.targetDistance*sinf(CAMERA.angle.y) + camera->target.y;
|
||||
camera->position.z = cosf(CAMERA.angle.x)*CAMERA.targetDistance*cosf(CAMERA.angle.y) + camera->target.z;
|
||||
|
||||
} break;
|
||||
default: break;
|
||||
@@ -490,23 +502,23 @@ void UpdateCamera(Camera *camera)
|
||||
}
|
||||
|
||||
// Set camera pan key to combine with mouse movement (free camera)
|
||||
void SetCameraPanControl(int panKey) { cameraPanControlKey = panKey; }
|
||||
void SetCameraPanControl(int panKey) { CAMERA.panControl = panKey; }
|
||||
|
||||
// Set camera alt key to combine with mouse movement (free camera)
|
||||
void SetCameraAltControl(int altKey) { cameraAltControlKey = altKey; }
|
||||
void SetCameraAltControl(int altKey) { CAMERA.altControl = altKey; }
|
||||
|
||||
// Set camera smooth zoom key to combine with mouse (free camera)
|
||||
void SetCameraSmoothZoomControl(int szoomKey) { cameraSmoothZoomControlKey = szoomKey; }
|
||||
void SetCameraSmoothZoomControl(int szoomKey) { CAMERA.smoothZoomControl = szoomKey; }
|
||||
|
||||
// Set camera move controls (1st person and 3rd person cameras)
|
||||
void SetCameraMoveControls(int frontKey, int backKey, int rightKey, int leftKey, int upKey, int downKey)
|
||||
{
|
||||
cameraMoveControl[MOVE_FRONT] = frontKey;
|
||||
cameraMoveControl[MOVE_BACK] = backKey;
|
||||
cameraMoveControl[MOVE_RIGHT] = rightKey;
|
||||
cameraMoveControl[MOVE_LEFT] = leftKey;
|
||||
cameraMoveControl[MOVE_UP] = upKey;
|
||||
cameraMoveControl[MOVE_DOWN] = downKey;
|
||||
CAMERA.moveControl[MOVE_FRONT] = frontKey;
|
||||
CAMERA.moveControl[MOVE_BACK] = backKey;
|
||||
CAMERA.moveControl[MOVE_RIGHT] = rightKey;
|
||||
CAMERA.moveControl[MOVE_LEFT] = leftKey;
|
||||
CAMERA.moveControl[MOVE_UP] = upKey;
|
||||
CAMERA.moveControl[MOVE_DOWN] = downKey;
|
||||
}
|
||||
|
||||
#endif // CAMERA_IMPLEMENTATION
|
||||
|
Reference in New Issue
Block a user