Update C sources
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103 changed files with 25993 additions and 13806 deletions
282
raylib/camera.h
282
raylib/camera.h
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@ -22,7 +22,7 @@
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*
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* LICENSE: zlib/libpng
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*
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* Copyright (c) 2015-2019 Ramon Santamaria (@raysan5)
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* Copyright (c) 2015-2020 Ramon Santamaria (@raysan5)
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*
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* This software is provided "as-is", without any express or implied warranty. In no event
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* will the authors be held liable for any damages arising from the use of this software.
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@ -133,7 +133,7 @@ void SetCameraMoveControls(int frontKey, int backKey,
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#if defined(CAMERA_IMPLEMENTATION)
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#include <math.h> // Required for: sqrt(), sinf(), cosf()
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#include <math.h> // Required for: sinf(), cosf(), sqrtf()
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#ifndef PI
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#define PI 3.14159265358979323846
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@ -167,8 +167,8 @@ void SetCameraMoveControls(int frontKey, int backKey,
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// FIRST_PERSON
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//#define CAMERA_FIRST_PERSON_MOUSE_SENSITIVITY 0.003f
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#define CAMERA_FIRST_PERSON_FOCUS_DISTANCE 25.0f
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#define CAMERA_FIRST_PERSON_MIN_CLAMP 85.0f
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#define CAMERA_FIRST_PERSON_MAX_CLAMP -85.0f
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#define CAMERA_FIRST_PERSON_MIN_CLAMP 89.0f
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#define CAMERA_FIRST_PERSON_MAX_CLAMP -89.0f
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#define CAMERA_FIRST_PERSON_STEP_TRIGONOMETRIC_DIVIDER 5.0f
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#define CAMERA_FIRST_PERSON_STEP_DIVIDER 30.0f
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@ -197,26 +197,38 @@ typedef enum {
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MOVE_DOWN
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} CameraMove;
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// Camera global state context data
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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 = { // Global CAMERA state context
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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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//----------------------------------------------------------------------------------
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#if defined(CAMERA_STANDALONE)
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// NOTE: Camera controls depend on some raylib input functions
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// TODO: Set your own input functions (used in UpdateCamera())
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static void EnableCursor() {} // Unlock cursor
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static void DisableCursor() {} // Lock cursor
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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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@ -261,13 +273,13 @@ void SetCameraMode(Camera camera, int mode)
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// System: EnableCursor(), DisableCursor()
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// Mouse: IsMouseButtonDown(), GetMousePosition(), GetMouseWheelMove()
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// Keys: IsKeyDown()
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// TODO: Port to quaternion-based camera
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// TODO: Port to quaternion-based camera (?)
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void UpdateCamera(Camera *camera)
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{
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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 +287,19 @@ 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(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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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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// TODO: Touch input detection (probably gestures system required)
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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 +308,59 @@ 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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// NOTE: In case of CAMERA_CUSTOM nothing happens here, user must update it manually
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switch (CAMERA.mode)
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{
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case CAMERA_FREE:
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case CAMERA_FREE: // Camera free controls, using standard 3d-content-creation scheme
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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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if (cameraTargetDistance > CAMERA_FREE_DISTANCE_MAX_CLAMP) cameraTargetDistance = CAMERA_FREE_DISTANCE_MAX_CLAMP;
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CAMERA.targetDistance -= (mouseWheelMove*CAMERA_MOUSE_SCROLL_SENSITIVITY);
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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 comparison 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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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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case CAMERA_ORBITAL: // Camera just orbits around target, only zoom allowed
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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;
|
||||
camera->position.z = cosf(CAMERA.angle.x)*CAMERA.targetDistance*cosf(CAMERA.angle.y) + camera->target.z;
|
||||
|
||||
} break;
|
||||
case CAMERA_FIRST_PERSON:
|
||||
case CAMERA_FIRST_PERSON: // Camera moves as in a first-person game, controls are configurable
|
||||
{
|
||||
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;
|
||||
|
||||
bool isMoving = false; // Required for swinging
|
||||
|
||||
for (int i = 0; i < 6; i++) if (direction[i]) { isMoving = true; break; }
|
||||
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_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;
|
||||
|
||||
// Camera is always looking at player
|
||||
camera->target.x = camera->position.x - sinf(cameraAngle.x)*CAMERA_FIRST_PERSON_FOCUS_DISTANCE;
|
||||
camera->target.y = camera->position.y + sinf(cameraAngle.y)*CAMERA_FIRST_PERSON_FOCUS_DISTANCE;
|
||||
camera->target.z = camera->position.z - cosf(cameraAngle.x)*CAMERA_FIRST_PERSON_FOCUS_DISTANCE;
|
||||
// Recalculate camera target considering translation and rotation
|
||||
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);
|
||||
|
||||
if (isMoving) swingCounter++;
|
||||
camera->target.x = camera->position.x - transform.m12;
|
||||
camera->target.y = camera->position.y - transform.m13;
|
||||
camera->target.z = camera->position.z - transform.m14;
|
||||
|
||||
// If movement detected (some key pressed), increase swinging
|
||||
for (int i = 0; i < 6; i++) if (direction[i]) { swingCounter++; break; }
|
||||
|
||||
// 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;
|
||||
|
||||
|
||||
} break;
|
||||
case CAMERA_THIRD_PERSON:
|
||||
case CAMERA_THIRD_PERSON: // Camera moves as in a third-person game, following target at a distance, controls are configurable
|
||||
{
|
||||
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;
|
||||
case CAMERA_CUSTOM: break;
|
||||
default: break;
|
||||
}
|
||||
}
|
||||
|
||||
// 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
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue