diff --git a/src/rcamera.h b/src/rcamera.h index 2faf75d60..06be14327 100644 --- a/src/rcamera.h +++ b/src/rcamera.h @@ -439,14 +439,57 @@ void UpdateCamera(Camera *camera) 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, (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); + // Calculate translation matrix + Matrix matTranslation = { 1.0f, 0.0f, 0.0f, 0.0f, + 0.0f, 1.0f, 0.0f, 0.0f, + 0.0f, 0.0f, 1.0f, (CAMERA.targetDistance/CAMERA_FREE_PANNING_DIVIDER), + 0.0f, 0.0f, 0.0f, 1.0f }; - camera->target.x = camera->position.x - transform.m12; - camera->target.y = camera->position.y - transform.m13; - camera->target.z = camera->position.z - transform.m14; + // Calculate rotation matrix + Matrix matRotation = { 1.0f, 0.0f, 0.0f, 0.0f, + 0.0f, 1.0f, 0.0f, 0.0f, + 0.0f, 0.0f, 1.0f, 0.0f, + 0.0f, 0.0f, 0.0f, 1.0f }; + + float cosz = cosf(0.0f); + float sinz = sinf(0.0f); + float cosy = cosf(-(PI*2 - CAMERA.angle.x)); + float siny = sinf(-(PI*2 - CAMERA.angle.x)); + float cosx = cosf(-(PI*2 - CAMERA.angle.y)); + float sinx = sinf(-(PI*2 - CAMERA.angle.y)); + + matRotation.m0 = cosz*cosy; + matRotation.m4 = (cosz*siny*sinx) - (sinz*cosx); + matRotation.m8 = (cosz*siny*cosx) + (sinz*sinx); + matRotation.m1 = sinz*cosy; + matRotation.m5 = (sinz*siny*sinx) + (cosz*cosx); + matRotation.m9 = (sinz*siny*cosx) - (cosz*sinx); + matRotation.m2 = -siny; + matRotation.m6 = cosy*sinx; + matRotation.m10= cosy*cosx; + + // Multiply translation and rotation matrices + Matrix matTransform = { 0 }; + matTransform.m0 = matTranslation.m0*matRotation.m0 + matTranslation.m1*matRotation.m4 + matTranslation.m2*matRotation.m8 + matTranslation.m3*matRotation.m12; + matTransform.m1 = matTranslation.m0*matRotation.m1 + matTranslation.m1*matRotation.m5 + matTranslation.m2*matRotation.m9 + matTranslation.m3*matRotation.m13; + matTransform.m2 = matTranslation.m0*matRotation.m2 + matTranslation.m1*matRotation.m6 + matTranslation.m2*matRotation.m10 + matTranslation.m3*matRotation.m14; + matTransform.m3 = matTranslation.m0*matRotation.m3 + matTranslation.m1*matRotation.m7 + matTranslation.m2*matRotation.m11 + matTranslation.m3*matRotation.m15; + matTransform.m4 = matTranslation.m4*matRotation.m0 + matTranslation.m5*matRotation.m4 + matTranslation.m6*matRotation.m8 + matTranslation.m7*matRotation.m12; + matTransform.m5 = matTranslation.m4*matRotation.m1 + matTranslation.m5*matRotation.m5 + matTranslation.m6*matRotation.m9 + matTranslation.m7*matRotation.m13; + matTransform.m6 = matTranslation.m4*matRotation.m2 + matTranslation.m5*matRotation.m6 + matTranslation.m6*matRotation.m10 + matTranslation.m7*matRotation.m14; + matTransform.m7 = matTranslation.m4*matRotation.m3 + matTranslation.m5*matRotation.m7 + matTranslation.m6*matRotation.m11 + matTranslation.m7*matRotation.m15; + matTransform.m8 = matTranslation.m8*matRotation.m0 + matTranslation.m9*matRotation.m4 + matTranslation.m10*matRotation.m8 + matTranslation.m11*matRotation.m12; + matTransform.m9 = matTranslation.m8*matRotation.m1 + matTranslation.m9*matRotation.m5 + matTranslation.m10*matRotation.m9 + matTranslation.m11*matRotation.m13; + matTransform.m10 = matTranslation.m8*matRotation.m2 + matTranslation.m9*matRotation.m6 + matTranslation.m10*matRotation.m10 + matTranslation.m11*matRotation.m14; + matTransform.m11 = matTranslation.m8*matRotation.m3 + matTranslation.m9*matRotation.m7 + matTranslation.m10*matRotation.m11 + matTranslation.m11*matRotation.m15; + matTransform.m12 = matTranslation.m12*matRotation.m0 + matTranslation.m13*matRotation.m4 + matTranslation.m14*matRotation.m8 + matTranslation.m15*matRotation.m12; + matTransform.m13 = matTranslation.m12*matRotation.m1 + matTranslation.m13*matRotation.m5 + matTranslation.m14*matRotation.m9 + matTranslation.m15*matRotation.m13; + matTransform.m14 = matTranslation.m12*matRotation.m2 + matTranslation.m13*matRotation.m6 + matTranslation.m14*matRotation.m10 + matTranslation.m15*matRotation.m14; + matTransform.m15 = matTranslation.m12*matRotation.m3 + matTranslation.m13*matRotation.m7 + matTranslation.m14*matRotation.m11 + matTranslation.m15*matRotation.m15; + + camera->target.x = camera->position.x - matTransform.m12; + camera->target.y = camera->position.y - matTransform.m13; + camera->target.z = camera->position.z - matTransform.m14; // If movement detected (some key pressed), increase swinging for (int i = 0; i < 6; i++) if (direction[i]) { swingCounter++; break; }