Corrected bug on first person camera

This commit is contained in:
raysan5 2015-08-29 20:20:09 +02:00
parent ecd6f77de7
commit 8692c49511

View file

@ -84,12 +84,12 @@ typedef enum { MOVE_FRONT = 0, MOVE_LEFT, MOVE_BACK, MOVE_RIGHT, MOVE_UP, MOVE_D
//---------------------------------------------------------------------------------- //----------------------------------------------------------------------------------
// Global Variables Definition // Global Variables Definition
//---------------------------------------------------------------------------------- //----------------------------------------------------------------------------------
static Camera internalCamera = {{2,0,2},{0,0,0},{0,1,0}}; static Camera internalCamera = {{2, 0, 2}, {0, 0, 0}, {0, 1, 0}};
static Vector2 cameraAngle = { 0, 0 }; static Vector2 cameraAngle = { 0, 0 };
static float cameraTargetDistance = 5; static float cameraTargetDistance = 5.0f;
static Vector2 cameraMousePosition = { 0, 0 }; static Vector2 cameraMousePosition = { 0, 0 };
static Vector2 cameraMouseVariation = { 0, 0 }; static Vector2 cameraMouseVariation = { 0, 0 };
static float mouseSensitivity = 0.003; static float mouseSensitivity = 0.003f;
static int cameraMoveControl[6] = { 'W', 'A', 'S', 'D', 'E', 'Q' }; static int cameraMoveControl[6] = { 'W', 'A', 'S', 'D', 'E', 'Q' };
static int cameraMoveCounter = 0; static int cameraMoveCounter = 0;
static int cameraUseGravity = 1; static int cameraUseGravity = 1;
@ -234,7 +234,7 @@ void SetCameraMoveControls(int frontKey, int backKey, int leftKey, int rightKey,
// Set camera mouse sensitivity (1st person and 3rd person cameras) // Set camera mouse sensitivity (1st person and 3rd person cameras)
void SetCameraMouseSensitivity(float sensitivity) void SetCameraMouseSensitivity(float sensitivity)
{ {
mouseSensitivity = (sensitivity / 10000.0); mouseSensitivity = (sensitivity/10000.0);
} }
//---------------------------------------------------------------------------------- //----------------------------------------------------------------------------------
@ -278,7 +278,9 @@ static void ProcessCamera(Camera *camera, Vector3 *playerPosition)
cameraMouseVariation.y = mousePosition.y - cameraMousePosition.y; cameraMouseVariation.y = mousePosition.y - cameraMousePosition.y;
} }
cameraMousePosition = mousePosition; // NOTE: We GetMousePosition() again because it can be modified by a previous SetMousePosition() call
// If using directly mousePosition variable we have problems on CAMERA_FIRST_PERSON and CAMERA_THIRD_PERSON
cameraMousePosition = GetMousePosition();
// Support for multiple automatic camera modes // Support for multiple automatic camera modes
switch (cameraMode) switch (cameraMode)
@ -480,8 +482,8 @@ static void ProcessCamera(Camera *camera, Vector3 *playerPosition)
if (isMoving) cameraMoveCounter++; if (isMoving) cameraMoveCounter++;
// Camera orientation calculation // Camera orientation calculation
cameraAngle.x += cameraMouseVariation.x*-mouseSensitivity; cameraAngle.x += (cameraMouseVariation.x * -mouseSensitivity);
cameraAngle.y += cameraMouseVariation.y*-mouseSensitivity; cameraAngle.y += (cameraMouseVariation.y * -mouseSensitivity);
// Angle clamp // Angle clamp
if (cameraAngle.y > FIRST_PERSON_MIN_CLAMP*DEG2RAD) cameraAngle.y = FIRST_PERSON_MIN_CLAMP*DEG2RAD; if (cameraAngle.y > FIRST_PERSON_MIN_CLAMP*DEG2RAD) cameraAngle.y = FIRST_PERSON_MIN_CLAMP*DEG2RAD;