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@ -410,8 +410,7 @@ void UpdateCamera(Camera *camera) |
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} break; |
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} break; |
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case CAMERA_FIRST_PERSON: |
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case CAMERA_FIRST_PERSON: |
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case CAMERA_THIRD_PERSON: |
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{ |
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{ |
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camera->position.x += (sinf(cameraAngle.x)*direction[MOVE_BACK] - |
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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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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_LEFT] + |
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@ -433,7 +432,7 @@ void UpdateCamera(Camera *camera) |
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// Camera orientation calculation |
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// Camera orientation calculation |
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cameraAngle.x += (mousePositionDelta.x*-CAMERA_MOUSE_MOVE_SENSITIVITY); |
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cameraAngle.x += (mousePositionDelta.x*-CAMERA_MOUSE_MOVE_SENSITIVITY); |
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cameraAngle.y += (mousePositionDelta.y*-CAMERA_MOUSE_MOVE_SENSITIVITY); |
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cameraAngle.y += (mousePositionDelta.y*-CAMERA_MOUSE_MOVE_SENSITIVITY); |
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// Angle clamp |
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// Angle clamp |
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if (cameraAngle.y > CAMERA_FIRST_PERSON_MIN_CLAMP*DEG2RAD) cameraAngle.y = CAMERA_FIRST_PERSON_MIN_CLAMP*DEG2RAD; |
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if (cameraAngle.y > CAMERA_FIRST_PERSON_MIN_CLAMP*DEG2RAD) cameraAngle.y = CAMERA_FIRST_PERSON_MIN_CLAMP*DEG2RAD; |
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else if (cameraAngle.y < CAMERA_FIRST_PERSON_MAX_CLAMP*DEG2RAD) cameraAngle.y = CAMERA_FIRST_PERSON_MAX_CLAMP*DEG2RAD; |
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else if (cameraAngle.y < CAMERA_FIRST_PERSON_MAX_CLAMP*DEG2RAD) cameraAngle.y = CAMERA_FIRST_PERSON_MAX_CLAMP*DEG2RAD; |
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@ -442,28 +441,60 @@ void UpdateCamera(Camera *camera) |
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camera->target.x = camera->position.x - sinf(cameraAngle.x)*CAMERA_FIRST_PERSON_FOCUS_DISTANCE; |
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camera->target.x = camera->position.x - sinf(cameraAngle.x)*CAMERA_FIRST_PERSON_FOCUS_DISTANCE; |
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camera->target.y = camera->position.y + sinf(cameraAngle.y)*CAMERA_FIRST_PERSON_FOCUS_DISTANCE; |
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camera->target.y = camera->position.y + sinf(cameraAngle.y)*CAMERA_FIRST_PERSON_FOCUS_DISTANCE; |
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camera->target.z = camera->position.z - cosf(cameraAngle.x)*CAMERA_FIRST_PERSON_FOCUS_DISTANCE; |
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camera->target.z = camera->position.z - cosf(cameraAngle.x)*CAMERA_FIRST_PERSON_FOCUS_DISTANCE; |
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if (cameraMode == CAMERA_FIRST_PERSON) |
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{ |
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if (isMoving) swingCounter++; |
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if (isMoving) swingCounter++; |
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// Camera position update |
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// NOTE: On CAMERA_FIRST_PERSON player Y-movement is limited to player 'eyes position' |
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camera->position.y = playerEyesPosition - sinf(swingCounter/CAMERA_FIRST_PERSON_STEP_TRIGONOMETRIC_DIVIDER)/CAMERA_FIRST_PERSON_STEP_DIVIDER; |
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// Camera position update |
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// NOTE: On CAMERA_FIRST_PERSON player Y-movement is limited to player 'eyes position' |
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camera->position.y = playerEyesPosition - sinf(swingCounter/CAMERA_FIRST_PERSON_STEP_TRIGONOMETRIC_DIVIDER)/CAMERA_FIRST_PERSON_STEP_DIVIDER; |
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camera->up.x = sinf(swingCounter/(CAMERA_FIRST_PERSON_STEP_TRIGONOMETRIC_DIVIDER*2))/CAMERA_FIRST_PERSON_WAVING_DIVIDER; |
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camera->up.z = -sinf(swingCounter/(CAMERA_FIRST_PERSON_STEP_TRIGONOMETRIC_DIVIDER*2))/CAMERA_FIRST_PERSON_WAVING_DIVIDER; |
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} |
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else if (cameraMode == CAMERA_THIRD_PERSON) |
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{ |
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// Camera zoom |
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cameraTargetDistance -= (mouseWheelMove*CAMERA_MOUSE_SCROLL_SENSITIVITY); |
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if (cameraTargetDistance < CAMERA_THIRD_PERSON_DISTANCE_CLAMP) cameraTargetDistance = CAMERA_THIRD_PERSON_DISTANCE_CLAMP; |
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} |
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camera->up.x = sinf(swingCounter/(CAMERA_FIRST_PERSON_STEP_TRIGONOMETRIC_DIVIDER*2))/CAMERA_FIRST_PERSON_WAVING_DIVIDER; |
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camera->up.z = -sinf(swingCounter/(CAMERA_FIRST_PERSON_STEP_TRIGONOMETRIC_DIVIDER*2))/CAMERA_FIRST_PERSON_WAVING_DIVIDER; |
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} break; |
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case CAMERA_THIRD_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.y += (sinf(cameraAngle.y)*direction[MOVE_FRONT] - |
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sinf(cameraAngle.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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bool isMoving = false; // Required for swinging |
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for (int i = 0; i < 6; i++) if (direction[i]) { isMoving = true; break; } |
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// Camera orientation calculation |
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cameraAngle.x += (mousePositionDelta.x*-CAMERA_MOUSE_MOVE_SENSITIVITY); |
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cameraAngle.y += (mousePositionDelta.y*-CAMERA_MOUSE_MOVE_SENSITIVITY); |
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// Angle clamp |
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if (cameraAngle.y > CAMERA_THIRD_PERSON_MIN_CLAMP*DEG2RAD) cameraAngle.y = CAMERA_THIRD_PERSON_MIN_CLAMP*DEG2RAD; |
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else if (cameraAngle.y < CAMERA_THIRD_PERSON_MAX_CLAMP*DEG2RAD) cameraAngle.y = CAMERA_THIRD_PERSON_MAX_CLAMP*DEG2RAD; |
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// Camera zoom |
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cameraTargetDistance -= (mouseWheelMove*CAMERA_MOUSE_SCROLL_SENSITIVITY); |
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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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// TODO: It seems camera->position is not correctly updated or some rounding issue makes the camera move straight to camera->target... |
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camera->position.x = sinf(cameraAngle.x)*cameraTargetDistance*cosf(cameraAngle.y) + camera->target.x; |
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if (cameraAngle.y <= 0.0f) camera->position.y = sinf(cameraAngle.y)*cameraTargetDistance*sinf(cameraAngle.y) + camera->target.y; |
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else camera->position.y = -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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} break; |
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} break; |
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default: break; |
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default: break; |
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} |
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} |
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} |
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} |
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// Set camera pan key to combine with mouse movement (free camera) |
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// Set camera pan key to combine with mouse movement (free camera) |
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