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@ -1,8 +1,6 @@ |
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/********************************************************************************************** |
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* |
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* raylib.camera |
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* |
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* Camera Modes Setup and Control Functions |
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* raylib Camera System - Camera Modes Setup and Control Functions |
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* |
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* Copyright (c) 2015 Marc Palau and Ramon Santamaria |
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* |
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@ -23,7 +21,14 @@ |
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* |
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**********************************************************************************************/ |
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#include "camera.h" |
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//#define CAMERA_STANDALONE // NOTE: To use the camera module as standalone lib, just uncomment this line |
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// NOTE: ProcessCamera() should be reviewed to adapt inputs to other systems |
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#if defined(CAMERA_STANDALONE) |
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#include "camera.h" |
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#else |
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#include "raylib.h" |
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#endif |
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#include <math.h> |
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@ -49,7 +54,7 @@ |
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//#define FIRST_PERSON_MOUSE_SENSITIVITY 0.003 |
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#define FIRST_PERSON_FOCUS_DISTANCE 25 |
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#define FIRST_PERSON_MIN_CLAMP 85 |
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#define FIRST_PERSON_MAX_CLAMP -85 |
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#define FIRST_PERSON_MAX_CLAMP -85 |
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#define FIRST_PERSON_STEP_TRIGONOMETRIC_DIVIDER 5.0 |
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#define FIRST_PERSON_STEP_DIVIDER 30.0 |
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@ -61,7 +66,7 @@ |
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//#define THIRD_PERSON_MOUSE_SENSITIVITY 0.003 |
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#define THIRD_PERSON_DISTANCE_CLAMP 1.2 |
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#define THIRD_PERSON_MIN_CLAMP 5 |
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#define THIRD_PERSON_MAX_CLAMP -85 |
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#define THIRD_PERSON_MAX_CLAMP -85 |
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#define THIRD_PERSON_OFFSET (Vector3){ 0.4, 0, 0 } |
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// PLAYER (used by camera) |
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@ -70,23 +75,27 @@ |
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#define PLAYER_DEPTH 0.4 |
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#define PLAYER_MOVEMENT_DIVIDER 20.0 |
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//---------------------------------------------------------------------------------- |
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// Types and Structures Definition |
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//---------------------------------------------------------------------------------- |
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// Camera move modes (first person and third person cameras) |
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typedef enum { MOVE_FRONT = 0, MOVE_LEFT, MOVE_BACK, MOVE_RIGHT, MOVE_UP, MOVE_DOWN } CameraMove; |
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//---------------------------------------------------------------------------------- |
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// Global Variables Definition |
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//---------------------------------------------------------------------------------- |
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static Camera internalCamera = {{2,0,2},{0,0,0},{0,1,0}}; |
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static Vector2 cameraAngle = { 0, 0 }; |
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static float cameraTargetDistance = 5; |
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static Vector3 resetingPosition = { 0, 0, 0 }; |
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static int resetingKey = 'Z'; |
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static Vector2 cameraMousePosition = { 0, 0 }; |
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static Vector2 cameraMouseVariation = { 0, 0 }; |
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static float mouseSensitivity = 0.003; |
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static int cameraMovementController[6] = { 'W', 'A', 'S', 'D', 'E', 'Q' }; |
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static int cameraMovementCounter = 0; |
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static bool cameraUseGravity = true; |
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static int pawnControllingKey = MOUSE_MIDDLE_BUTTON; |
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static int fnControllingKey = KEY_LEFT_ALT; |
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static int smoothZoomControllingKey = KEY_LEFT_CONTROL; |
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static int cameraMoveControl[6] = { 'W', 'A', 'S', 'D', 'E', 'Q' }; |
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static int cameraMoveCounter = 0; |
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static int cameraUseGravity = 1; |
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static int panControlKey = 2; // raylib: MOUSE_MIDDLE_BUTTON |
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static int altControlKey = 342; // raylib: KEY_LEFT_ALT |
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static int smoothZoomControlKey = 341; // raylib: KEY_LEFT_CONTROL |
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static int cameraMode = CAMERA_CUSTOM; |
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@ -95,6 +104,20 @@ static int cameraMode = CAMERA_CUSTOM; |
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//---------------------------------------------------------------------------------- |
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static void ProcessCamera(Camera *camera, Vector3 *playerPosition); |
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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 ProcessCamera()) |
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static Vector2 GetMousePosition() { return (Vector2){ 0, 0}; } |
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static void SetMousePosition(Vector2 pos) {} |
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static int IsMouseButtonDown(int button) { return 0;} |
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static int GetMouseWheelMove() { return 0; } |
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static int GetScreenWidth() { return 1280; } |
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static int GetScreenHeight() { return 720; } |
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static void ShowCursor() {} |
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static void HideCursor() {} |
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static int IsKeyDown(int key) { return 0; } |
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#endif |
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//---------------------------------------------------------------------------------- |
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// Module Functions Definition |
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//---------------------------------------------------------------------------------- |
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@ -145,48 +168,37 @@ Camera UpdateCamera(Vector3 *position) |
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return internalCamera; |
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} |
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void SetCameraControls(int frontKey, int leftKey, int backKey, int rightKey, int upKey, int downKey) |
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void SetCameraMoveControls(int frontKey, int backKey, int leftKey, int rightKey, int upKey, int downKey) |
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{ |
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cameraMovementController[0] = frontKey; |
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cameraMovementController[1] = leftKey; |
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cameraMovementController[2] = backKey; |
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cameraMovementController[3] = rightKey; |
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cameraMovementController[4] = upKey; |
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cameraMovementController[5] = downKey; |
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cameraMoveControl[MOVE_FRONT] = frontKey; |
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cameraMoveControl[MOVE_LEFT] = leftKey; |
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cameraMoveControl[MOVE_BACK] = backKey; |
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cameraMoveControl[MOVE_RIGHT] = rightKey; |
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cameraMoveControl[MOVE_UP] = upKey; |
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cameraMoveControl[MOVE_DOWN] = downKey; |
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} |
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void SetCameraMouseSensitivity(float sensitivity) |
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{ |
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mouseSensitivity = (sensitivity / 10000.0); |
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} |
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void SetCameraResetPosition(Vector3 resetPosition) |
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{ |
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resetingPosition = resetPosition; |
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} |
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void SetCameraResetControl(int resetKey) |
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{ |
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resetingKey = resetKey; |
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} |
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void SetCameraPawnControl(int pawnControlKey) |
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void SetCameraPanControl(int panKey) |
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{ |
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pawnControllingKey = pawnControlKey; |
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panControlKey = panKey; |
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} |
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void SetCameraFnControl(int fnControlKey) |
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void SetCameraAltControl(int altKey) |
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{ |
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fnControllingKey = fnControlKey; |
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altControlKey = altKey; |
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} |
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void SetCameraSmoothZoomControl(int smoothZoomControlKey) |
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void SetCameraSmoothZoomControl(int szKey) |
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{ |
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smoothZoomControllingKey = smoothZoomControlKey; |
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smoothZoomControlKey = szKey; |
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} |
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void SetCameraOrbitalTarget(Vector3 target) |
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void SetCameraTarget(Vector3 target) |
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{ |
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internalCamera.target = target; |
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} |
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@ -197,33 +209,43 @@ void SetCameraOrbitalTarget(Vector3 target) |
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//---------------------------------------------------------------------------------- |
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// Process desired camera mode and controls |
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// NOTE: Camera controls depend on some raylib functions: |
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// Mouse: GetMousePosition(), SetMousePosition(), IsMouseButtonDown(), GetMouseWheelMove() |
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// System: GetScreenWidth(), GetScreenHeight(), ShowCursor(), HideCursor() |
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// Keys: IsKeyDown() |
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static void ProcessCamera(Camera *camera, Vector3 *playerPosition) |
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{ |
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#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB) || defined(PLATFORM_RPI) |
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// Mouse movement detection |
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Vector2 mousePosition = GetMousePosition(); |
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int mouseWheelMove = GetMouseWheelMove(); |
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int panKey = IsMouseButtonDown(panControlKey); // bool value |
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int screenWidth = GetScreenWidth(); |
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int screenHeight = GetScreenHeight(); |
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if ((cameraMode != CAMERA_FREE) && (cameraMode != CAMERA_ORBITAL)) |
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{ |
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HideCursor(); |
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if (GetMousePosition().x < GetScreenHeight() / 3) SetMousePosition((Vector2){ GetScreenWidth() - GetScreenHeight() / 3, GetMousePosition().y}); |
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else if (GetMousePosition().y < GetScreenHeight() / 3) SetMousePosition((Vector2){ GetMousePosition().x, GetScreenHeight() - GetScreenHeight() / 3}); |
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else if (GetMousePosition().x > GetScreenWidth() - GetScreenHeight() / 3) SetMousePosition((Vector2) { GetScreenHeight() / 3, GetMousePosition().y}); |
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else if (GetMousePosition().y > GetScreenHeight() - GetScreenHeight() / 3) SetMousePosition((Vector2){ GetMousePosition().x, GetScreenHeight() / 3}); |
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if (mousePosition.x < screenHeight/3) SetMousePosition((Vector2){ screenWidth - screenHeight/3, mousePosition.y}); |
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else if (mousePosition.y < screenHeight/3) SetMousePosition((Vector2){ mousePosition.x, screenHeight - screenHeight/3}); |
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else if (mousePosition.x > screenWidth - screenHeight/3) SetMousePosition((Vector2) { screenHeight/3, mousePosition.y}); |
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else if (mousePosition.y > screenHeight - screenHeight/3) SetMousePosition((Vector2){ mousePosition.x, screenHeight/3}); |
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else |
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{ |
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cameraMouseVariation.x = GetMousePosition().x - cameraMousePosition.x; |
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cameraMouseVariation.y = GetMousePosition().y - cameraMousePosition.y; |
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cameraMouseVariation.x = mousePosition.x - cameraMousePosition.x; |
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cameraMouseVariation.y = mousePosition.y - cameraMousePosition.y; |
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} |
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} |
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else |
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{ |
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ShowCursor(); |
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cameraMouseVariation.x = GetMousePosition().x - cameraMousePosition.x; |
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cameraMouseVariation.y = GetMousePosition().y - cameraMousePosition.y; |
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cameraMouseVariation.x = mousePosition.x - cameraMousePosition.x; |
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cameraMouseVariation.y = mousePosition.y - cameraMousePosition.y; |
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} |
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cameraMousePosition = GetMousePosition(); |
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cameraMousePosition = mousePosition; |
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// Support for multiple automatic camera modes |
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switch (cameraMode) |
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@ -231,92 +253,93 @@ static void ProcessCamera(Camera *camera, Vector3 *playerPosition) |
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case CAMERA_FREE: |
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{ |
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// Camera zoom |
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if ((cameraTargetDistance < FREE_CAMERA_DISTANCE_MAX_CLAMP) && (GetMouseWheelMove() < 0)) |
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if ((cameraTargetDistance < FREE_CAMERA_DISTANCE_MAX_CLAMP) && (mouseWheelMove < 0)) |
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{ |
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cameraTargetDistance -= (GetMouseWheelMove() * CAMERA_SCROLL_SENSITIVITY); |
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cameraTargetDistance -= (mouseWheelMove*CAMERA_SCROLL_SENSITIVITY); |
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if (cameraTargetDistance > FREE_CAMERA_DISTANCE_MAX_CLAMP) cameraTargetDistance = FREE_CAMERA_DISTANCE_MAX_CLAMP; |
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} |
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// Camera looking down |
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else if ((camera->position.y > camera->target.y) && (cameraTargetDistance == FREE_CAMERA_DISTANCE_MAX_CLAMP) && (GetMouseWheelMove() < 0)) |
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else if ((camera->position.y > camera->target.y) && (cameraTargetDistance == FREE_CAMERA_DISTANCE_MAX_CLAMP) && (mouseWheelMove < 0)) |
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{ |
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camera->target.x += GetMouseWheelMove() * (camera->target.x - camera->position.x) * CAMERA_SCROLL_SENSITIVITY / cameraTargetDistance; |
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camera->target.y += GetMouseWheelMove() * (camera->target.y - camera->position.y) * CAMERA_SCROLL_SENSITIVITY / cameraTargetDistance; |
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camera->target.z += GetMouseWheelMove() * (camera->target.z - camera->position.z) * CAMERA_SCROLL_SENSITIVITY / cameraTargetDistance; |
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camera->target.x += mouseWheelMove*(camera->target.x - camera->position.x)*CAMERA_SCROLL_SENSITIVITY/cameraTargetDistance; |
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camera->target.y += mouseWheelMove*(camera->target.y - camera->position.y)*CAMERA_SCROLL_SENSITIVITY/cameraTargetDistance; |
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camera->target.z += mouseWheelMove*(camera->target.z - camera->position.z)*CAMERA_SCROLL_SENSITIVITY/cameraTargetDistance; |
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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 += GetMouseWheelMove() * (camera->target.x - camera->position.x) * CAMERA_SCROLL_SENSITIVITY / cameraTargetDistance; |
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camera->target.y += GetMouseWheelMove() * (camera->target.y - camera->position.y) * CAMERA_SCROLL_SENSITIVITY / cameraTargetDistance; |
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camera->target.z += GetMouseWheelMove() * (camera->target.z - camera->position.z) * CAMERA_SCROLL_SENSITIVITY / cameraTargetDistance; |
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camera->target.x += mouseWheelMove*(camera->target.x - camera->position.x)*CAMERA_SCROLL_SENSITIVITY/cameraTargetDistance; |
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camera->target.y += mouseWheelMove*(camera->target.y - camera->position.y)*CAMERA_SCROLL_SENSITIVITY/cameraTargetDistance; |
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camera->target.z += mouseWheelMove*(camera->target.z - camera->position.z)*CAMERA_SCROLL_SENSITIVITY/cameraTargetDistance; |
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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) && (GetMouseWheelMove() > 0)) |
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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 -= (GetMouseWheelMove() * CAMERA_SCROLL_SENSITIVITY); |
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cameraTargetDistance -= (mouseWheelMove*CAMERA_SCROLL_SENSITIVITY); |
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if (cameraTargetDistance < FREE_CAMERA_DISTANCE_MIN_CLAMP) cameraTargetDistance = FREE_CAMERA_DISTANCE_MIN_CLAMP; |
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} |
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// Camera looking up |
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else if ((camera->position.y < camera->target.y) && (cameraTargetDistance == FREE_CAMERA_DISTANCE_MAX_CLAMP) && (GetMouseWheelMove() < 0)) |
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else if ((camera->position.y < camera->target.y) && (cameraTargetDistance == FREE_CAMERA_DISTANCE_MAX_CLAMP) && (mouseWheelMove < 0)) |
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{ |
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camera->target.x += GetMouseWheelMove() * (camera->target.x - camera->position.x) * CAMERA_SCROLL_SENSITIVITY / cameraTargetDistance; |
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camera->target.y += GetMouseWheelMove() * (camera->target.y - camera->position.y) * CAMERA_SCROLL_SENSITIVITY / cameraTargetDistance; |
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camera->target.z += GetMouseWheelMove() * (camera->target.z - camera->position.z) * CAMERA_SCROLL_SENSITIVITY / cameraTargetDistance; |
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camera->target.x += mouseWheelMove*(camera->target.x - camera->position.x)*CAMERA_SCROLL_SENSITIVITY/cameraTargetDistance; |
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camera->target.y += mouseWheelMove*(camera->target.y - camera->position.y)*CAMERA_SCROLL_SENSITIVITY/cameraTargetDistance; |
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camera->target.z += mouseWheelMove*(camera->target.z - camera->position.z)*CAMERA_SCROLL_SENSITIVITY/cameraTargetDistance; |
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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 += GetMouseWheelMove() * (camera->target.x - camera->position.x) * CAMERA_SCROLL_SENSITIVITY / cameraTargetDistance; |
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camera->target.y += GetMouseWheelMove() * (camera->target.y - camera->position.y) * CAMERA_SCROLL_SENSITIVITY / cameraTargetDistance; |
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camera->target.z += GetMouseWheelMove() * (camera->target.z - camera->position.z) * CAMERA_SCROLL_SENSITIVITY / cameraTargetDistance; |
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camera->target.x += mouseWheelMove*(camera->target.x - camera->position.x)*CAMERA_SCROLL_SENSITIVITY/cameraTargetDistance; |
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camera->target.y += mouseWheelMove*(camera->target.y - camera->position.y)*CAMERA_SCROLL_SENSITIVITY/cameraTargetDistance; |
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camera->target.z += mouseWheelMove*(camera->target.z - camera->position.z)*CAMERA_SCROLL_SENSITIVITY/cameraTargetDistance; |
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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) && (GetMouseWheelMove() > 0)) |
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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 -= (GetMouseWheelMove() * CAMERA_SCROLL_SENSITIVITY); |
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cameraTargetDistance -= (mouseWheelMove * CAMERA_SCROLL_SENSITIVITY); |
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if (cameraTargetDistance < FREE_CAMERA_DISTANCE_MIN_CLAMP) cameraTargetDistance = FREE_CAMERA_DISTANCE_MIN_CLAMP; |
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} |
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// Inputs |
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if (IsKeyDown(fnControllingKey)) |
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if (IsKeyDown(altControlKey)) |
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{ |
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if (IsKeyDown(smoothZoomControllingKey)) |
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if (IsKeyDown(smoothZoomControlKey)) |
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{ |
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// Camera smooth zoom |
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if (IsMouseButtonDown(pan class="n">pawnControllingKey)) cameraTargetDistance += (cameraMouseVariation.y * FREE_CAMERA_SMOOTH_ZOOM_SENSITIVITY); |
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if (panKey) cameraTargetDistance += (cameraMouseVariation.y*FREE_CAMERA_SMOOTH_ZOOM_SENSITIVITY); |
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} |
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// Camera orientation calculation |
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else if (IsMouseButtonDown(pan class="n">pawnControllingKey)) |
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else if (panKey) |
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{ |
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// Camera orientation calculation |
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// Get the mouse sensitivity |
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cameraAngle.x += cameraMouseVariation.x * -FREE_CAMERA_MOUSE_SENSITIVITY; |
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cameraAngle.y += cameraMouseVariation.y * -FREE_CAMERA_MOUSE_SENSITIVITY; |
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cameraAngle.x += cameraMouseVariation.x*-FREE_CAMERA_MOUSE_SENSITIVITY; |
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cameraAngle.y += cameraMouseVariation.y*-FREE_CAMERA_MOUSE_SENSITIVITY; |
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// Angle clamp |
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if (cameraAngle.y > FREE_CAMERA_MIN_CLAMP * DEG2RAD) cameraAngle.y = FREE_CAMERA_MIN_CLAMP * DEG2RAD; |
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else if (cameraAngle.y < FREE_CAMERA_MAX_CLAMP * DEG2RAD) cameraAngle.y = FREE_CAMERA_MAX_CLAMP * DEG2RAD; |
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if (cameraAngle.y > FREE_CAMERA_MIN_CLAMP*DEG2RAD) cameraAngle.y = FREE_CAMERA_MIN_CLAMP*DEG2RAD; |
|
|
|
else if (cameraAngle.y < FREE_CAMERA_MAX_CLAMP*DEG2RAD) cameraAngle.y = FREE_CAMERA_MAX_CLAMP*DEG2RAD; |
|
|
|
} |
|
|
|
} |
|
|
|
// Paning |
|
|
|
else if (IsMouseButtonDown(pan class="n">pawnControllingKey)) |
|
|
|
else if (panKey) |
|
|
|
{ |
|
|
|
camera->target.x += ((cameraMouseVariation.x * -FREE_CAMERA_MOUSE_SENSITIVITY) * cos(cameraAngle.x) + (cameraMouseVariation.y * FREE_CAMERA_MOUSE_SENSITIVITY) * sin(cameraAngle.x) * sin(cameraAngle.y)) * (cameraTargetDistance / FREE_CAMERA_PANNING_DIVIDER); |
|
|
|
camera->target.y += ((cameraMouseVariation.y * FREE_CAMERA_MOUSE_SENSITIVITY) * cos(cameraAngle.y)) * (cameraTargetDistance / FREE_CAMERA_PANNING_DIVIDER); |
|
|
|
camera->target.z += ((cameraMouseVariation.x * FREE_CAMERA_MOUSE_SENSITIVITY) * sin(cameraAngle.x) + (cameraMouseVariation.y * FREE_CAMERA_MOUSE_SENSITIVITY) * cos(cameraAngle.x) * sin(cameraAngle.y)) * (cameraTargetDistance / FREE_CAMERA_PANNING_DIVIDER); |
|
|
|
camera->target.x += ((cameraMouseVariation.x*-FREE_CAMERA_MOUSE_SENSITIVITY)*cos(cameraAngle.x) + (cameraMouseVariation.y*FREE_CAMERA_MOUSE_SENSITIVITY)*sin(cameraAngle.x)*sin(cameraAngle.y))*(cameraTargetDistance/FREE_CAMERA_PANNING_DIVIDER); |
|
|
|
camera->target.y += ((cameraMouseVariation.y*FREE_CAMERA_MOUSE_SENSITIVITY)*cos(cameraAngle.y))*(cameraTargetDistance/FREE_CAMERA_PANNING_DIVIDER); |
|
|
|
camera->target.z += ((cameraMouseVariation.x*FREE_CAMERA_MOUSE_SENSITIVITY)*sin(cameraAngle.x) + (cameraMouseVariation.y*FREE_CAMERA_MOUSE_SENSITIVITY)*cos(cameraAngle.x)*sin(cameraAngle.y))*(cameraTargetDistance/FREE_CAMERA_PANNING_DIVIDER); |
|
|
|
} |
|
|
|
|
|
|
|
// Focus to center |
|
|
|
if (IsKeyDown(resetingKey)) camera->target = resetingPosition; |
|
|
|
// TODO: Move this function out of the module? |
|
|
|
if (IsKeyDown('Z')) camera->target = (Vector3){ 0, 0, 0 }; |
|
|
|
|
|
|
|
// Camera position update |
|
|
|
camera->position.x = sin(cameraAngle.x) * cameraTargetDistance * cos(cameraAngle.y) + camera->target.x; |
|
|
|
camera->position.x = sin(cameraAngle.x)*cameraTargetDistance*cos(cameraAngle.y) + camera->target.x; |
|
|
|
|
|
|
|
if (cameraAngle.y <= 0) camera->position.y = sin(cameraAngle.y) * cameraTargetDistance * sin(cameraAngle.y) + camera->target.y; |
|
|
|
else camera->position.y = -sin(cameraAngle.y) * cameraTargetDistance * sin(cameraAngle.y) + camera->target.y; |
|
|
|
if (cameraAngle.y <= 0) camera->position.y = sin(cameraAngle.y)*cameraTargetDistance*sin(cameraAngle.y) + camera->target.y; |
|
|
|
else camera->position.y = -sin(cameraAngle.y)*cameraTargetDistance*sin(cameraAngle.y) + camera->target.y; |
|
|
|
|
|
|
|
camera->position.z = cos(cameraAngle.x) * cameraTargetDistance * cos(cameraAngle.y) + camera->target.z; |
|
|
|
camera->position.z = cos(cameraAngle.x)*cameraTargetDistance*cos(cameraAngle.y) + camera->target.z; |
|
|
|
|
|
|
|
} break; |
|
|
|
case CAMERA_ORBITAL: |
|
|
@ -324,126 +347,126 @@ static void ProcessCamera(Camera *camera, Vector3 *playerPosition) |
|
|
|
cameraAngle.x += ORBITAL_CAMERA_SPEED; |
|
|
|
|
|
|
|
// Camera zoom |
|
|
|
cameraTargetDistance -= (GetMouseWheelMove() * CAMERA_SCROLL_SENSITIVITY); |
|
|
|
cameraTargetDistance -= (mouseWheelMove*CAMERA_SCROLL_SENSITIVITY); |
|
|
|
|
|
|
|
// Camera distance clamp |
|
|
|
if (cameraTargetDistance < THIRD_PERSON_DISTANCE_CLAMP) cameraTargetDistance = THIRD_PERSON_DISTANCE_CLAMP; |
|
|
|
|
|
|
|
// Focus to center |
|
|
|
if (IsKeyDown('Z')) camera->target = (Vector3) { 0, 0, 0 }; |
|
|
|
if (IsKeyDown('Z')) camera->target = (Vector3){ 0, 0, 0 }; |
|
|
|
|
|
|
|
// Camera position update |
|
|
|
camera->position.x = sin(cameraAngle.x) * cameraTargetDistance * cos(cameraAngle.y) + camera->target.x; |
|
|
|
camera->position.x = sin(cameraAngle.x)*cameraTargetDistance*cos(cameraAngle.y) + camera->target.x; |
|
|
|
|
|
|
|
if (cameraAngle.y <= 0) camera->position.y = sin(cameraAngle.y) * cameraTargetDistance * sin(cameraAngle.y) + camera->target.y; |
|
|
|
else camera->position.y = -sin(cameraAngle.y) * cameraTargetDistance * sin(cameraAngle.y) + camera->target.y; |
|
|
|
if (cameraAngle.y <= 0) camera->position.y = sin(cameraAngle.y)*cameraTargetDistance*sin(cameraAngle.y) + camera->target.y; |
|
|
|
else camera->position.y = -sin(cameraAngle.y)*cameraTargetDistance*sin(cameraAngle.y) + camera->target.y; |
|
|
|
|
|
|
|
camera->position.z = cos(cameraAngle.x) * cameraTargetDistance * cos(cameraAngle.y) + camera->target.z; |
|
|
|
camera->position.z = cos(cameraAngle.x)*cameraTargetDistance*cos(cameraAngle.y) + camera->target.z; |
|
|
|
|
|
|
|
} break; |
|
|
|
case CAMERA_FIRST_PERSON: |
|
|
|
case CAMERA_THIRD_PERSON: |
|
|
|
{ |
|
|
|
bool isMoving = false; |
|
|
|
int isMoving = 0; |
|
|
|
|
|
|
|
// Keyboard inputs |
|
|
|
if (IsKeyDown(cameraMovementController[0])) |
|
|
|
if (IsKeyDown(cameraMoveControl[MOVE_FRONT])) |
|
|
|
{ |
|
|
|
playerPosition->x -= sin(cameraAngle.x) / PLAYER_MOVEMENT_DIVIDER; |
|
|
|
playerPosition->z -= cos(cameraAngle.x) / PLAYER_MOVEMENT_DIVIDER; |
|
|
|
if (!cameraUseGravity) camera->position.y += sin(cameraAngle.y) / PLAYER_MOVEMENT_DIVIDER; |
|
|
|
playerPosition->x -= sin(cameraAngle.x)/PLAYER_MOVEMENT_DIVIDER; |
|
|
|
playerPosition->z -= cos(cameraAngle.x)/PLAYER_MOVEMENT_DIVIDER; |
|
|
|
|
|
|
|
if (!cameraUseGravity) camera->position.y += sin(cameraAngle.y)/PLAYER_MOVEMENT_DIVIDER; |
|
|
|
|
|
|
|
isMoving = nb">true; |
|
|
|
isMoving = mi">1; |
|
|
|
} |
|
|
|
else if (IsKeyDown(cameraMovementController[2])) |
|
|
|
else if (IsKeyDown(cameraMoveControl[MOVE_BACK])) |
|
|
|
{ |
|
|
|
playerPosition->x += sin(cameraAngle.x) / PLAYER_MOVEMENT_DIVIDER; |
|
|
|
playerPosition->z += cos(cameraAngle.x) / PLAYER_MOVEMENT_DIVIDER; |
|
|
|
if (!cameraUseGravity) camera->position.y -= sin(cameraAngle.y) / PLAYER_MOVEMENT_DIVIDER; |
|
|
|
playerPosition->x += sin(cameraAngle.x)/PLAYER_MOVEMENT_DIVIDER; |
|
|
|
playerPosition->z += cos(cameraAngle.x)/PLAYER_MOVEMENT_DIVIDER; |
|
|
|
|
|
|
|
if (!cameraUseGravity) camera->position.y -= sin(cameraAngle.y)/PLAYER_MOVEMENT_DIVIDER; |
|
|
|
|
|
|
|
isMoving = nb">true; |
|
|
|
isMoving = mi">1; |
|
|
|
} |
|
|
|
|
|
|
|
if (IsKeyDown(cameraMovementController[1])) |
|
|
|
if (IsKeyDown(cameraMoveControl[MOVE_LEFT])) |
|
|
|
{ |
|
|
|
playerPosition->x -= cos(cameraAngle.x) / PLAYER_MOVEMENT_DIVIDER; |
|
|
|
playerPosition->z += sin(cameraAngle.x) / PLAYER_MOVEMENT_DIVIDER; |
|
|
|
playerPosition->x -= cos(cameraAngle.x)/PLAYER_MOVEMENT_DIVIDER; |
|
|
|
playerPosition->z += sin(cameraAngle.x)/PLAYER_MOVEMENT_DIVIDER; |
|
|
|
|
|
|
|
isMoving = nb">true; |
|
|
|
isMoving = mi">1; |
|
|
|
} |
|
|
|
else if (IsKeyDown(cameraMovementController[3])) |
|
|
|
else if (IsKeyDown(cameraMoveControl[MOVE_RIGHT])) |
|
|
|
{ |
|
|
|
playerPosition->x += cos(cameraAngle.x) / PLAYER_MOVEMENT_DIVIDER; |
|
|
|
playerPosition->z -= sin(cameraAngle.x) / PLAYER_MOVEMENT_DIVIDER; |
|
|
|
playerPosition->x += cos(cameraAngle.x)/PLAYER_MOVEMENT_DIVIDER; |
|
|
|
playerPosition->z -= sin(cameraAngle.x)/PLAYER_MOVEMENT_DIVIDER; |
|
|
|
|
|
|
|
isMoving = nb">true; |
|
|
|
isMoving = mi">1; |
|
|
|
} |
|
|
|
|
|
|
|
if (IsKeyDown(cameraMovementController[4])) |
|
|
|
if (IsKeyDown(cameraMoveControl[MOVE_UP])) |
|
|
|
{ |
|
|
|
if (!cameraUseGravity) playerPosition->y += 1 / PLAYER_MOVEMENT_DIVIDER; |
|
|
|
if (!cameraUseGravity) playerPosition->y += 1/PLAYER_MOVEMENT_DIVIDER; |
|
|
|
} |
|
|
|
else if (IsKeyDown(cameraMovementController[5])) |
|
|
|
else if (IsKeyDown(cameraMoveControl[MOVE_DOWN])) |
|
|
|
{ |
|
|
|
if (!cameraUseGravity) playerPosition->y -= 1 / PLAYER_MOVEMENT_DIVIDER; |
|
|
|
if (!cameraUseGravity) playerPosition->y -= 1/PLAYER_MOVEMENT_DIVIDER; |
|
|
|
} |
|
|
|
|
|
|
|
if (cameraMode == CAMERA_THIRD_PERSON) |
|
|
|
{ |
|
|
|
// Camera orientation calculation |
|
|
|
// Get the mouse sensitivity |
|
|
|
cameraAngle.x += cameraMouseVariation.x * -mouseSensitivity; |
|
|
|
cameraAngle.y += cameraMouseVariation.y * -mouseSensitivity; |
|
|
|
cameraAngle.x += cameraMouseVariation.x*-mouseSensitivity; |
|
|
|
cameraAngle.y += cameraMouseVariation.y*-mouseSensitivity; |
|
|
|
|
|
|
|
// Angle clamp |
|
|
|
if (cameraAngle.y > THIRD_PERSON_MIN_CLAMP * DEG2RAD) cameraAngle.y = THIRD_PERSON_MIN_CLAMP * DEG2RAD; |
|
|
|
else if (cameraAngle.y < THIRD_PERSON_MAX_CLAMP * DEG2RAD) cameraAngle.y = THIRD_PERSON_MAX_CLAMP * DEG2RAD; |
|
|
|
if (cameraAngle.y > THIRD_PERSON_MIN_CLAMP*DEG2RAD) cameraAngle.y = THIRD_PERSON_MIN_CLAMP*DEG2RAD; |
|
|
|
else if (cameraAngle.y < THIRD_PERSON_MAX_CLAMP*DEG2RAD) cameraAngle.y = THIRD_PERSON_MAX_CLAMP*DEG2RAD; |
|
|
|
|
|
|
|
// Camera zoom |
|
|
|
cameraTargetDistance -= (GetMouseWheelMove() * CAMERA_SCROLL_SENSITIVITY); |
|
|
|
cameraTargetDistance -= (mouseWheelMove*CAMERA_SCROLL_SENSITIVITY); |
|
|
|
|
|
|
|
// Camera distance clamp |
|
|
|
if (cameraTargetDistance < THIRD_PERSON_DISTANCE_CLAMP) cameraTargetDistance = THIRD_PERSON_DISTANCE_CLAMP; |
|
|
|
|
|
|
|
// Camera is always looking at player |
|
|
|
camera->target.x = playerPosition->x + THIRD_PERSON_OFFSET.x * cos(cameraAngle.x) + THIRD_PERSON_OFFSET.z * sin(cameraAngle.x); |
|
|
|
camera->target.y = playerPosition->y + PLAYER_HEIGHT * FIRST_PERSON_HEIGHT_RELATIVE_EYES_POSITION + THIRD_PERSON_OFFSET.y; |
|
|
|
camera->target.z = playerPosition->z + THIRD_PERSON_OFFSET.z * sin(cameraAngle.x) - THIRD_PERSON_OFFSET.x * sin(cameraAngle.x); |
|
|
|
camera->target.x = playerPosition->x + THIRD_PERSON_OFFSET.x*cos(cameraAngle.x) + THIRD_PERSON_OFFSET.z*sin(cameraAngle.x); |
|
|
|
camera->target.y = playerPosition->y + PLAYER_HEIGHT*FIRST_PERSON_HEIGHT_RELATIVE_EYES_POSITION + THIRD_PERSON_OFFSET.y; |
|
|
|
camera->target.z = playerPosition->z + THIRD_PERSON_OFFSET.z*sin(cameraAngle.x) - THIRD_PERSON_OFFSET.x*sin(cameraAngle.x); |
|
|
|
|
|
|
|
// Camera position update |
|
|
|
camera->position.x = sin(cameraAngle.x) * cameraTargetDistance * cos(cameraAngle.y) + camera->target.x; |
|
|
|
camera->position.x = sin(cameraAngle.x)*cameraTargetDistance*cos(cameraAngle.y) + camera->target.x; |
|
|
|
|
|
|
|
if (cameraAngle.y <= 0) camera->position.y = sin(cameraAngle.y) * cameraTargetDistance * sin(cameraAngle.y) + camera->target.y; |
|
|
|
else camera->position.y = -sin(cameraAngle.y) * cameraTargetDistance * sin(cameraAngle.y) + camera->target.y; |
|
|
|
if (cameraAngle.y <= 0) camera->position.y = sin(cameraAngle.y)*cameraTargetDistance*sin(cameraAngle.y) + camera->target.y; |
|
|
|
else camera->position.y = -sin(cameraAngle.y)*cameraTargetDistance*sin(cameraAngle.y) + camera->target.y; |
|
|
|
|
|
|
|
camera->position.z = cos(cameraAngle.x) * cameraTargetDistance * cos(cameraAngle.y) + camera->target.z; |
|
|
|
camera->position.z = cos(cameraAngle.x)*cameraTargetDistance*cos(cameraAngle.y) + camera->target.z; |
|
|
|
} |
|
|
|
else |
|
|
|
else // CAMERA_FIRST_PERSON |
|
|
|
{ |
|
|
|
if (isMoving) cameraMovementCounter++; |
|
|
|
if (isMoving) cameraMoveCounter++; |
|
|
|
|
|
|
|
// Camera orientation calculation |
|
|
|
// Get the mouse sensitivity |
|
|
|
cameraAngle.x += cameraMouseVariation.x * -mouseSensitivity; |
|
|
|
cameraAngle.y += cameraMouseVariation.y * -mouseSensitivity; |
|
|
|
cameraAngle.x += cameraMouseVariation.x*-mouseSensitivity; |
|
|
|
cameraAngle.y += cameraMouseVariation.y*-mouseSensitivity; |
|
|
|
|
|
|
|
// Angle clamp |
|
|
|
if (cameraAngle.y > FIRST_PERSON_MIN_CLAMP * DEG2RAD) cameraAngle.y = FIRST_PERSON_MIN_CLAMP * DEG2RAD; |
|
|
|
else if (cameraAngle.y < FIRST_PERSON_MAX_CLAMP * DEG2RAD) cameraAngle.y = FIRST_PERSON_MAX_CLAMP * DEG2RAD; |
|
|
|
if (cameraAngle.y > FIRST_PERSON_MIN_CLAMP*DEG2RAD) cameraAngle.y = FIRST_PERSON_MIN_CLAMP*DEG2RAD; |
|
|
|
else if (cameraAngle.y < FIRST_PERSON_MAX_CLAMP*DEG2RAD) cameraAngle.y = FIRST_PERSON_MAX_CLAMP*DEG2RAD; |
|
|
|
|
|
|
|
// Camera is always looking at player |
|
|
|
camera->target.x = camera->position.x - sin(cameraAngle.x) * FIRST_PERSON_FOCUS_DISTANCE; |
|
|
|
camera->target.y = camera->position.y + sin(cameraAngle.y) * FIRST_PERSON_FOCUS_DISTANCE; |
|
|
|
camera->target.z = camera->position.z - cos(cameraAngle.x) * FIRST_PERSON_FOCUS_DISTANCE; |
|
|
|
camera->target.x = camera->position.x - sin(cameraAngle.x)*FIRST_PERSON_FOCUS_DISTANCE; |
|
|
|
camera->target.y = camera->position.y + sin(cameraAngle.y)*FIRST_PERSON_FOCUS_DISTANCE; |
|
|
|
camera->target.z = camera->position.z - cos(cameraAngle.x)*FIRST_PERSON_FOCUS_DISTANCE; |
|
|
|
|
|
|
|
camera->position.x = playerPosition->x; |
|
|
|
camera->position.y = (playerPosition->y + PLAYER_HEIGHT * FIRST_PERSON_HEIGHT_RELATIVE_EYES_POSITION) - sin(cameraMovementCounter / FIRST_PERSON_STEP_TRIGONOMETRIC_DIVIDER) / FIRST_PERSON_STEP_DIVIDER; |
|
|
|
camera->position.y = (playerPosition->y + PLAYER_HEIGHT*FIRST_PERSON_HEIGHT_RELATIVE_EYES_POSITION) - sin(cameraMoveCounter/FIRST_PERSON_STEP_TRIGONOMETRIC_DIVIDER)/FIRST_PERSON_STEP_DIVIDER; |
|
|
|
camera->position.z = playerPosition->z; |
|
|
|
|
|
|
|
camera->up.x = sin(cameraMovementCounter / (FIRST_PERSON_STEP_TRIGONOMETRIC_DIVIDER * 2)) / FIRST_PERSON_WAVING_DIVIDER; |
|
|
|
camera->up.z = -sin(cameraMovementCounter / (FIRST_PERSON_STEP_TRIGONOMETRIC_DIVIDER * 2)) / FIRST_PERSON_WAVING_DIVIDER; |
|
|
|
camera->up.x = sin(cameraMoveCounter/(FIRST_PERSON_STEP_TRIGONOMETRIC_DIVIDER*2))/FIRST_PERSON_WAVING_DIVIDER; |
|
|
|
camera->up.z = -sin(cameraMoveCounter/(FIRST_PERSON_STEP_TRIGONOMETRIC_DIVIDER*2))/FIRST_PERSON_WAVING_DIVIDER; |
|
|
|
} |
|
|
|
} break; |
|
|
|
default: break; |
|
|
|
} |
|
|
|
#endif |
|
|
|
} |
|
|
|
} |