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Fixes target direction for first person camera mode. (#1977)

Co-authored-by: Nikolai Krasheninnikov <nikolai.krasheninnikov@kronshtadt.ru>
pull/1985/head
Nikolay Krasheninnikov hace 3 años
cometido por GitHub
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commit
18d73eef19
No se encontró ninguna clave conocida en la base de datos para esta firma ID de clave GPG: 4AEE18F83AFDEB23
Se han modificado 1 ficheros con 7 adiciones y 4 borrados
  1. +7
    -4
      src/camera.h

+ 7
- 4
src/camera.h Ver fichero

@ -204,6 +204,7 @@ typedef struct {
float targetDistance; // Camera distance from position to target
float playerEyesPosition; // Player eyes position from ground (in meters)
Vector2 angle; // Camera angle in plane XZ
Vector2 previousMousePosition; // Previous mouse position
// Camera movement control keys
int moveControl[6]; // Move controls (CAMERA_FIRST_PERSON)
@ -220,6 +221,7 @@ static CameraData CAMERA = { // Global CAMERA state context
.targetDistance = 0,
.playerEyesPosition = 1.85f,
.angle = { 0 },
.previousMousePosition = { 0 },
.moveControl = { 'W', 'S', 'D', 'A', 'E', 'Q' },
.smoothZoomControl = 341, // raylib: KEY_LEFT_CONTROL
.altControl = 342, // raylib: KEY_LEFT_ALT
@ -263,6 +265,8 @@ void SetCameraMode(Camera camera, int mode)
CAMERA.playerEyesPosition = camera.position.y; // Init player eyes position to camera Y position
CAMERA.previousMousePosition = GetMousePosition(); // Init mouse position
// Lock cursor for first person and third person cameras
if ((mode == CAMERA_FIRST_PERSON) || (mode == CAMERA_THIRD_PERSON)) DisableCursor();
else EnableCursor();
@ -279,7 +283,6 @@ void SetCameraMode(Camera camera, int mode)
void UpdateCamera(Camera *camera)
{
static int swingCounter = 0; // Used for 1st person swinging movement
static Vector2 previousMousePosition = { 0.0f, 0.0f };
// TODO: Compute CAMERA.targetDistance and CAMERA.angle here (?)
@ -302,10 +305,10 @@ void UpdateCamera(Camera *camera)
if (CAMERA.mode != CAMERA_CUSTOM)
{
mousePositionDelta.x = mousePosition.x - previousMousePosition.x;
mousePositionDelta.y = mousePosition.y - previousMousePosition.y;
mousePositionDelta.x = mousePosition.x - CAMERA.previousMousePosition.x;
mousePositionDelta.y = mousePosition.y - CAMERA.previousMousePosition.y;
previousMousePosition = mousePosition;
CAMERA.previousMousePosition = mousePosition;
}
// Support for multiple automatic camera modes

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