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@ -147,7 +147,7 @@ void SetCameraMoveControls(int frontKey, int backKey, |
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#define CAMERA_FREE_PANNING_DIVIDER 5.1f |
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// ORBITAL_CAMERA |
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#define CAMERA_ORBITAL_SPEED 0.01f |
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#define CAMERA_ORBITAL_SPEED 0.01f // Radians per frame |
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// FIRST_PERSON |
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//#define CAMERA_FIRST_PERSON_MOUSE_SENSITIVITY 0.003f |
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@ -159,8 +159,6 @@ void SetCameraMoveControls(int frontKey, int backKey, |
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#define CAMERA_FIRST_PERSON_STEP_DIVIDER 30.0f |
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#define CAMERA_FIRST_PERSON_WAVING_DIVIDER 200.0f |
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#define CAMERA_FIRST_PERSON_HEIGHT_RELATIVE_EYES_POSITION 0.85f |
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// THIRD_PERSON |
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//#define CAMERA_THIRD_PERSON_MOUSE_SENSITIVITY 0.003f |
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#define CAMERA_THIRD_PERSON_DISTANCE_CLAMP 1.2f |
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@ -169,7 +167,7 @@ void SetCameraMoveControls(int frontKey, int backKey, |
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#define CAMERA_THIRD_PERSON_OFFSET (Vector3){ 0.4f, 0.0f, 0.0f } |
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// PLAYER (used by camera) |
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#define PLAYER_MOVEMENT_DIVIDER 20.0f |
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#define PLAYER_MOVEMENT_SENSITIVITY 20.0f |
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//---------------------------------------------------------------------------------- |
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// Types and Structures Definition |
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@ -182,6 +180,7 @@ typedef enum { MOVE_FRONT = 0, MOVE_BACK, MOVE_RIGHT, MOVE_LEFT, MOVE_UP, MOVE_D |
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//---------------------------------------------------------------------------------- |
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static Vector2 cameraAngle = { 0.0f, 0.0f }; // TODO: Remove! Compute it in UpdateCamera() |
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static float cameraTargetDistance = 0.0f; // TODO: Remove! Compute it in UpdateCamera() |
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static float playerEyesPosition = 1.85f; // Default player eyes position from ground (in meters) |
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static int cameraMoveControl[6] = { 'W', 'S', 'D', 'A', 'E', 'Q' }; |
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static int cameraPanControlKey = 2; // raylib: MOUSE_MIDDLE_BUTTON |
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@ -227,16 +226,18 @@ void SetCameraMode(Camera camera, int mode) |
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cameraTargetDistance = sqrt(dx*dx + dy*dy + dz*dz); |
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Vector2 distance = { 0.0f, 0.0f }; |
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distance.x = sqrt(dx*dx + dy*dy); |
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distance.y = sqrt(dx*dx + dz*dz); |
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distance.x = sqrt(dx*dx + dz*dz); |
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distance.y = sqrt(dx*dx + dy*dy); |
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// l">TODO: Review cameraAngle calculation |
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o">//cameraAngle.x = asin(fabs(dx)/distance.x); |
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o">//cameraAngle.y = -asin(fabs(dz)/distance.y); |
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// ">Camera angle calculation |
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cameraAngle.x = asin(fabs(dx)/distance.x); // Camera angle in plane XZ (0 aligned with Z, move positive CCW) |
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n">cameraAngle.y = -asin(fabs(dy)/distance.y); // Camera angle in plane XY (0 aligned with X, move positive CW) |
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// NOTE: Just testing what cameraAngle means |
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cameraAngle.x = 90.0f*DEG2RAD; // Camera angle in plane XZ (0 aligned with Z, move positive CCW) |
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cameraAngle.y = -80.0f*DEG2RAD; // Camera angle in plane XY (0 aligned with X, move positive CW) |
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//cameraAngle.x = 0.0f*DEG2RAD; // Camera angle in plane XZ (0 aligned with Z, move positive CCW) |
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//cameraAngle.y = -60.0f*DEG2RAD; // Camera angle in plane XY (0 aligned with X, move positive CW) |
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playerEyesPosition = camera.position.y; |
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cameraMode = mode; |
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} |
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@ -361,28 +362,34 @@ void UpdateCamera(Camera *camera) |
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} |
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// Input keys checks |
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if (altKey) |
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if (panKey) |
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{ |
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if (szoomKey) // Camera smooth zoom |
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if (altKey) // Alternative key behaviour |
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{ |
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if (panKey) cameraTargetDistance += (mousePositionDelta.y*CAMERA_FREE_SMOOTH_ZOOM_SENSITIVITY); |
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if (szoomKey) |
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{ |
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// Camera smooth zoom |
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cameraTargetDistance += (mousePositionDelta.y*CAMERA_FREE_SMOOTH_ZOOM_SENSITIVITY); |
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} |
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else |
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{ |
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// Camera rotation |
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cameraAngle.x += mousePositionDelta.x*-CAMERA_FREE_MOUSE_SENSITIVITY; |
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cameraAngle.y += mousePositionDelta.y*-CAMERA_FREE_MOUSE_SENSITIVITY; |
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// Angle clamp |
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if (cameraAngle.y > CAMERA_FREE_MIN_CLAMP*DEG2RAD) cameraAngle.y = CAMERA_FREE_MIN_CLAMP*DEG2RAD; |
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else if (cameraAngle.y < CAMERA_FREE_MAX_CLAMP*DEG2RAD) cameraAngle.y = CAMERA_FREE_MAX_CLAMP*DEG2RAD; |
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} |
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} |
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else if (panKey) |
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else |
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{ |
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cameraAngle.x += mousePositionDelta.x*-CAMERA_FREE_MOUSE_SENSITIVITY; |
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cameraAngle.y += mousePositionDelta.y*-CAMERA_FREE_MOUSE_SENSITIVITY; |
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// Angle clamp |
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if (cameraAngle.y > CAMERA_FREE_MIN_CLAMP*DEG2RAD) cameraAngle.y = CAMERA_FREE_MIN_CLAMP*DEG2RAD; |
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else if (cameraAngle.y < CAMERA_FREE_MAX_CLAMP*DEG2RAD) cameraAngle.y = CAMERA_FREE_MAX_CLAMP*DEG2RAD; |
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// Camera panning |
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camera->target.x += ((mousePositionDelta.x*-CAMERA_FREE_MOUSE_SENSITIVITY)*cos(cameraAngle.x) + (mousePositionDelta.y*CAMERA_FREE_MOUSE_SENSITIVITY)*sin(cameraAngle.x)*sin(cameraAngle.y))*(cameraTargetDistance/CAMERA_FREE_PANNING_DIVIDER); |
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camera->target.y += ((mousePositionDelta.y*CAMERA_FREE_MOUSE_SENSITIVITY)*cos(cameraAngle.y))*(cameraTargetDistance/CAMERA_FREE_PANNING_DIVIDER); |
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camera->target.z += ((mousePositionDelta.x*CAMERA_FREE_MOUSE_SENSITIVITY)*sin(cameraAngle.x) + (mousePositionDelta.y*CAMERA_FREE_MOUSE_SENSITIVITY)*cos(cameraAngle.x)*sin(cameraAngle.y))*(cameraTargetDistance/CAMERA_FREE_PANNING_DIVIDER); |
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} |
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} |
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else if (panKey) // Paning |
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{ |
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camera->target.x += ((mousePositionDelta.x*-CAMERA_FREE_MOUSE_SENSITIVITY)*cos(cameraAngle.x) + (mousePositionDelta.y*CAMERA_FREE_MOUSE_SENSITIVITY)*sin(cameraAngle.x)*sin(cameraAngle.y))*(cameraTargetDistance/CAMERA_FREE_PANNING_DIVIDER); |
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camera->target.y += ((mousePositionDelta.y*CAMERA_FREE_MOUSE_SENSITIVITY)*cos(cameraAngle.y))*(cameraTargetDistance/CAMERA_FREE_PANNING_DIVIDER); |
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camera->target.z += ((mousePositionDelta.x*CAMERA_FREE_MOUSE_SENSITIVITY)*sin(cameraAngle.x) + (mousePositionDelta.y*CAMERA_FREE_MOUSE_SENSITIVITY)*cos(cameraAngle.x)*sin(cameraAngle.y))*(cameraTargetDistance/CAMERA_FREE_PANNING_DIVIDER); |
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} |
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} break; |
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case CAMERA_ORBITAL: |
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@ -400,20 +407,20 @@ void UpdateCamera(Camera *camera) |
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camera->position.x += (sin(cameraAngle.x)*direction[MOVE_BACK] - |
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sin(cameraAngle.x)*direction[MOVE_FRONT] - |
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cos(cameraAngle.x)*direction[MOVE_LEFT] + |
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cos(cameraAngle.x)*direction[MOVE_RIGHT])/PLAYER_MOVEMENT_DIVIDER; |
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cos(cameraAngle.x)*direction[MOVE_RIGHT])/PLAYER_MOVEMENT_SENSITIVITY; |
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camera->position.y += (sin(cameraAngle.y)*direction[MOVE_FRONT] - |
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sin(cameraAngle.y)*direction[MOVE_BACK] + |
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1.0f*direction[MOVE_UP] - 1.0f*direction[MOVE_DOWN])/PLAYER_MOVEMENT_DIVIDER; |
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1.0f*direction[MOVE_UP] - 1.0f*direction[MOVE_DOWN])/PLAYER_MOVEMENT_SENSITIVITY; |
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camera->position.z += (cos(cameraAngle.x)*direction[MOVE_BACK] - |
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cos(cameraAngle.x)*direction[MOVE_FRONT] + |
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sin(cameraAngle.x)*direction[MOVE_LEFT] - |
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sin(cameraAngle.x)*direction[MOVE_RIGHT])/PLAYER_MOVEMENT_DIVIDER; |
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sin(cameraAngle.x)*direction[MOVE_RIGHT])/PLAYER_MOVEMENT_SENSITIVITY; |
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bool isMoving = false; // l">TODO: Really required for swinging? |
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bool isMoving = false; // Required for swinging |
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o">//for (int i = 0; i < 6; i++) if (direction[i]) { isMoving = true; break; } |
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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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@ -433,7 +440,7 @@ void UpdateCamera(Camera *camera) |
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// Camera is always looking at player |
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camera->target.x = camera->position.x + CAMERA_THIRD_PERSON_OFFSET.x*cos(cameraAngle.x) + CAMERA_THIRD_PERSON_OFFSET.z*sin(cameraAngle.x); |
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camera->target.y = camera->position.y + CAMERA_FIRST_PERSON_HEIGHT_RELATIVE_EYES_POSITION + CAMERA_THIRD_PERSON_OFFSET.y; |
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camera->target.y = camera->position.y + CAMERA_THIRD_PERSON_OFFSET.y; |
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camera->target.z = camera->position.z + CAMERA_THIRD_PERSON_OFFSET.z*sin(cameraAngle.x) - CAMERA_THIRD_PERSON_OFFSET.x*sin(cameraAngle.x); |
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} |
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else // CAMERA_FIRST_PERSON |
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@ -450,11 +457,8 @@ void UpdateCamera(Camera *camera) |
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if (isMoving) swingCounter++; |
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// Camera position update |
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//camera->position.y = (playerPosition.y + PLAYER_HEIGHT*CAMERA_FIRST_PERSON_HEIGHT_RELATIVE_EYES_POSITION) |
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// - sin(swingCounter/CAMERA_FIRST_PERSON_STEP_TRIGONOMETRIC_DIVIDER)/CAMERA_FIRST_PERSON_STEP_DIVIDER; |
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// TODO: Review limits, avoid moving under the ground (y = 0.0f) and over the 'eyes position', weird movement (rounding issues...) |
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camera->position.y -= sin(swingCounter/CAMERA_FIRST_PERSON_STEP_TRIGONOMETRIC_DIVIDER)/CAMERA_FIRST_PERSON_STEP_DIVIDER; |
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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 - sin(swingCounter/CAMERA_FIRST_PERSON_STEP_TRIGONOMETRIC_DIVIDER)/CAMERA_FIRST_PERSON_STEP_DIVIDER; |
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camera->up.x = sin(swingCounter/(CAMERA_FIRST_PERSON_STEP_TRIGONOMETRIC_DIVIDER*2))/CAMERA_FIRST_PERSON_WAVING_DIVIDER; |
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camera->up.z = -sin(swingCounter/(CAMERA_FIRST_PERSON_STEP_TRIGONOMETRIC_DIVIDER*2))/CAMERA_FIRST_PERSON_WAVING_DIVIDER; |
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