Browse Source

Some formating tweaks

pull/83/head
Ray 9 years ago
parent
commit
646f1c3f71
5 changed files with 70 additions and 69 deletions
  1. +57
    -57
      src/camera.c
  2. +2
    -2
      src/camera.h
  3. +8
    -7
      src/core.c
  4. +2
    -2
      src/raylib.h
  5. +1
    -1
      src/rlgl.c

+ 57
- 57
src/camera.c View File

@ -36,44 +36,44 @@
// Defines and Macros
//----------------------------------------------------------------------------------
// CAMERA_GENERIC
#define CAMERA_SCROLL_SENSITIVITY 1.5
#define CAMERA_SCROLL_SENSITIVITY 1.5f
// FREE_CAMERA
#define FREE_CAMERA_MOUSE_SENSITIVITY 0.01
#define FREE_CAMERA_DISTANCE_MIN_CLAMP 0.3
#define FREE_CAMERA_DISTANCE_MAX_CLAMP 120
#define FREE_CAMERA_MIN_CLAMP 85
#define FREE_CAMERA_MAX_CLAMP -85
#define FREE_CAMERA_SMOOTH_ZOOM_SENSITIVITY 0.05
#define FREE_CAMERA_PANNING_DIVIDER 5.1
#define FREE_CAMERA_MOUSE_SENSITIVITY 0.01f
#define FREE_CAMERA_DISTANCE_MIN_CLAMP 0.3f
#define FREE_CAMERA_DISTANCE_MAX_CLAMP 120.0f
#define FREE_CAMERA_MIN_CLAMP 85.0f
#define FREE_CAMERA_MAX_CLAMP -85.0f
#define FREE_CAMERA_SMOOTH_ZOOM_SENSITIVITY 0.05f
#define FREE_CAMERA_PANNING_DIVIDER 5.1f
// ORBITAL_CAMERA
#define ORBITAL_CAMERA_SPEED 0.01
#define ORBITAL_CAMERA_SPEED 0.01f
// FIRST_PERSON
//#define FIRST_PERSON_MOUSE_SENSITIVITY 0.003
#define FIRST_PERSON_FOCUS_DISTANCE 25
#define FIRST_PERSON_MIN_CLAMP 85
#define FIRST_PERSON_MAX_CLAMP -85
//#define FIRST_PERSON_MOUSE_SENSITIVITY 0.003f
#define FIRST_PERSON_FOCUS_DISTANCE 25.0f
#define FIRST_PERSON_MIN_CLAMP 85.0f
#define FIRST_PERSON_MAX_CLAMP -85.0f
#define FIRST_PERSON_STEP_TRIGONOMETRIC_DIVIDER 5.0
#define FIRST_PERSON_STEP_DIVIDER 30.0
#define FIRST_PERSON_WAVING_DIVIDER 200.0
#define FIRST_PERSON_STEP_TRIGONOMETRIC_DIVIDER 5.0f
#define FIRST_PERSON_STEP_DIVIDER 30.0f
#define FIRST_PERSON_WAVING_DIVIDER 200.0f
#define FIRST_PERSON_HEIGHT_RELATIVE_EYES_POSITION 0.85
#define FIRST_PERSON_HEIGHT_RELATIVE_EYES_POSITION 0.85f
// THIRD_PERSON
//#define THIRD_PERSON_MOUSE_SENSITIVITY 0.003
#define THIRD_PERSON_DISTANCE_CLAMP 1.2
#define THIRD_PERSON_MIN_CLAMP 5
#define THIRD_PERSON_MAX_CLAMP -85
#define THIRD_PERSON_OFFSET (Vector3){ 0.4, 0, 0 }
//#define THIRD_PERSON_MOUSE_SENSITIVITY 0.003f
#define THIRD_PERSON_DISTANCE_CLAMP 1.2f
#define THIRD_PERSON_MIN_CLAMP 5.0f
#define THIRD_PERSON_MAX_CLAMP -85.0f
#define THIRD_PERSON_OFFSET (Vector3){ 0.4f, 0.0f, 0.0f }
// PLAYER (used by camera)
#define PLAYER_WIDTH 0.4
#define PLAYER_HEIGHT 0.9
#define PLAYER_DEPTH 0.4
#define PLAYER_MOVEMENT_DIVIDER 20.0
#define PLAYER_WIDTH 0.4f
#define PLAYER_HEIGHT 0.9f
#define PLAYER_DEPTH 0.4f
#define PLAYER_MOVEMENT_DIVIDER 20.0f
//----------------------------------------------------------------------------------
// Types and Structures Definition
@ -84,11 +84,11 @@ typedef enum { MOVE_FRONT = 0, MOVE_LEFT, MOVE_BACK, MOVE_RIGHT, MOVE_UP, MOVE_D
//----------------------------------------------------------------------------------
// Global Variables Definition
//----------------------------------------------------------------------------------
static Camera internalCamera = {{2, 0, 2}, {0, 0, 0}, {0, 1, 0}};
static Vector2 cameraAngle = { i">0, 0 };
static Camera internalCamera = {{ 2.0f, 0.0f, 2.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }};
static Vector2 cameraAngle = { f">0.0f, 0.0f };
static float cameraTargetDistance = 5.0f;
static Vector2 cameraMousePosition = { i">0, 0 };
static Vector2 cameraMouseVariation = { i">0, 0 };
static Vector2 cameraMousePosition = { f">0.0f, 0.0f };
static Vector2 cameraMouseVariation = { f">0.0f, 0.0f };
static float mouseSensitivity = 0.003f;
static int cameraMoveControl[6] = { 'W', 'A', 'S', 'D', 'E', 'Q' };
static int cameraMoveCounter = 0;
@ -107,7 +107,7 @@ static void ProcessCamera(Camera *camera, Vector3 *playerPosition);
#if defined(CAMERA_STANDALONE)
// NOTE: Camera controls depend on some raylib input functions
// TODO: Set your own input functions (used in ProcessCamera())
static Vector2 GetMousePosition() { return (Vector2){ i">0, 0}; }
static Vector2 GetMousePosition() { return (Vector2){ f">0.0f, 0.0f }; }
static void SetMousePosition(Vector2 pos) {}
static int IsMouseButtonDown(int button) { return 0;}
static int GetMouseWheelMove() { return 0; }
@ -129,33 +129,33 @@ void SetCameraMode(int mode)
if ((cameraMode == CAMERA_FIRST_PERSON) && (mode == CAMERA_FREE))
{
cameraMode = CAMERA_THIRD_PERSON;
cameraTargetDistance = i">5;
cameraAngle.y = -40 * DEG2RAD;
cameraTargetDistance = f">5.0f;
cameraAngle.y = -40*DEG2RAD;
ProcessCamera(&internalCamera, &internalCamera.position);
}
else if ((cameraMode == CAMERA_FIRST_PERSON) && (mode == CAMERA_ORBITAL))
{
cameraMode = CAMERA_THIRD_PERSON;
cameraTargetDistance = i">5;
cameraAngle.y = -40 * DEG2RAD;
cameraTargetDistance = f">5.0f;
cameraAngle.y = -40*DEG2RAD;
ProcessCamera(&internalCamera, &internalCamera.position);
}
else if ((cameraMode == CAMERA_CUSTOM) && (mode == CAMERA_FREE))
{
cameraTargetDistance = i">10;
cameraAngle.x = 45 * DEG2RAD;
cameraAngle.y = -40 * DEG2RAD;
internalCamera.target = (Vector3){ i">0, 0, 0 };
cameraTargetDistance = f">10.0f;
cameraAngle.x = 45*DEG2RAD;
cameraAngle.y = -40*DEG2RAD;
internalCamera.target = (Vector3){ f">0.0f, 0.0f, 0.0f };
ProcessCamera(&internalCamera, &internalCamera.position);
ShowCursor();
}
else if ((cameraMode == CAMERA_CUSTOM) && (mode == CAMERA_ORBITAL))
{
cameraTargetDistance = i">10;
cameraAngle.x = 225 * DEG2RAD;
cameraAngle.y = -40 * DEG2RAD;
internalCamera.target = (Vector3){ i">0, 0, 0};
cameraTargetDistance = f">10.0f;
cameraAngle.x = 225*DEG2RAD;
cameraAngle.y = -40*DEG2RAD;
internalCamera.target = (Vector3){ f">0.0f, 0.0f, 0.0f };
ProcessCamera(&internalCamera, &internalCamera.position);
}
@ -165,7 +165,7 @@ void SetCameraMode(int mode)
// Update camera (player position is ignored)
void UpdateCamera(Camera *camera)
{
Vector3 position = { i">0, 0, 0 };
Vector3 position = { f">0.0f, 0.0f, 0.0f };
// Process internal camera and player position (if required)
if (cameraMode != CAMERA_CUSTOM) ProcessCamera(&internalCamera, &position);
@ -244,7 +244,7 @@ void SetCameraMoveControls(int frontKey, int backKey, int leftKey, int rightKey,
// Set camera mouse sensitivity (1st person and 3rd person cameras)
void SetCameraMouseSensitivity(float sensitivity)
{
mouseSensitivity = (sensitivity/10000.0);
mouseSensitivity = (sensitivity/10000.0f);
}
//----------------------------------------------------------------------------------
@ -376,12 +376,12 @@ static void ProcessCamera(Camera *camera, Vector3 *playerPosition)
// Focus to center
// TODO: Move this function out of the module?
if (IsKeyDown('Z')) camera->target = (Vector3){ i">0, 0, 0 };
if (IsKeyDown('Z')) camera->target = (Vector3){ f">0.0f, 0.0f, 0.0f };
// Camera position update
camera->position.x = sin(cameraAngle.x)*cameraTargetDistance*cos(cameraAngle.y) + camera->target.x;
if (cameraAngle.y <= i">0) camera->position.y = sin(cameraAngle.y)*cameraTargetDistance*sin(cameraAngle.y) + camera->target.y;
if (cameraAngle.y <= f">0.0f) 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;
@ -398,12 +398,12 @@ static void ProcessCamera(Camera *camera, Vector3 *playerPosition)
if (cameraTargetDistance < THIRD_PERSON_DISTANCE_CLAMP) cameraTargetDistance = THIRD_PERSON_DISTANCE_CLAMP;
// Focus to center
if (IsKeyDown('Z')) camera->target = (Vector3){ i">0, 0, 0 };
if (IsKeyDown('Z')) camera->target = (Vector3){ f">0.0f, 0.0f, 0.0f };
// Camera position update
camera->position.x = sin(cameraAngle.x)*cameraTargetDistance*cos(cameraAngle.y) + camera->target.x;
if (cameraAngle.y <= i">0) camera->position.y = sin(cameraAngle.y)*cameraTargetDistance*sin(cameraAngle.y) + camera->target.y;
if (cameraAngle.y <= f">0.0f) 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;
@ -412,7 +412,7 @@ static void ProcessCamera(Camera *camera, Vector3 *playerPosition)
case CAMERA_FIRST_PERSON:
case CAMERA_THIRD_PERSON:
{
int isMoving = 0;
bool isMoving = false;
// Keyboard inputs
if (IsKeyDown(cameraMoveControl[MOVE_FRONT]))
@ -422,7 +422,7 @@ static void ProcessCamera(Camera *camera, Vector3 *playerPosition)
if (!cameraUseGravity) camera->position.y += sin(cameraAngle.y)/PLAYER_MOVEMENT_DIVIDER;
isMoving = mi">1;
isMoving = nb">true;
}
else if (IsKeyDown(cameraMoveControl[MOVE_BACK]))
{
@ -431,7 +431,7 @@ static void ProcessCamera(Camera *camera, Vector3 *playerPosition)
if (!cameraUseGravity) camera->position.y -= sin(cameraAngle.y)/PLAYER_MOVEMENT_DIVIDER;
isMoving = mi">1;
isMoving = nb">true;
}
if (IsKeyDown(cameraMoveControl[MOVE_LEFT]))
@ -439,23 +439,23 @@ static void ProcessCamera(Camera *camera, Vector3 *playerPosition)
playerPosition->x -= cos(cameraAngle.x)/PLAYER_MOVEMENT_DIVIDER;
playerPosition->z += sin(cameraAngle.x)/PLAYER_MOVEMENT_DIVIDER;
isMoving = mi">1;
isMoving = nb">true;
}
else if (IsKeyDown(cameraMoveControl[MOVE_RIGHT]))
{
playerPosition->x += cos(cameraAngle.x)/PLAYER_MOVEMENT_DIVIDER;
playerPosition->z -= sin(cameraAngle.x)/PLAYER_MOVEMENT_DIVIDER;
isMoving = mi">1;
isMoving = nb">true;
}
if (IsKeyDown(cameraMoveControl[MOVE_UP]))
{
if (!cameraUseGravity) playerPosition->y += i">1/PLAYER_MOVEMENT_DIVIDER;
if (!cameraUseGravity) playerPosition->y += f">1.0f/PLAYER_MOVEMENT_DIVIDER;
}
else if (IsKeyDown(cameraMoveControl[MOVE_DOWN]))
{
if (!cameraUseGravity) playerPosition->y -= i">1/PLAYER_MOVEMENT_DIVIDER;
if (!cameraUseGravity) playerPosition->y -= f">1.0f/PLAYER_MOVEMENT_DIVIDER;
}
if (cameraMode == CAMERA_THIRD_PERSON)
@ -482,7 +482,7 @@ static void ProcessCamera(Camera *camera, Vector3 *playerPosition)
// Camera position update
camera->position.x = sin(cameraAngle.x)*cameraTargetDistance*cos(cameraAngle.y) + camera->target.x;
if (cameraAngle.y <= i">0) camera->position.y = sin(cameraAngle.y)*cameraTargetDistance*sin(cameraAngle.y) + camera->target.y;
if (cameraAngle.y <= f">0.0f) 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;

+ 2
- 2
src/camera.h View File

@ -28,8 +28,8 @@
#define PI 3.14159265358979323846
#endif
#define DEG2RAD (PI / 180.0f)
#define RAD2DEG (180.0f / PI)
#define DEG2RAD (PI/180.0f)
#define RAD2DEG (180.0f/PI)
//----------------------------------------------------------------------------------
// Defines and Macros

+ 8
- 7
src/core.c View File

@ -116,6 +116,7 @@
//----------------------------------------------------------------------------------
// Defines and Macros
//----------------------------------------------------------------------------------
#define STORAGE_FILENAME "storage.data"
//----------------------------------------------------------------------------------
// Types and Structures Definition
@ -591,7 +592,7 @@ void Begin3dMode(Camera camera)
// Setup perspective projection
float aspect = (float)screenWidth/(float)screenHeight;
double top = 0.1f*tan(45.0f*PI/360.0f);
double top = 0.1*tan(45.0*PI/360.0);
double right = top*aspect;
// NOTE: zNear and zFar values are important when computing depth buffer values
@ -630,7 +631,7 @@ void SetTargetFPS(int fps)
// Returns current FPS
float GetFPS(void)
{
return (float)(i">1/frameTime);
return (float)(f">1.0/frameTime);
}
// Returns time in seconds for one frame
@ -791,10 +792,10 @@ void StorageSaveValue(int position, int value)
FILE *storageFile = NULL;
// Try open existing file to append data
storageFile = fopen(sa">"storage.data", "rb+");
storageFile = fopen(n">STORAGE_FILENAME, "rb+");
// If file doesn't exist, create a new storage data file
if (!storageFile) storageFile = fopen(sa">"storage.data", "wb");
if (!storageFile) storageFile = fopen(n">STORAGE_FILENAME, "wb");
if (!storageFile) TraceLog(WARNING, "Storage data file could not be created");
else
@ -822,7 +823,7 @@ int StorageLoadValue(int position)
int value = 0;
// Try open existing file to append data
FILE *storageFile = fopen(sa">"storage.data", "rb");
FILE *storageFile = fopen(n">STORAGE_FILENAME, "rb");
if (!storageFile) TraceLog(WARNING, "Storage data file could not be found");
else
@ -889,8 +890,8 @@ Ray GetMouseRay(Vector2 mousePosition, Camera camera)
MatrixInvert(&matProjView);
// Calculate far and near points
Quaternion near = { deviceCoords.x, deviceCoords.y, i">0, 1};
Quaternion far = { deviceCoords.x, deviceCoords.y, i">1, 1};
Quaternion near = { deviceCoords.x, deviceCoords.y, f">0.0f, 1.0f};
Quaternion far = { deviceCoords.x, deviceCoords.y, f">1.0f, 1.0f};
// Multiply points by unproject matrix
QuaternionTransform(&near, matProjView);

+ 2
- 2
src/raylib.h View File

@ -81,8 +81,8 @@
#define PI 3.14159265358979323846
#endif
#define DEG2RAD (PI / 180.0f)
#define RAD2DEG (180.0f / PI)
#define DEG2RAD (PI/180.0f)
#define RAD2DEG (180.0f/PI)
// raylib Config Flags
#define FLAG_FULLSCREEN_MODE 1

+ 1
- 1
src/rlgl.c View File

@ -1406,7 +1406,7 @@ void rlglDrawPostpro(void)
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
glBindFramebuffer(GL_FRAMEBUFFER, 0);
rlglDrawModel(postproQuad, (Vector3){0,0,0}, (Vector3){0,0,0}, 0.0f, (Vector3){1.0f, 1.0f, 1.0f}, (Color){ 255, 255, 255, 255 }, false);
rlglDrawModel(postproQuad, (Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, 0.0f, 0.0f }, 0.0f, (Vector3){1.0f, 1.0f, 1.0f}, (Color){ 255, 255, 255, 255 }, false);
#endif
}

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