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@ -47,7 +47,13 @@ |
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//---------------------------------------------------------------------------------- |
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//---------------------------------------------------------------------------------- |
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#if defined(CAMERA_STANDALONE) |
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#if defined(CAMERA_STANDALONE) |
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// Camera modes |
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// Camera modes |
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typedef enum { CAMERA_CUSTOM = 0, CAMERA_FREE, CAMERA_ORBITAL, CAMERA_FIRST_PERSON, CAMERA_THIRD_PERSON } CameraMode; |
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typedef enum { |
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CAMERA_CUSTOM = 0, |
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CAMERA_FREE, |
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CAMERA_ORBITAL, |
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CAMERA_FIRST_PERSON, |
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CAMERA_THIRD_PERSON |
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} CameraMode; |
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// Vector2 type |
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// Vector2 type |
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typedef struct Vector2 { |
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typedef struct Vector2 { |
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@ -67,6 +73,7 @@ |
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Vector3 position; |
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Vector3 position; |
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Vector3 target; |
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Vector3 target; |
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Vector3 up; |
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Vector3 up; |
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float fovy; |
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} Camera; |
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} Camera; |
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#endif |
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#endif |
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@ -83,22 +90,16 @@ extern "C" { // Prevents name mangling of functions |
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// Module Functions Declaration |
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// Module Functions Declaration |
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//---------------------------------------------------------------------------------- |
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//---------------------------------------------------------------------------------- |
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#if defined(CAMERA_STANDALONE) |
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#if defined(CAMERA_STANDALONE) |
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void SetCameraMode(int mode); // Set camera mode (multiple camera modes available) |
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void SetCameraMode(n">Camera camera, int mode); // Set camera mode (multiple camera modes available) |
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void UpdateCamera(Camera *camera); // Update camera (player position is ignored) |
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void UpdateCamera(Camera *camera); // Update camera (player position is ignored) |
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void UpdateCameraPlayer(Camera *camera, Vector3 *position); // Update camera and player position (1st person and 3rd person cameras) |
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void SetCameraPosition(Vector3 position); // Set internal camera position |
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void SetCameraTarget(Vector3 target); // Set internal camera target |
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void SetCameraFovy(float fovy); // Set internal camera field-of-view-y |
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// TODO: Do we really need all those functions? |
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void SetCameraPanControl(int panKey); // Set camera pan key to combine with mouse movement (free camera) |
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void SetCameraPanControl(int panKey); // Set camera pan key to combine with mouse movement (free camera) |
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void SetCameraAltControl(int altKey); // Set camera alt key to combine with mouse movement (free camera) |
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void SetCameraAltControl(int altKey); // Set camera alt key to combine with mouse movement (free camera) |
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void SetCameraSmoothZoomControl(int szKey); // Set camera smooth zoom key to combine with mouse (free camera) |
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void SetCameraSmoothZoomControl(int szKey); // Set camera smooth zoom key to combine with mouse (free camera) |
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void SetCameraMoveControls(int frontKey, int backKey, |
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void SetCameraMoveControls(int frontKey, int backKey, |
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int leftKey, int rightKey, |
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int leftKey, int rightKey, |
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int upKey, int downKey); // Set camera move controls (1st person and 3rd person cameras) |
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int upKey, int downKey); // Set camera move controls (1st person and 3rd person cameras) |
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void SetCameraMouseSensitivity(float sensitivity); // Set camera mouse sensitivity (1st person and 3rd person cameras) |
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#endif |
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#endif |
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#ifdef __cplusplus |
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#ifdef __cplusplus |
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@ -133,8 +134,10 @@ void SetCameraMouseSensitivity(float sensitivity); // Set camera mouse |
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//---------------------------------------------------------------------------------- |
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//---------------------------------------------------------------------------------- |
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// Defines and Macros |
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// Defines and Macros |
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//---------------------------------------------------------------------------------- |
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//---------------------------------------------------------------------------------- |
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// CAMERA_GENERIC |
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#define CAMERA_SCROLL_SENSITIVITY 1.5f |
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// Camera mouse movement sensitivity |
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#define CAMERA_MOUSE_MOVE_SENSITIVITY 0.003f |
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#define CAMERA_MOUSE_SCROLL_SENSITIVITY 1.5f |
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// FREE_CAMERA |
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// FREE_CAMERA |
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#define CAMERA_FREE_MOUSE_SENSITIVITY 0.01f |
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#define CAMERA_FREE_MOUSE_SENSITIVITY 0.01f |
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@ -182,20 +185,15 @@ typedef enum { MOVE_FRONT = 0, MOVE_LEFT, MOVE_BACK, MOVE_RIGHT, MOVE_UP, MOVE_D |
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//---------------------------------------------------------------------------------- |
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//---------------------------------------------------------------------------------- |
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// Global Variables Definition |
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// Global Variables Definition |
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//---------------------------------------------------------------------------------- |
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//---------------------------------------------------------------------------------- |
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static Vector2 cameraAngle = { 0.0f, 0.0f }; |
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static float cameraTargetDistance = 5.0f; // TODO: Remove! Use predefined camera->target to camera->position distance |
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static Vector2 cameraMousePosition = { 0.0f, 0.0f }; |
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static Vector2 cameraMouseVariation = { 0.0f, 0.0f }; |
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static Vector2 cameraAngle = { 0.0f, 0.0f }; // TODO: Remove! Compute it in UpdateCamera() using camera->target and camera->position |
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static float cameraTargetDistance = 5.0f; // TODO: Remove! Compute it in UpdateCamera() using camera->target and camera->position |
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static int cameraMoveControl[6] = { 'W', 'A', 'S', 'D', 'E', 'Q' }; |
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static int cameraMoveControl[6] = { 'W', 'A', 'S', 'D', 'E', 'Q' }; |
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static int cameraPanControlKey = 2; // raylib: MOUSE_MIDDLE_BUTTON |
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static int cameraPanControlKey = 2; // raylib: MOUSE_MIDDLE_BUTTON |
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static int cameraAltControlKey = 342; // raylib: KEY_LEFT_ALT |
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static int cameraAltControlKey = 342; // raylib: KEY_LEFT_ALT |
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static int cameraSmoothZoomControlKey = 341; // raylib: KEY_LEFT_CONTROL |
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static int cameraSmoothZoomControlKey = 341; // raylib: KEY_LEFT_CONTROL |
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static int cameraMoveCounter = 0; // Used for 1st person swinging movement |
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static float cameraMouseSensitivity = 0.003f; // How sensible is camera movement to mouse movement |
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static int cameraMode = CAMERA_CUSTOM; // Current internal camera mode |
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static int cameraMode = CAMERA_CUSTOM; // Current camera mode |
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//---------------------------------------------------------------------------------- |
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//---------------------------------------------------------------------------------- |
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// Module specific Functions Declaration |
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// Module specific Functions Declaration |
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@ -219,45 +217,21 @@ static int IsKeyDown(int key) { return 0; } |
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//---------------------------------------------------------------------------------- |
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//---------------------------------------------------------------------------------- |
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// Select camera mode (multiple camera modes available) |
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// Select camera mode (multiple camera modes available) |
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// TODO: Review hardcoded values when changing modes... |
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void SetCameraMode(int mode) |
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void SetCameraMode(Camera camera, int mode) |
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{ |
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{ |
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if ((cameraMode == CAMERA_FIRST_PERSON) && (mode == CAMERA_FREE)) |
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{ |
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cameraTargetDistance = 5.0f; // TODO: Review hardcode! |
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cameraAngle.y = -40*DEG2RAD; |
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} |
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else if ((cameraMode == CAMERA_FIRST_PERSON) && (mode == CAMERA_ORBITAL)) |
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{ |
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cameraTargetDistance = 5.0f; // TODO: Review hardcode! |
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cameraAngle.y = -40*DEG2RAD; |
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} |
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else if ((cameraMode == CAMERA_CUSTOM) && (mode == CAMERA_FREE)) |
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{ |
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cameraTargetDistance = 10.0f; // TODO: Review hardcode! |
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cameraAngle.x = 45*DEG2RAD; |
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cameraAngle.y = -40*DEG2RAD; |
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ShowCursor(); |
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} |
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else if ((cameraMode == CAMERA_CUSTOM) && (mode == CAMERA_ORBITAL)) |
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{ |
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//cameraTargetDistance = 10.0f; // TODO: Review hardcode! |
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cameraAngle.x = 225*DEG2RAD; |
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cameraAngle.y = -40*DEG2RAD; |
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} |
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/* |
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Vector3 v1 = internalCamera.position; |
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Vector3 v2 = internalCamera.target; |
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// TODO: cameraTargetDistance and cameraAngle should be |
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// calculated using camera parameters on UpdateCamera() |
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Vector3 v1 = camera.position; |
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Vector3 v2 = camera.target; |
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float dx = v2.x - v1.x; |
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float dx = v2.x - v1.x; |
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float dy = v2.y - v1.y; |
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float dy = v2.y - v1.y; |
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float dz = v2.z - v1.z; |
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float dz = v2.z - v1.z; |
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cameraTargetDistance = sqrt(dx*dx + dy*dy + dz*dz); |
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cameraTargetDistance = sqrt(dx*dx + dy*dy + dz*dz); |
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err">*/ |
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cameraAngle.y = -40*DEG2RAD; |
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cameraMode = mode; |
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cameraMode = mode; |
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} |
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} |
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@ -266,48 +240,73 @@ void SetCameraMode(int mode) |
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// Mouse: GetMousePosition(), SetMousePosition(), IsMouseButtonDown(), GetMouseWheelMove() |
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// Mouse: GetMousePosition(), SetMousePosition(), IsMouseButtonDown(), GetMouseWheelMove() |
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// System: GetScreenWidth(), GetScreenHeight(), ShowCursor(), HideCursor() |
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// System: GetScreenWidth(), GetScreenHeight(), ShowCursor(), HideCursor() |
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// Keys: IsKeyDown() |
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// Keys: IsKeyDown() |
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// TODO: Consider touch inputs for camera! |
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// TODO: Port to quaternion-based camera! |
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void UpdateCamera(Camera *camera) |
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void UpdateCamera(Camera *camera) |
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{ |
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{ |
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static int swingCounter = 0; // Used for 1st person swinging movement |
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static Vector2 previousMousePosition = { 0.0f, 0.0f }; |
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// TODO: Compute cameraTargetDistance and cameraAngle |
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// NOTE: If cameraTargetDistance and cameraAngle change, camera->position is accordingly updated |
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/* |
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/* |
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if (cameraMode != CAMERA_CUSTOM) |
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{ |
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} |
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Vector2 cameraAngle = { 0.0f, 0.0f }; |
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float cameraTargetDistance = 0.0f; |
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float dx = camera->target.x - camera->position.x; |
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float dy = camera->target.y - camera->position.y; |
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float dz = camera->target.z - camera->position.z; |
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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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cameraAngle.x = asin(fabs(dx)/distance.x); |
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cameraAngle.y = asin(fabs(dz)/distance.y); |
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*/ |
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*/ |
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// Mouse movement detection |
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// Mouse movement detection |
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Vector2 mousePositionDelta = { 0.0f, 0.0f }; |
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Vector2 mousePosition = GetMousePosition(); |
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Vector2 mousePosition = GetMousePosition(); |
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int mouseWheelMove = GetMouseWheelMove(); |
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int mouseWheelMove = GetMouseWheelMove(); |
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int panKey = IsMouseButtonDown(cameraPanControlKey); // bool value |
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int panKey = IsMouseButtonDown(cameraPanControlKey); // 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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if (cameraMode != CAMERA_CUSTOM) |
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{ |
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{ |
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HideCursor(); |
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// Get screen size |
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int screenWidth = GetScreenWidth(); |
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int screenHeight = GetScreenHeight(); |
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if ((cameraMode == CAMERA_FIRST_PERSON) || |
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(cameraMode == CAMERA_THIRD_PERSON)) |
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{ |
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HideCursor(); |
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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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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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mousePositionDelta.x = mousePosition.x - previousMousePosition.x; |
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mousePositionDelta.y = mousePosition.y - previousMousePosition.y; |
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} |
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} |
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else // CAMERA_FREE, CAMERA_ORBITAL |
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{ |
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{ |
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cameraMouseVariation.x = mousePosition.x - cameraMousePosition.x; |
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cameraMouseVariation.y = mousePosition.y - cameraMousePosition.y; |
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ShowCursor(); |
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mousePositionDelta.x = mousePosition.x - previousMousePosition.x; |
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mousePositionDelta.y = mousePosition.y - previousMousePosition.y; |
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} |
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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 = mousePosition.x - cameraMousePosition.x; |
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cameraMouseVariation.y = mousePosition.y - cameraMousePosition.y; |
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// NOTE: We GetMousePosition() again because it can be modified by a previous SetMousePosition() call |
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// If using directly mousePosition variable we have problems on CAMERA_FIRST_PERSON and CAMERA_THIRD_PERSON |
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previousMousePosition = GetMousePosition(); |
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} |
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} |
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// NOTE: We GetMousePosition() again because it can be modified by a previous SetMousePosition() call |
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// If using directly mousePosition variable we have problems on CAMERA_FIRST_PERSON and CAMERA_THIRD_PERSON |
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cameraMousePosition = GetMousePosition(); |
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// Support for multiple automatic camera modes |
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// Support for multiple automatic camera modes |
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switch (cameraMode) |
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switch (cameraMode) |
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{ |
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{ |
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@ -316,48 +315,48 @@ void UpdateCamera(Camera *camera) |
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// Camera zoom |
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// Camera zoom |
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if ((cameraTargetDistance < CAMERA_FREE_DISTANCE_MAX_CLAMP) && (mouseWheelMove < 0)) |
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if ((cameraTargetDistance < CAMERA_FREE_DISTANCE_MAX_CLAMP) && (mouseWheelMove < 0)) |
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{ |
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{ |
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cameraTargetDistance -= (mouseWheelMove*CAMERA_SCROLL_SENSITIVITY); |
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cameraTargetDistance -= (mouseWheelMove*CAMERA_MOUSE_SCROLL_SENSITIVITY); |
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if (cameraTargetDistance > CAMERA_FREE_DISTANCE_MAX_CLAMP) cameraTargetDistance = CAMERA_FREE_DISTANCE_MAX_CLAMP; |
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if (cameraTargetDistance > CAMERA_FREE_DISTANCE_MAX_CLAMP) cameraTargetDistance = CAMERA_FREE_DISTANCE_MAX_CLAMP; |
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} |
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} |
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// Camera looking down |
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// Camera looking down |
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else if ((camera->position.y > camera->target.y) && (cameraTargetDistance == CAMERA_FREE_DISTANCE_MAX_CLAMP) && (mouseWheelMove < 0)) |
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else if ((camera->position.y > camera->target.y) && (cameraTargetDistance == CAMERA_FREE_DISTANCE_MAX_CLAMP) && (mouseWheelMove < 0)) |
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{ |
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{ |
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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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camera->target.x += mouseWheelMove*(camera->target.x - camera->position.x)*CAMERA_MOUSE_SCROLL_SENSITIVITY/cameraTargetDistance; |
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camera->target.y += mouseWheelMove*(camera->target.y - camera->position.y)*CAMERA_MOUSE_SCROLL_SENSITIVITY/cameraTargetDistance; |
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camera->target.z += mouseWheelMove*(camera->target.z - camera->position.z)*CAMERA_MOUSE_SCROLL_SENSITIVITY/cameraTargetDistance; |
|
|
} |
|
|
} |
|
|
else if ((camera->position.y > camera->target.y) && (camera->target.y >= 0)) |
|
|
else if ((camera->position.y > camera->target.y) && (camera->target.y >= 0)) |
|
|
{ |
|
|
{ |
|
|
camera->target.x += mouseWheelMove*(camera->target.x - camera->position.x)*CAMERA_SCROLL_SENSITIVITY/cameraTargetDistance; |
|
|
|
|
|
camera->target.y += mouseWheelMove*(camera->target.y - camera->position.y)*CAMERA_SCROLL_SENSITIVITY/cameraTargetDistance; |
|
|
|
|
|
camera->target.z += mouseWheelMove*(camera->target.z - camera->position.z)*CAMERA_SCROLL_SENSITIVITY/cameraTargetDistance; |
|
|
|
|
|
|
|
|
camera->target.x += mouseWheelMove*(camera->target.x - camera->position.x)*CAMERA_MOUSE_SCROLL_SENSITIVITY/cameraTargetDistance; |
|
|
|
|
|
camera->target.y += mouseWheelMove*(camera->target.y - camera->position.y)*CAMERA_MOUSE_SCROLL_SENSITIVITY/cameraTargetDistance; |
|
|
|
|
|
camera->target.z += mouseWheelMove*(camera->target.z - camera->position.z)*CAMERA_MOUSE_SCROLL_SENSITIVITY/cameraTargetDistance; |
|
|
|
|
|
|
|
|
// if (camera->target.y < 0) camera->target.y = -0.001; |
|
|
// if (camera->target.y < 0) camera->target.y = -0.001; |
|
|
} |
|
|
} |
|
|
else if ((camera->position.y > camera->target.y) && (camera->target.y < 0) && (mouseWheelMove > 0)) |
|
|
else if ((camera->position.y > camera->target.y) && (camera->target.y < 0) && (mouseWheelMove > 0)) |
|
|
{ |
|
|
{ |
|
|
cameraTargetDistance -= (mouseWheelMove*CAMERA_SCROLL_SENSITIVITY); |
|
|
|
|
|
|
|
|
cameraTargetDistance -= (mouseWheelMove*CAMERA_MOUSE_SCROLL_SENSITIVITY); |
|
|
if (cameraTargetDistance < CAMERA_FREE_DISTANCE_MIN_CLAMP) cameraTargetDistance = CAMERA_FREE_DISTANCE_MIN_CLAMP; |
|
|
if (cameraTargetDistance < CAMERA_FREE_DISTANCE_MIN_CLAMP) cameraTargetDistance = CAMERA_FREE_DISTANCE_MIN_CLAMP; |
|
|
} |
|
|
} |
|
|
// Camera looking up |
|
|
// Camera looking up |
|
|
else if ((camera->position.y < camera->target.y) && (cameraTargetDistance == CAMERA_FREE_DISTANCE_MAX_CLAMP) && (mouseWheelMove < 0)) |
|
|
else if ((camera->position.y < camera->target.y) && (cameraTargetDistance == CAMERA_FREE_DISTANCE_MAX_CLAMP) && (mouseWheelMove < 0)) |
|
|
{ |
|
|
{ |
|
|
camera->target.x += mouseWheelMove*(camera->target.x - camera->position.x)*CAMERA_SCROLL_SENSITIVITY/cameraTargetDistance; |
|
|
|
|
|
camera->target.y += mouseWheelMove*(camera->target.y - camera->position.y)*CAMERA_SCROLL_SENSITIVITY/cameraTargetDistance; |
|
|
|
|
|
camera->target.z += mouseWheelMove*(camera->target.z - camera->position.z)*CAMERA_SCROLL_SENSITIVITY/cameraTargetDistance; |
|
|
|
|
|
|
|
|
camera->target.x += mouseWheelMove*(camera->target.x - camera->position.x)*CAMERA_MOUSE_SCROLL_SENSITIVITY/cameraTargetDistance; |
|
|
|
|
|
camera->target.y += mouseWheelMove*(camera->target.y - camera->position.y)*CAMERA_MOUSE_SCROLL_SENSITIVITY/cameraTargetDistance; |
|
|
|
|
|
camera->target.z += mouseWheelMove*(camera->target.z - camera->position.z)*CAMERA_MOUSE_SCROLL_SENSITIVITY/cameraTargetDistance; |
|
|
} |
|
|
} |
|
|
else if ((camera->position.y < camera->target.y) && (camera->target.y <= 0)) |
|
|
else if ((camera->position.y < camera->target.y) && (camera->target.y <= 0)) |
|
|
{ |
|
|
{ |
|
|
camera->target.x += mouseWheelMove*(camera->target.x - camera->position.x)*CAMERA_SCROLL_SENSITIVITY/cameraTargetDistance; |
|
|
|
|
|
camera->target.y += mouseWheelMove*(camera->target.y - camera->position.y)*CAMERA_SCROLL_SENSITIVITY/cameraTargetDistance; |
|
|
|
|
|
camera->target.z += mouseWheelMove*(camera->target.z - camera->position.z)*CAMERA_SCROLL_SENSITIVITY/cameraTargetDistance; |
|
|
|
|
|
|
|
|
camera->target.x += mouseWheelMove*(camera->target.x - camera->position.x)*CAMERA_MOUSE_SCROLL_SENSITIVITY/cameraTargetDistance; |
|
|
|
|
|
camera->target.y += mouseWheelMove*(camera->target.y - camera->position.y)*CAMERA_MOUSE_SCROLL_SENSITIVITY/cameraTargetDistance; |
|
|
|
|
|
camera->target.z += mouseWheelMove*(camera->target.z - camera->position.z)*CAMERA_MOUSE_SCROLL_SENSITIVITY/cameraTargetDistance; |
|
|
|
|
|
|
|
|
// if (camera->target.y > 0) camera->target.y = 0.001; |
|
|
// if (camera->target.y > 0) camera->target.y = 0.001; |
|
|
} |
|
|
} |
|
|
else if ((camera->position.y < camera->target.y) && (camera->target.y > 0) && (mouseWheelMove > 0)) |
|
|
else if ((camera->position.y < camera->target.y) && (camera->target.y > 0) && (mouseWheelMove > 0)) |
|
|
{ |
|
|
{ |
|
|
cameraTargetDistance -= (mouseWheelMove*CAMERA_SCROLL_SENSITIVITY); |
|
|
|
|
|
|
|
|
cameraTargetDistance -= (mouseWheelMove*CAMERA_MOUSE_SCROLL_SENSITIVITY); |
|
|
if (cameraTargetDistance < CAMERA_FREE_DISTANCE_MIN_CLAMP) cameraTargetDistance = CAMERA_FREE_DISTANCE_MIN_CLAMP; |
|
|
if (cameraTargetDistance < CAMERA_FREE_DISTANCE_MIN_CLAMP) cameraTargetDistance = CAMERA_FREE_DISTANCE_MIN_CLAMP; |
|
|
} |
|
|
} |
|
|
|
|
|
|
|
@ -367,15 +366,15 @@ void UpdateCamera(Camera *camera) |
|
|
if (IsKeyDown(cameraSmoothZoomControlKey)) |
|
|
if (IsKeyDown(cameraSmoothZoomControlKey)) |
|
|
{ |
|
|
{ |
|
|
// Camera smooth zoom |
|
|
// Camera smooth zoom |
|
|
if (panKey) cameraTargetDistance += (cameraMouseVariation.y*CAMERA_FREE_SMOOTH_ZOOM_SENSITIVITY); |
|
|
|
|
|
|
|
|
if (panKey) cameraTargetDistance += (mousePositionDelta.y*CAMERA_FREE_SMOOTH_ZOOM_SENSITIVITY); |
|
|
} |
|
|
} |
|
|
// Camera orientation calculation |
|
|
// Camera orientation calculation |
|
|
else if (panKey) |
|
|
else if (panKey) |
|
|
{ |
|
|
{ |
|
|
// Camera orientation calculation |
|
|
// Camera orientation calculation |
|
|
// Get the mouse sensitivity |
|
|
// Get the mouse sensitivity |
|
|
cameraAngle.x += cameraMouseVariation.x*-CAMERA_FREE_MOUSE_SENSITIVITY; |
|
|
|
|
|
cameraAngle.y += cameraMouseVariation.y*-CAMERA_FREE_MOUSE_SENSITIVITY; |
|
|
|
|
|
|
|
|
cameraAngle.x += mousePositionDelta.x*-CAMERA_FREE_MOUSE_SENSITIVITY; |
|
|
|
|
|
cameraAngle.y += mousePositionDelta.y*-CAMERA_FREE_MOUSE_SENSITIVITY; |
|
|
|
|
|
|
|
|
// Angle clamp |
|
|
// Angle clamp |
|
|
if (cameraAngle.y > CAMERA_FREE_MIN_CLAMP*DEG2RAD) cameraAngle.y = CAMERA_FREE_MIN_CLAMP*DEG2RAD; |
|
|
if (cameraAngle.y > CAMERA_FREE_MIN_CLAMP*DEG2RAD) cameraAngle.y = CAMERA_FREE_MIN_CLAMP*DEG2RAD; |
|
@ -385,9 +384,9 @@ void UpdateCamera(Camera *camera) |
|
|
// Paning |
|
|
// Paning |
|
|
else if (panKey) |
|
|
else if (panKey) |
|
|
{ |
|
|
{ |
|
|
camera->target.x += ((cameraMouseVariation.x*-CAMERA_FREE_MOUSE_SENSITIVITY)*cos(cameraAngle.x) + (cameraMouseVariation.y*CAMERA_FREE_MOUSE_SENSITIVITY)*sin(cameraAngle.x)*sin(cameraAngle.y))*(cameraTargetDistance/CAMERA_FREE_PANNING_DIVIDER); |
|
|
|
|
|
camera->target.y += ((cameraMouseVariation.y*CAMERA_FREE_MOUSE_SENSITIVITY)*cos(cameraAngle.y))*(cameraTargetDistance/CAMERA_FREE_PANNING_DIVIDER); |
|
|
|
|
|
camera->target.z += ((cameraMouseVariation.x*CAMERA_FREE_MOUSE_SENSITIVITY)*sin(cameraAngle.x) + (cameraMouseVariation.y*CAMERA_FREE_MOUSE_SENSITIVITY)*cos(cameraAngle.x)*sin(cameraAngle.y))*(cameraTargetDistance/CAMERA_FREE_PANNING_DIVIDER); |
|
|
|
|
|
|
|
|
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); |
|
|
|
|
|
camera->target.y += ((mousePositionDelta.y*CAMERA_FREE_MOUSE_SENSITIVITY)*cos(cameraAngle.y))*(cameraTargetDistance/CAMERA_FREE_PANNING_DIVIDER); |
|
|
|
|
|
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); |
|
|
} |
|
|
} |
|
|
|
|
|
|
|
|
// Focus to center |
|
|
// Focus to center |
|
@ -396,10 +395,8 @@ void UpdateCamera(Camera *camera) |
|
|
|
|
|
|
|
|
// Camera position update |
|
|
// 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 <= 0.0f) camera->position.y = sin(cameraAngle.y)*cameraTargetDistance*sin(cameraAngle.y) + camera->target.y; |
|
|
if (cameraAngle.y <= 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; |
|
|
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; |
|
|
} break; |
|
@ -408,7 +405,7 @@ void UpdateCamera(Camera *camera) |
|
|
cameraAngle.x += CAMERA_ORBITAL_SPEED; |
|
|
cameraAngle.x += CAMERA_ORBITAL_SPEED; |
|
|
|
|
|
|
|
|
// Camera zoom |
|
|
// Camera zoom |
|
|
cameraTargetDistance -= (mouseWheelMove*CAMERA_SCROLL_SENSITIVITY); |
|
|
|
|
|
|
|
|
cameraTargetDistance -= (mouseWheelMove*CAMERA_MOUSE_SCROLL_SENSITIVITY); |
|
|
|
|
|
|
|
|
// Camera distance clamp |
|
|
// Camera distance clamp |
|
|
if (cameraTargetDistance < CAMERA_THIRD_PERSON_DISTANCE_CLAMP) cameraTargetDistance = CAMERA_THIRD_PERSON_DISTANCE_CLAMP; |
|
|
if (cameraTargetDistance < CAMERA_THIRD_PERSON_DISTANCE_CLAMP) cameraTargetDistance = CAMERA_THIRD_PERSON_DISTANCE_CLAMP; |
|
@ -417,19 +414,20 @@ void UpdateCamera(Camera *camera) |
|
|
if (IsKeyDown('Z')) camera->target = (Vector3){ 0.0f, 0.0f, 0.0f }; |
|
|
if (IsKeyDown('Z')) camera->target = (Vector3){ 0.0f, 0.0f, 0.0f }; |
|
|
|
|
|
|
|
|
// Camera position update |
|
|
// Camera position update |
|
|
|
|
|
// TODO: It seems camera->position is not correctly updated or some rounding issue makes the camera move straight to camera->target... |
|
|
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 <= 0.0f) camera->position.y = sin(cameraAngle.y)*cameraTargetDistance*sin(cameraAngle.y) + camera->target.y; |
|
|
if (cameraAngle.y <= 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; |
|
|
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; |
|
|
} break; |
|
|
case CAMERA_FIRST_PERSON: |
|
|
case CAMERA_FIRST_PERSON: |
|
|
case CAMERA_THIRD_PERSON: |
|
|
case CAMERA_THIRD_PERSON: |
|
|
{ |
|
|
{ |
|
|
bool isMoving = false; |
|
|
|
|
|
|
|
|
bool isMoving = false; // TODO: Really required for swinging? |
|
|
|
|
|
|
|
|
|
|
|
// TODO: Get movement direction value [-1, 0, 1] in XZ and just multiply |
|
|
|
|
|
|
|
|
// Keyboard inputs |
|
|
// Keyboard inputs |
|
|
if (IsKeyDown(cameraMoveControl[MOVE_FRONT])) |
|
|
if (IsKeyDown(cameraMoveControl[MOVE_FRONT])) |
|
|
{ |
|
|
{ |
|
@ -469,15 +467,15 @@ void UpdateCamera(Camera *camera) |
|
|
if (cameraMode == CAMERA_THIRD_PERSON) |
|
|
if (cameraMode == CAMERA_THIRD_PERSON) |
|
|
{ |
|
|
{ |
|
|
// Camera orientation calculation |
|
|
// Camera orientation calculation |
|
|
cameraAngle.x += cameraMouseVariation.x*-cameraMouseSensitivity; |
|
|
|
|
|
cameraAngle.y += cameraMouseVariation.y*-cameraMouseSensitivity; |
|
|
|
|
|
|
|
|
cameraAngle.x += mousePositionDelta.x*-CAMERA_MOUSE_MOVE_SENSITIVITY; |
|
|
|
|
|
cameraAngle.y += mousePositionDelta.y*-CAMERA_MOUSE_MOVE_SENSITIVITY; |
|
|
|
|
|
|
|
|
// Angle clamp |
|
|
// Angle clamp |
|
|
if (cameraAngle.y > CAMERA_THIRD_PERSON_MIN_CLAMP*DEG2RAD) cameraAngle.y = CAMERA_THIRD_PERSON_MIN_CLAMP*DEG2RAD; |
|
|
if (cameraAngle.y > CAMERA_THIRD_PERSON_MIN_CLAMP*DEG2RAD) cameraAngle.y = CAMERA_THIRD_PERSON_MIN_CLAMP*DEG2RAD; |
|
|
else if (cameraAngle.y < CAMERA_THIRD_PERSON_MAX_CLAMP*DEG2RAD) cameraAngle.y = CAMERA_THIRD_PERSON_MAX_CLAMP*DEG2RAD; |
|
|
else if (cameraAngle.y < CAMERA_THIRD_PERSON_MAX_CLAMP*DEG2RAD) cameraAngle.y = CAMERA_THIRD_PERSON_MAX_CLAMP*DEG2RAD; |
|
|
|
|
|
|
|
|
// Camera zoom |
|
|
// Camera zoom |
|
|
cameraTargetDistance -= (mouseWheelMove*CAMERA_SCROLL_SENSITIVITY); |
|
|
|
|
|
|
|
|
cameraTargetDistance -= (mouseWheelMove*CAMERA_MOUSE_SCROLL_SENSITIVITY); |
|
|
|
|
|
|
|
|
// Camera distance clamp |
|
|
// Camera distance clamp |
|
|
if (cameraTargetDistance < CAMERA_THIRD_PERSON_DISTANCE_CLAMP) cameraTargetDistance = CAMERA_THIRD_PERSON_DISTANCE_CLAMP; |
|
|
if (cameraTargetDistance < CAMERA_THIRD_PERSON_DISTANCE_CLAMP) cameraTargetDistance = CAMERA_THIRD_PERSON_DISTANCE_CLAMP; |
|
@ -489,19 +487,17 @@ void UpdateCamera(Camera *camera) |
|
|
|
|
|
|
|
|
// Camera position update |
|
|
// 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 <= 0.0f) camera->position.y = sin(cameraAngle.y)*cameraTargetDistance*sin(cameraAngle.y) + camera->target.y; |
|
|
if (cameraAngle.y <= 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; |
|
|
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 // CAMERA_FIRST_PERSON |
|
|
else // CAMERA_FIRST_PERSON |
|
|
{ |
|
|
{ |
|
|
if (isMoving) cameraMoveCounter++; |
|
|
|
|
|
|
|
|
if (isMoving) swingCounter++; |
|
|
|
|
|
|
|
|
// Camera orientation calculation |
|
|
// Camera orientation calculation |
|
|
cameraAngle.x += (cameraMouseVariation.x*-cameraMouseSensitivity); |
|
|
|
|
|
cameraAngle.y += (cameraMouseVariation.y*-cameraMouseSensitivity); |
|
|
|
|
|
|
|
|
cameraAngle.x += (mousePositionDelta.x*-CAMERA_MOUSE_MOVE_SENSITIVITY); |
|
|
|
|
|
cameraAngle.y += (mousePositionDelta.y*-CAMERA_MOUSE_MOVE_SENSITIVITY); |
|
|
|
|
|
|
|
|
// Angle clamp |
|
|
// Angle clamp |
|
|
if (cameraAngle.y > CAMERA_FIRST_PERSON_MIN_CLAMP*DEG2RAD) cameraAngle.y = CAMERA_FIRST_PERSON_MIN_CLAMP*DEG2RAD; |
|
|
if (cameraAngle.y > CAMERA_FIRST_PERSON_MIN_CLAMP*DEG2RAD) cameraAngle.y = CAMERA_FIRST_PERSON_MIN_CLAMP*DEG2RAD; |
|
@ -514,67 +510,27 @@ void UpdateCamera(Camera *camera) |
|
|
|
|
|
|
|
|
// Camera position update |
|
|
// Camera position update |
|
|
//camera->position.y = (playerPosition.y + PLAYER_HEIGHT*CAMERA_FIRST_PERSON_HEIGHT_RELATIVE_EYES_POSITION) |
|
|
//camera->position.y = (playerPosition.y + PLAYER_HEIGHT*CAMERA_FIRST_PERSON_HEIGHT_RELATIVE_EYES_POSITION) |
|
|
// - sin(cameraMoveCounter/CAMERA_FIRST_PERSON_STEP_TRIGONOMETRIC_DIVIDER)/CAMERA_FIRST_PERSON_STEP_DIVIDER; |
|
|
|
|
|
|
|
|
// - sin(swingCounter/CAMERA_FIRST_PERSON_STEP_TRIGONOMETRIC_DIVIDER)/CAMERA_FIRST_PERSON_STEP_DIVIDER; |
|
|
|
|
|
|
|
|
// TODO: Review limits, avoid moving under the ground (y = 0.0f) and over the 'eyes position', weird movement (rounding issues...) |
|
|
// TODO: Review limits, avoid moving under the ground (y = 0.0f) and over the 'eyes position', weird movement (rounding issues...) |
|
|
camera->position.y -= sin(cameraMoveCounter/CAMERA_FIRST_PERSON_STEP_TRIGONOMETRIC_DIVIDER)/CAMERA_FIRST_PERSON_STEP_DIVIDER; |
|
|
|
|
|
|
|
|
camera->position.y -= sin(swingCounter/CAMERA_FIRST_PERSON_STEP_TRIGONOMETRIC_DIVIDER)/CAMERA_FIRST_PERSON_STEP_DIVIDER; |
|
|
|
|
|
|
|
|
camera->up.x = sin(cameraMoveCounter/(CAMERA_FIRST_PERSON_STEP_TRIGONOMETRIC_DIVIDER*2))/CAMERA_FIRST_PERSON_WAVING_DIVIDER; |
|
|
|
|
|
camera->up.z = -sin(cameraMoveCounter/(CAMERA_FIRST_PERSON_STEP_TRIGONOMETRIC_DIVIDER*2))/CAMERA_FIRST_PERSON_WAVING_DIVIDER; |
|
|
|
|
|
|
|
|
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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} |
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} |
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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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/* |
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// Set internal camera position |
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void SetCameraPosition(Vector3 position) |
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{ |
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internalCamera.position = position; |
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Vector3 v1 = internalCamera.position; |
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Vector3 v2 = internalCamera.target; |
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float dx = v2.x - v1.x; |
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float dy = v2.y - v1.y; |
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float dz = v2.z - v1.z; |
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cameraTargetDistance = sqrt(dx*dx + dy*dy + dz*dz); |
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} |
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// Set internal camera target |
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void SetCameraTarget(Vector3 target) |
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{ |
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internalCamera.target = target; |
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Vector3 v1 = internalCamera.position; |
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Vector3 v2 = internalCamera.target; |
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float dx = v2.x - v1.x; |
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float dy = v2.y - v1.y; |
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float dz = v2.z - v1.z; |
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cameraTargetDistance = sqrt(dx*dx + dy*dy + dz*dz); |
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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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void SetCameraPanControl(int panKey) |
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{ |
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cameraPanControlKey = panKey; |
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} |
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void SetCameraPanControl(int panKey) { cameraPanControlKey = panKey; } |
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// Set camera alt key to combine with mouse movement (free camera) |
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// Set camera alt key to combine with mouse movement (free camera) |
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void SetCameraAltControl(int altKey) |
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{ |
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cameraAltControlKey = altKey; |
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} |
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void SetCameraAltControl(int altKey) { cameraAltControlKey = altKey; } |
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// Set camera smooth zoom key to combine with mouse (free camera) |
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// Set camera smooth zoom key to combine with mouse (free camera) |
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void SetCameraSmoothZoomControl(int szKey) |
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{ |
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cameraSmoothZoomControlKey = szKey; |
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} |
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void SetCameraSmoothZoomControl(int szKey) { cameraSmoothZoomControlKey = szKey; } |
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// Set camera move controls (1st person and 3rd person cameras) |
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// Set camera move controls (1st person and 3rd person cameras) |
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void SetCameraMoveControls(int frontKey, int backKey, int leftKey, 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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@ -587,10 +543,4 @@ void SetCameraMoveControls(int frontKey, int backKey, int leftKey, int rightKey, |
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cameraMoveControl[MOVE_DOWN] = downKey; |
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cameraMoveControl[MOVE_DOWN] = downKey; |
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} |
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} |
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// Set camera mouse sensitivity (1st person and 3rd person cameras) |
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void SetCameraMouseSensitivity(float sensitivity) |
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{ |
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cameraMouseSensitivity = (sensitivity/10000.0f); |
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} |
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#endif // CAMERA_IMPLEMENTATION |
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#endif // CAMERA_IMPLEMENTATION |