| 
								
							 | 
							
								/*******************************************************************************************
							 | 
						
						
						
							| 
								
							 | 
							
								*
							 | 
						
						
						
							| 
								
							 | 
							
								*   raylib.camera - Camera system with multiple modes support
							 | 
						
						
						
							| 
								
							 | 
							
								*
							 | 
						
						
						
							| 
								
							 | 
							
								*   NOTE: Memory footprint of this library is aproximately 52 bytes (global variables)
							 | 
						
						
						
							| 
								
							 | 
							
								*
							 | 
						
						
						
							| 
								
							 | 
							
								*   CONFIGURATION:
							 | 
						
						
						
							| 
								
							 | 
							
								*
							 | 
						
						
						
							| 
								
							 | 
							
								*   #define CAMERA_IMPLEMENTATION
							 | 
						
						
						
							| 
								
							 | 
							
								*       Generates the implementation of the library into the included file.
							 | 
						
						
						
							| 
								
							 | 
							
								*       If not defined, the library is in header only mode and can be included in other headers
							 | 
						
						
						
							| 
								
							 | 
							
								*       or source files without problems. But only ONE file should hold the implementation.
							 | 
						
						
						
							| 
								
							 | 
							
								*
							 | 
						
						
						
							| 
								
							 | 
							
								*   #define CAMERA_STANDALONE
							 | 
						
						
						
							| 
								
							 | 
							
								*       If defined, the library can be used as standalone as a camera system but some
							 | 
						
						
						
							| 
								
							 | 
							
								*       functions must be redefined to manage inputs accordingly.
							 | 
						
						
						
							| 
								
							 | 
							
								*
							 | 
						
						
						
							| 
								
							 | 
							
								*   CONTRIBUTORS:
							 | 
						
						
						
							| 
								
							 | 
							
								*       Ramon Santamaria:   Supervision, review, update and maintenance
							 | 
						
						
						
							| 
								
							 | 
							
								*       Marc Palau:         Initial implementation (2014)
							 | 
						
						
						
							| 
								
							 | 
							
								*
							 | 
						
						
						
							| 
								
							 | 
							
								*
							 | 
						
						
						
							| 
								
							 | 
							
								*   LICENSE: zlib/libpng
							 | 
						
						
						
							| 
								
							 | 
							
								*
							 | 
						
						
						
							| 
								
							 | 
							
								*   Copyright (c) 2015-2020 Ramon Santamaria (@raysan5)
							 | 
						
						
						
							| 
								
							 | 
							
								*
							 | 
						
						
						
							| 
								
							 | 
							
								*   This software is provided "as-is", without any express or implied warranty. In no event
							 | 
						
						
						
							| 
								
							 | 
							
								*   will the authors be held liable for any damages arising from the use of this software.
							 | 
						
						
						
							| 
								
							 | 
							
								*
							 | 
						
						
						
							| 
								
							 | 
							
								*   Permission is granted to anyone to use this software for any purpose, including commercial
							 | 
						
						
						
							| 
								
							 | 
							
								*   applications, and to alter it and redistribute it freely, subject to the following restrictions:
							 | 
						
						
						
							| 
								
							 | 
							
								*
							 | 
						
						
						
							| 
								
							 | 
							
								*     1. The origin of this software must not be misrepresented; you must not claim that you
							 | 
						
						
						
							| 
								
							 | 
							
								*     wrote the original software. If you use this software in a product, an acknowledgment
							 | 
						
						
						
							| 
								
							 | 
							
								*     in the product documentation would be appreciated but is not required.
							 | 
						
						
						
							| 
								
							 | 
							
								*
							 | 
						
						
						
							| 
								
							 | 
							
								*     2. Altered source versions must be plainly marked as such, and must not be misrepresented
							 | 
						
						
						
							| 
								
							 | 
							
								*     as being the original software.
							 | 
						
						
						
							| 
								
							 | 
							
								*
							 | 
						
						
						
							| 
								
							 | 
							
								*     3. This notice may not be removed or altered from any source distribution.
							 | 
						
						
						
							| 
								
							 | 
							
								*
							 | 
						
						
						
							| 
								
							 | 
							
								**********************************************************************************************/
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								#ifndef CAMERA_H
							 | 
						
						
						
							| 
								
							 | 
							
								#define CAMERA_H
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								//----------------------------------------------------------------------------------
							 | 
						
						
						
							| 
								
							 | 
							
								// Defines and Macros
							 | 
						
						
						
							| 
								
							 | 
							
								//----------------------------------------------------------------------------------
							 | 
						
						
						
							| 
								
							 | 
							
								//...
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								//----------------------------------------------------------------------------------
							 | 
						
						
						
							| 
								
							 | 
							
								// Types and Structures Definition
							 | 
						
						
						
							| 
								
							 | 
							
								// NOTE: Below types are required for CAMERA_STANDALONE usage
							 | 
						
						
						
							| 
								
							 | 
							
								//----------------------------------------------------------------------------------
							 | 
						
						
						
							| 
								
							 | 
							
								#if defined(CAMERA_STANDALONE)
							 | 
						
						
						
							| 
								
							 | 
							
								    // Vector2 type
							 | 
						
						
						
							| 
								
							 | 
							
								    typedef struct Vector2 {
							 | 
						
						
						
							| 
								
							 | 
							
								        float x;
							 | 
						
						
						
							| 
								
							 | 
							
								        float y;
							 | 
						
						
						
							| 
								
							 | 
							
								    } Vector2;
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								    // Vector3 type
							 | 
						
						
						
							| 
								
							 | 
							
								    typedef struct Vector3 {
							 | 
						
						
						
							| 
								
							 | 
							
								        float x;
							 | 
						
						
						
							| 
								
							 | 
							
								        float y;
							 | 
						
						
						
							| 
								
							 | 
							
								        float z;
							 | 
						
						
						
							| 
								
							 | 
							
								    } Vector3;
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								    // Camera type, defines a camera position/orientation in 3d space
							 | 
						
						
						
							| 
								
							 | 
							
								    typedef struct Camera3D {
							 | 
						
						
						
							| 
								
							 | 
							
								        Vector3 position;       // Camera position
							 | 
						
						
						
							| 
								
							 | 
							
								        Vector3 target;         // Camera target it looks-at
							 | 
						
						
						
							| 
								
							 | 
							
								        Vector3 up;             // Camera up vector (rotation over its axis)
							 | 
						
						
						
							| 
								
							 | 
							
								        float fovy;             // Camera field-of-view apperture in Y (degrees) in perspective, used as near plane width in orthographic
							 | 
						
						
						
							| 
								
							 | 
							
								        int type;               // Camera type, defines projection type: CAMERA_PERSPECTIVE or CAMERA_ORTHOGRAPHIC
							 | 
						
						
						
							| 
								
							 | 
							
								    } Camera3D;
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								    typedef Camera3D Camera;    // Camera type fallback, defaults to Camera3D
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								    // Camera system modes
							 | 
						
						
						
							| 
								
							 | 
							
								    typedef enum {
							 | 
						
						
						
							| 
								
							 | 
							
								        CAMERA_CUSTOM = 0,
							 | 
						
						
						
							| 
								
							 | 
							
								        CAMERA_FREE,
							 | 
						
						
						
							| 
								
							 | 
							
								        CAMERA_ORBITAL,
							 | 
						
						
						
							| 
								
							 | 
							
								        CAMERA_FIRST_PERSON,
							 | 
						
						
						
							| 
								
							 | 
							
								        CAMERA_THIRD_PERSON
							 | 
						
						
						
							| 
								
							 | 
							
								    } CameraMode;
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								    // Camera projection modes
							 | 
						
						
						
							| 
								
							 | 
							
								    typedef enum {
							 | 
						
						
						
							| 
								
							 | 
							
								        CAMERA_PERSPECTIVE = 0,
							 | 
						
						
						
							| 
								
							 | 
							
								        CAMERA_ORTHOGRAPHIC
							 | 
						
						
						
							| 
								
							 | 
							
								    } CameraType;
							 | 
						
						
						
							| 
								
							 | 
							
								#endif
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								#ifdef __cplusplus
							 | 
						
						
						
							| 
								
							 | 
							
								extern "C" {            // Prevents name mangling of functions
							 | 
						
						
						
							| 
								
							 | 
							
								#endif
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								//----------------------------------------------------------------------------------
							 | 
						
						
						
							| 
								
							 | 
							
								// Global Variables Definition
							 | 
						
						
						
							| 
								
							 | 
							
								//----------------------------------------------------------------------------------
							 | 
						
						
						
							| 
								
							 | 
							
								//...
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								//----------------------------------------------------------------------------------
							 | 
						
						
						
							| 
								
							 | 
							
								// Module Functions Declaration
							 | 
						
						
						
							| 
								
							 | 
							
								//----------------------------------------------------------------------------------
							 | 
						
						
						
							| 
								
							 | 
							
								#if defined(CAMERA_STANDALONE)
							 | 
						
						
						
							| 
								
							 | 
							
								void SetCameraMode(Camera camera, int mode);                // Set camera mode (multiple camera modes available)
							 | 
						
						
						
							| 
								
							 | 
							
								void UpdateCamera(Camera *camera);                          // Update camera position for selected mode
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								void SetCameraPanControl(int panKey);                       // Set camera pan key to combine with mouse movement (free camera)
							 | 
						
						
						
							| 
								
							 | 
							
								void SetCameraAltControl(int altKey);                       // Set camera alt key to combine with mouse movement (free camera)
							 | 
						
						
						
							| 
								
							 | 
							
								void SetCameraSmoothZoomControl(int szoomKey);              // Set camera smooth zoom key to combine with mouse (free camera)
							 | 
						
						
						
							| 
								
							 | 
							
								void SetCameraMoveControls(int frontKey, int backKey,
							 | 
						
						
						
							| 
								
							 | 
							
								                           int rightKey, int leftKey,
							 | 
						
						
						
							| 
								
							 | 
							
								                           int upKey, int downKey);         // Set camera move controls (1st person and 3rd person cameras)
							 | 
						
						
						
							| 
								
							 | 
							
								#endif
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								#ifdef __cplusplus
							 | 
						
						
						
							| 
								
							 | 
							
								}
							 | 
						
						
						
							| 
								
							 | 
							
								#endif
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								#endif // CAMERA_H
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								/***********************************************************************************
							 | 
						
						
						
							| 
								
							 | 
							
								*
							 | 
						
						
						
							| 
								
							 | 
							
								*   CAMERA IMPLEMENTATION
							 | 
						
						
						
							| 
								
							 | 
							
								*
							 | 
						
						
						
							| 
								
							 | 
							
								************************************************************************************/
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								#if defined(CAMERA_IMPLEMENTATION)
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								#include <math.h>               // Required for: sqrt(), sinf(), cosf()
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								#ifndef PI
							 | 
						
						
						
							| 
								
							 | 
							
								    #define PI 3.14159265358979323846
							 | 
						
						
						
							| 
								
							 | 
							
								#endif
							 | 
						
						
						
							| 
								
							 | 
							
								#ifndef DEG2RAD
							 | 
						
						
						
							| 
								
							 | 
							
								    #define DEG2RAD (PI/180.0f)
							 | 
						
						
						
							| 
								
							 | 
							
								#endif
							 | 
						
						
						
							| 
								
							 | 
							
								#ifndef RAD2DEG
							 | 
						
						
						
							| 
								
							 | 
							
								    #define RAD2DEG (180.0f/PI)
							 | 
						
						
						
							| 
								
							 | 
							
								#endif
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								//----------------------------------------------------------------------------------
							 | 
						
						
						
							| 
								
							 | 
							
								// Defines and Macros
							 | 
						
						
						
							| 
								
							 | 
							
								//----------------------------------------------------------------------------------
							 | 
						
						
						
							| 
								
							 | 
							
								// Camera mouse movement sensitivity
							 | 
						
						
						
							| 
								
							 | 
							
								#define CAMERA_MOUSE_MOVE_SENSITIVITY                   0.003f
							 | 
						
						
						
							| 
								
							 | 
							
								#define CAMERA_MOUSE_SCROLL_SENSITIVITY                 1.5f
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								// FREE_CAMERA
							 | 
						
						
						
							| 
								
							 | 
							
								#define CAMERA_FREE_MOUSE_SENSITIVITY                   0.01f
							 | 
						
						
						
							| 
								
							 | 
							
								#define CAMERA_FREE_DISTANCE_MIN_CLAMP                  0.3f
							 | 
						
						
						
							| 
								
							 | 
							
								#define CAMERA_FREE_DISTANCE_MAX_CLAMP                  120.0f
							 | 
						
						
						
							| 
								
							 | 
							
								#define CAMERA_FREE_MIN_CLAMP                           85.0f
							 | 
						
						
						
							| 
								
							 | 
							
								#define CAMERA_FREE_MAX_CLAMP                          -85.0f
							 | 
						
						
						
							| 
								
							 | 
							
								#define CAMERA_FREE_SMOOTH_ZOOM_SENSITIVITY             0.05f
							 | 
						
						
						
							| 
								
							 | 
							
								#define CAMERA_FREE_PANNING_DIVIDER                     5.1f
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								// ORBITAL_CAMERA
							 | 
						
						
						
							| 
								
							 | 
							
								#define CAMERA_ORBITAL_SPEED                            0.01f       // Radians per frame
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								// FIRST_PERSON
							 | 
						
						
						
							| 
								
							 | 
							
								//#define CAMERA_FIRST_PERSON_MOUSE_SENSITIVITY           0.003f
							 | 
						
						
						
							| 
								
							 | 
							
								#define CAMERA_FIRST_PERSON_FOCUS_DISTANCE              25.0f
							 | 
						
						
						
							| 
								
							 | 
							
								#define CAMERA_FIRST_PERSON_MIN_CLAMP                   89.0f
							 | 
						
						
						
							| 
								
							 | 
							
								#define CAMERA_FIRST_PERSON_MAX_CLAMP                  -89.0f
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								#define CAMERA_FIRST_PERSON_STEP_TRIGONOMETRIC_DIVIDER  5.0f
							 | 
						
						
						
							| 
								
							 | 
							
								#define CAMERA_FIRST_PERSON_STEP_DIVIDER                30.0f
							 | 
						
						
						
							| 
								
							 | 
							
								#define CAMERA_FIRST_PERSON_WAVING_DIVIDER              200.0f
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								// THIRD_PERSON
							 | 
						
						
						
							| 
								
							 | 
							
								//#define CAMERA_THIRD_PERSON_MOUSE_SENSITIVITY           0.003f
							 | 
						
						
						
							| 
								
							 | 
							
								#define CAMERA_THIRD_PERSON_DISTANCE_CLAMP              1.2f
							 | 
						
						
						
							| 
								
							 | 
							
								#define CAMERA_THIRD_PERSON_MIN_CLAMP                   5.0f
							 | 
						
						
						
							| 
								
							 | 
							
								#define CAMERA_THIRD_PERSON_MAX_CLAMP                  -85.0f
							 | 
						
						
						
							| 
								
							 | 
							
								#define CAMERA_THIRD_PERSON_OFFSET                      (Vector3){ 0.4f, 0.0f, 0.0f }
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								// PLAYER (used by camera)
							 | 
						
						
						
							| 
								
							 | 
							
								#define PLAYER_MOVEMENT_SENSITIVITY                     20.0f
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								//----------------------------------------------------------------------------------
							 | 
						
						
						
							| 
								
							 | 
							
								// Types and Structures Definition
							 | 
						
						
						
							| 
								
							 | 
							
								//----------------------------------------------------------------------------------
							 | 
						
						
						
							| 
								
							 | 
							
								// Camera move modes (first person and third person cameras)
							 | 
						
						
						
							| 
								
							 | 
							
								typedef enum {
							 | 
						
						
						
							| 
								
							 | 
							
								    MOVE_FRONT = 0,
							 | 
						
						
						
							| 
								
							 | 
							
								    MOVE_BACK,
							 | 
						
						
						
							| 
								
							 | 
							
								    MOVE_RIGHT,
							 | 
						
						
						
							| 
								
							 | 
							
								    MOVE_LEFT,
							 | 
						
						
						
							| 
								
							 | 
							
								    MOVE_UP,
							 | 
						
						
						
							| 
								
							 | 
							
								    MOVE_DOWN
							 | 
						
						
						
							| 
								
							 | 
							
								} CameraMove;
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								//----------------------------------------------------------------------------------
							 | 
						
						
						
							| 
								
							 | 
							
								// Global Variables Definition
							 | 
						
						
						
							| 
								
							 | 
							
								//----------------------------------------------------------------------------------
							 | 
						
						
						
							| 
								
							 | 
							
								static Vector2 cameraAngle = { 0.0f, 0.0f };          // Camera angle in plane XZ
							 | 
						
						
						
							| 
								
							 | 
							
								static float cameraTargetDistance = 0.0f;             // Camera distance from position to target
							 | 
						
						
						
							| 
								
							 | 
							
								static float playerEyesPosition = 1.85f;              // Default player eyes position from ground (in meters)
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								static int cameraMoveControl[6]  = { 'W', 'S', 'D', 'A', 'E', 'Q' };
							 | 
						
						
						
							| 
								
							 | 
							
								static int cameraPanControlKey = 2;                   // raylib: MOUSE_MIDDLE_BUTTON
							 | 
						
						
						
							| 
								
							 | 
							
								static int cameraAltControlKey = 342;                 // raylib: KEY_LEFT_ALT
							 | 
						
						
						
							| 
								
							 | 
							
								static int cameraSmoothZoomControlKey = 341;          // raylib: KEY_LEFT_CONTROL
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								static int cameraMode = CAMERA_CUSTOM;                // Current camera mode
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								//----------------------------------------------------------------------------------
							 | 
						
						
						
							| 
								
							 | 
							
								// Module specific Functions Declaration
							 | 
						
						
						
							| 
								
							 | 
							
								//----------------------------------------------------------------------------------
							 | 
						
						
						
							| 
								
							 | 
							
								#if defined(CAMERA_STANDALONE)
							 | 
						
						
						
							| 
								
							 | 
							
								// NOTE: Camera controls depend on some raylib input functions
							 | 
						
						
						
							| 
								
							 | 
							
								// TODO: Set your own input functions (used in UpdateCamera())
							 | 
						
						
						
							| 
								
							 | 
							
								static void EnableCursor() {}       // Unlock cursor
							 | 
						
						
						
							| 
								
							 | 
							
								static void DisableCursor() {}      // Lock cursor
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								static int IsKeyDown(int key) { return 0; }
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								static int IsMouseButtonDown(int button) { return 0;}
							 | 
						
						
						
							| 
								
							 | 
							
								static int GetMouseWheelMove() { return 0; }
							 | 
						
						
						
							| 
								
							 | 
							
								static Vector2 GetMousePosition() { return (Vector2){ 0.0f, 0.0f }; }
							 | 
						
						
						
							| 
								
							 | 
							
								#endif
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								//----------------------------------------------------------------------------------
							 | 
						
						
						
							| 
								
							 | 
							
								// Module Functions Definition
							 | 
						
						
						
							| 
								
							 | 
							
								//----------------------------------------------------------------------------------
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								// Select camera mode (multiple camera modes available)
							 | 
						
						
						
							| 
								
							 | 
							
								void SetCameraMode(Camera camera, int mode)
							 | 
						
						
						
							| 
								
							 | 
							
								{
							 | 
						
						
						
							| 
								
							 | 
							
								    Vector3 v1 = camera.position;
							 | 
						
						
						
							| 
								
							 | 
							
								    Vector3 v2 = camera.target;
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								    float dx = v2.x - v1.x;
							 | 
						
						
						
							| 
								
							 | 
							
								    float dy = v2.y - v1.y;
							 | 
						
						
						
							| 
								
							 | 
							
								    float dz = v2.z - v1.z;
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								    cameraTargetDistance = sqrtf(dx*dx + dy*dy + dz*dz);
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								    // Camera angle calculation
							 | 
						
						
						
							| 
								
							 | 
							
								    cameraAngle.x = atan2f(dx, dz);                   // Camera angle in plane XZ (0 aligned with Z, move positive CCW)
							 | 
						
						
						
							| 
								
							 | 
							
								    cameraAngle.y = atan2f(dy, sqrtf(dx*dx + dz*dz)); // Camera angle in plane XY (0 aligned with X, move positive CW)
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								    playerEyesPosition = camera.position.y;
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								    // Lock cursor for first person and third person cameras
							 | 
						
						
						
							| 
								
							 | 
							
								    if ((mode == CAMERA_FIRST_PERSON) || (mode == CAMERA_THIRD_PERSON)) DisableCursor();
							 | 
						
						
						
							| 
								
							 | 
							
								    else EnableCursor();
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								    cameraMode = mode;
							 | 
						
						
						
							| 
								
							 | 
							
								}
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								// Update camera depending on selected mode
							 | 
						
						
						
							| 
								
							 | 
							
								// NOTE: Camera controls depend on some raylib functions:
							 | 
						
						
						
							| 
								
							 | 
							
								//       System: EnableCursor(), DisableCursor()
							 | 
						
						
						
							| 
								
							 | 
							
								//       Mouse: IsMouseButtonDown(), GetMousePosition(), GetMouseWheelMove()
							 | 
						
						
						
							| 
								
							 | 
							
								//       Keys:  IsKeyDown()
							 | 
						
						
						
							| 
								
							 | 
							
								// TODO: Port to quaternion-based camera
							 | 
						
						
						
							| 
								
							 | 
							
								void UpdateCamera(Camera *camera)
							 | 
						
						
						
							| 
								
							 | 
							
								{
							 | 
						
						
						
							| 
								
							 | 
							
								    static int swingCounter = 0;    // Used for 1st person swinging movement
							 | 
						
						
						
							| 
								
							 | 
							
								    static Vector2 previousMousePosition = { 0.0f, 0.0f };
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								    // TODO: Compute cameraTargetDistance and cameraAngle here
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								    // Mouse movement detection
							 | 
						
						
						
							| 
								
							 | 
							
								    Vector2 mousePositionDelta = { 0.0f, 0.0f };
							 | 
						
						
						
							| 
								
							 | 
							
								    Vector2 mousePosition = GetMousePosition();
							 | 
						
						
						
							| 
								
							 | 
							
								    int mouseWheelMove = GetMouseWheelMove();
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								    // Keys input detection
							 | 
						
						
						
							| 
								
							 | 
							
								    bool panKey = IsMouseButtonDown(cameraPanControlKey);
							 | 
						
						
						
							| 
								
							 | 
							
								    bool altKey = IsKeyDown(cameraAltControlKey);
							 | 
						
						
						
							| 
								
							 | 
							
								    bool szoomKey = IsKeyDown(cameraSmoothZoomControlKey);
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								    bool direction[6] = { IsKeyDown(cameraMoveControl[MOVE_FRONT]),
							 | 
						
						
						
							| 
								
							 | 
							
								                          IsKeyDown(cameraMoveControl[MOVE_BACK]),
							 | 
						
						
						
							| 
								
							 | 
							
								                          IsKeyDown(cameraMoveControl[MOVE_RIGHT]),
							 | 
						
						
						
							| 
								
							 | 
							
								                          IsKeyDown(cameraMoveControl[MOVE_LEFT]),
							 | 
						
						
						
							| 
								
							 | 
							
								                          IsKeyDown(cameraMoveControl[MOVE_UP]),
							 | 
						
						
						
							| 
								
							 | 
							
								                          IsKeyDown(cameraMoveControl[MOVE_DOWN]) };
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								    // TODO: Consider touch inputs for camera
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								    if (cameraMode != CAMERA_CUSTOM)
							 | 
						
						
						
							| 
								
							 | 
							
								    {
							 | 
						
						
						
							| 
								
							 | 
							
								        mousePositionDelta.x = mousePosition.x - previousMousePosition.x;
							 | 
						
						
						
							| 
								
							 | 
							
								        mousePositionDelta.y = mousePosition.y - previousMousePosition.y;
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								        previousMousePosition = mousePosition;
							 | 
						
						
						
							| 
								
							 | 
							
								    }
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								    // Support for multiple automatic camera modes
							 | 
						
						
						
							| 
								
							 | 
							
								    switch (cameraMode)
							 | 
						
						
						
							| 
								
							 | 
							
								    {
							 | 
						
						
						
							| 
								
							 | 
							
								        case CAMERA_FREE:
							 | 
						
						
						
							| 
								
							 | 
							
								        {
							 | 
						
						
						
							| 
								
							 | 
							
								            // Camera zoom
							 | 
						
						
						
							| 
								
							 | 
							
								            if ((cameraTargetDistance < CAMERA_FREE_DISTANCE_MAX_CLAMP) && (mouseWheelMove < 0))
							 | 
						
						
						
							| 
								
							 | 
							
								            {
							 | 
						
						
						
							| 
								
							 | 
							
								                cameraTargetDistance -= (mouseWheelMove*CAMERA_MOUSE_SCROLL_SENSITIVITY);
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								                if (cameraTargetDistance > CAMERA_FREE_DISTANCE_MAX_CLAMP) cameraTargetDistance = CAMERA_FREE_DISTANCE_MAX_CLAMP;
							 | 
						
						
						
							| 
								
							 | 
							
								            }
							 | 
						
						
						
							| 
								
							 | 
							
								            // Camera looking down
							 | 
						
						
						
							| 
								
							 | 
							
								            // TODO: Review, weird comparisson of cameraTargetDistance == 120.0f?
							 | 
						
						
						
							| 
								
							 | 
							
								            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_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))
							 | 
						
						
						
							| 
								
							 | 
							
								            {
							 | 
						
						
						
							| 
								
							 | 
							
								                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;
							 | 
						
						
						
							| 
								
							 | 
							
								            }
							 | 
						
						
						
							| 
								
							 | 
							
								            else if ((camera->position.y > camera->target.y) && (camera->target.y < 0) && (mouseWheelMove > 0))
							 | 
						
						
						
							| 
								
							 | 
							
								            {
							 | 
						
						
						
							| 
								
							 | 
							
								                cameraTargetDistance -= (mouseWheelMove*CAMERA_MOUSE_SCROLL_SENSITIVITY);
							 | 
						
						
						
							| 
								
							 | 
							
								                if (cameraTargetDistance < CAMERA_FREE_DISTANCE_MIN_CLAMP) cameraTargetDistance = CAMERA_FREE_DISTANCE_MIN_CLAMP;
							 | 
						
						
						
							| 
								
							 | 
							
								            }
							 | 
						
						
						
							| 
								
							 | 
							
								            // Camera looking up
							 | 
						
						
						
							| 
								
							 | 
							
								            // TODO: Review, weird comparisson of cameraTargetDistance == 120.0f?
							 | 
						
						
						
							| 
								
							 | 
							
								            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_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))
							 | 
						
						
						
							| 
								
							 | 
							
								            {
							 | 
						
						
						
							| 
								
							 | 
							
								                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;
							 | 
						
						
						
							| 
								
							 | 
							
								            }
							 | 
						
						
						
							| 
								
							 | 
							
								            else if ((camera->position.y < camera->target.y) && (camera->target.y > 0) && (mouseWheelMove > 0))
							 | 
						
						
						
							| 
								
							 | 
							
								            {
							 | 
						
						
						
							| 
								
							 | 
							
								                cameraTargetDistance -= (mouseWheelMove*CAMERA_MOUSE_SCROLL_SENSITIVITY);
							 | 
						
						
						
							| 
								
							 | 
							
								                if (cameraTargetDistance < CAMERA_FREE_DISTANCE_MIN_CLAMP) cameraTargetDistance = CAMERA_FREE_DISTANCE_MIN_CLAMP;
							 | 
						
						
						
							| 
								
							 | 
							
								            }
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								            // Input keys checks
							 | 
						
						
						
							| 
								
							 | 
							
								            if (panKey)
							 | 
						
						
						
							| 
								
							 | 
							
								            {
							 | 
						
						
						
							| 
								
							 | 
							
								                if (altKey)     // Alternative key behaviour
							 | 
						
						
						
							| 
								
							 | 
							
								                {
							 | 
						
						
						
							| 
								
							 | 
							
								                    if (szoomKey)
							 | 
						
						
						
							| 
								
							 | 
							
								                    {
							 | 
						
						
						
							| 
								
							 | 
							
								                        // Camera smooth zoom
							 | 
						
						
						
							| 
								
							 | 
							
								                        cameraTargetDistance += (mousePositionDelta.y*CAMERA_FREE_SMOOTH_ZOOM_SENSITIVITY);
							 | 
						
						
						
							| 
								
							 | 
							
								                    }
							 | 
						
						
						
							| 
								
							 | 
							
								                    else
							 | 
						
						
						
							| 
								
							 | 
							
								                    {
							 | 
						
						
						
							| 
								
							 | 
							
								                        // Camera rotation
							 | 
						
						
						
							| 
								
							 | 
							
								                        cameraAngle.x += mousePositionDelta.x*-CAMERA_FREE_MOUSE_SENSITIVITY;
							 | 
						
						
						
							| 
								
							 | 
							
								                        cameraAngle.y += mousePositionDelta.y*-CAMERA_FREE_MOUSE_SENSITIVITY;
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								                        // Angle clamp
							 | 
						
						
						
							| 
								
							 | 
							
								                        if (cameraAngle.y > CAMERA_FREE_MIN_CLAMP*DEG2RAD) cameraAngle.y = CAMERA_FREE_MIN_CLAMP*DEG2RAD;
							 | 
						
						
						
							| 
								
							 | 
							
								                        else if (cameraAngle.y < CAMERA_FREE_MAX_CLAMP*DEG2RAD) cameraAngle.y = CAMERA_FREE_MAX_CLAMP*DEG2RAD;
							 | 
						
						
						
							| 
								
							 | 
							
								                    }
							 | 
						
						
						
							| 
								
							 | 
							
								                }
							 | 
						
						
						
							| 
								
							 | 
							
								                else
							 | 
						
						
						
							| 
								
							 | 
							
								                {
							 | 
						
						
						
							| 
								
							 | 
							
								                    // Camera panning
							 | 
						
						
						
							| 
								
							 | 
							
								                    camera->target.x += ((mousePositionDelta.x*CAMERA_FREE_MOUSE_SENSITIVITY)*cosf(cameraAngle.x) + (mousePositionDelta.y*CAMERA_FREE_MOUSE_SENSITIVITY)*sinf(cameraAngle.x)*sinf(cameraAngle.y))*(cameraTargetDistance/CAMERA_FREE_PANNING_DIVIDER);
							 | 
						
						
						
							| 
								
							 | 
							
								                    camera->target.y += ((mousePositionDelta.y*CAMERA_FREE_MOUSE_SENSITIVITY)*cosf(cameraAngle.y))*(cameraTargetDistance/CAMERA_FREE_PANNING_DIVIDER);
							 | 
						
						
						
							| 
								
							 | 
							
								                    camera->target.z += ((mousePositionDelta.x*-CAMERA_FREE_MOUSE_SENSITIVITY)*sinf(cameraAngle.x) + (mousePositionDelta.y*CAMERA_FREE_MOUSE_SENSITIVITY)*cosf(cameraAngle.x)*sinf(cameraAngle.y))*(cameraTargetDistance/CAMERA_FREE_PANNING_DIVIDER);
							 | 
						
						
						
							| 
								
							 | 
							
								                }
							 | 
						
						
						
							| 
								
							 | 
							
								            }
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								            // Update camera position with changes
							 | 
						
						
						
							| 
								
							 | 
							
								            camera->position.x = -sinf(cameraAngle.x)*cameraTargetDistance*cosf(cameraAngle.y) + camera->target.x;
							 | 
						
						
						
							| 
								
							 | 
							
								            camera->position.y = -sinf(cameraAngle.y)*cameraTargetDistance + camera->target.y;
							 | 
						
						
						
							| 
								
							 | 
							
								            camera->position.z = -cosf(cameraAngle.x)*cameraTargetDistance*cosf(cameraAngle.y) + camera->target.z;
							 | 
						
						
						
							| 
								
							 | 
							
								        } break;
							 | 
						
						
						
							| 
								
							 | 
							
								        case CAMERA_ORBITAL:
							 | 
						
						
						
							| 
								
							 | 
							
								        {
							 | 
						
						
						
							| 
								
							 | 
							
								            cameraAngle.x += CAMERA_ORBITAL_SPEED;      // Camera orbit angle
							 | 
						
						
						
							| 
								
							 | 
							
								            cameraTargetDistance -= (mouseWheelMove*CAMERA_MOUSE_SCROLL_SENSITIVITY);   // Camera zoom
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								            // Camera distance clamp
							 | 
						
						
						
							| 
								
							 | 
							
								            if (cameraTargetDistance < CAMERA_THIRD_PERSON_DISTANCE_CLAMP) cameraTargetDistance = CAMERA_THIRD_PERSON_DISTANCE_CLAMP;
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								            // Update camera position with changes
							 | 
						
						
						
							| 
								
							 | 
							
								            camera->position.x = sinf(cameraAngle.x)*cameraTargetDistance*cosf(cameraAngle.y) + camera->target.x;
							 | 
						
						
						
							| 
								
							 | 
							
								            camera->position.y = ((cameraAngle.y <= 0.0f)? 1 : -1)*sinf(cameraAngle.y)*cameraTargetDistance*sinf(cameraAngle.y) + camera->target.y;
							 | 
						
						
						
							| 
								
							 | 
							
								            camera->position.z = cosf(cameraAngle.x)*cameraTargetDistance*cosf(cameraAngle.y) + camera->target.z;
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								        } break;
							 | 
						
						
						
							| 
								
							 | 
							
								        case CAMERA_FIRST_PERSON:
							 | 
						
						
						
							| 
								
							 | 
							
								        {
							 | 
						
						
						
							| 
								
							 | 
							
								            camera->position.x += (sinf(cameraAngle.x)*direction[MOVE_BACK] -
							 | 
						
						
						
							| 
								
							 | 
							
								                                   sinf(cameraAngle.x)*direction[MOVE_FRONT] -
							 | 
						
						
						
							| 
								
							 | 
							
								                                   cosf(cameraAngle.x)*direction[MOVE_LEFT] +
							 | 
						
						
						
							| 
								
							 | 
							
								                                   cosf(cameraAngle.x)*direction[MOVE_RIGHT])/PLAYER_MOVEMENT_SENSITIVITY;
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								            camera->position.y += (sinf(cameraAngle.y)*direction[MOVE_FRONT] -
							 | 
						
						
						
							| 
								
							 | 
							
								                                   sinf(cameraAngle.y)*direction[MOVE_BACK] +
							 | 
						
						
						
							| 
								
							 | 
							
								                                   1.0f*direction[MOVE_UP] - 1.0f*direction[MOVE_DOWN])/PLAYER_MOVEMENT_SENSITIVITY;
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								            camera->position.z += (cosf(cameraAngle.x)*direction[MOVE_BACK] -
							 | 
						
						
						
							| 
								
							 | 
							
								                                   cosf(cameraAngle.x)*direction[MOVE_FRONT] +
							 | 
						
						
						
							| 
								
							 | 
							
								                                   sinf(cameraAngle.x)*direction[MOVE_LEFT] -
							 | 
						
						
						
							| 
								
							 | 
							
								                                   sinf(cameraAngle.x)*direction[MOVE_RIGHT])/PLAYER_MOVEMENT_SENSITIVITY;
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								            bool isMoving = false;  // Required for swinging
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								            for (int i = 0; i < 6; i++) if (direction[i]) { isMoving = true; break; }
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								            // Camera orientation calculation
							 | 
						
						
						
							| 
								
							 | 
							
								            cameraAngle.x += (mousePositionDelta.x*-CAMERA_MOUSE_MOVE_SENSITIVITY);
							 | 
						
						
						
							| 
								
							 | 
							
								            cameraAngle.y += (mousePositionDelta.y*-CAMERA_MOUSE_MOVE_SENSITIVITY);
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								            // Angle clamp
							 | 
						
						
						
							| 
								
							 | 
							
								            if (cameraAngle.y > CAMERA_FIRST_PERSON_MIN_CLAMP*DEG2RAD) cameraAngle.y = CAMERA_FIRST_PERSON_MIN_CLAMP*DEG2RAD;
							 | 
						
						
						
							| 
								
							 | 
							
								            else if (cameraAngle.y < CAMERA_FIRST_PERSON_MAX_CLAMP*DEG2RAD) cameraAngle.y = CAMERA_FIRST_PERSON_MAX_CLAMP*DEG2RAD;
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								            // Recalculate camera target considering translation and rotation
							 | 
						
						
						
							| 
								
							 | 
							
								            Matrix translation = MatrixTranslate(0, 0, (cameraTargetDistance/CAMERA_FREE_PANNING_DIVIDER));
							 | 
						
						
						
							| 
								
							 | 
							
								            Matrix rotation = MatrixRotateXYZ((Vector3){ PI*2 - cameraAngle.y, PI*2 - cameraAngle.x, 0 });
							 | 
						
						
						
							| 
								
							 | 
							
								            Matrix transform = MatrixMultiply(translation, rotation);
							 | 
						
						
						
							| 
								
							 | 
							
								            
							 | 
						
						
						
							| 
								
							 | 
							
								            camera->target.x = camera->position.x - transform.m12;
							 | 
						
						
						
							| 
								
							 | 
							
								            camera->target.y = camera->position.y - transform.m13;
							 | 
						
						
						
							| 
								
							 | 
							
								            camera->target.z = camera->position.z - transform.m14;
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								            if (isMoving) swingCounter++;
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								            // Camera position update
							 | 
						
						
						
							| 
								
							 | 
							
								            // NOTE: On CAMERA_FIRST_PERSON player Y-movement is limited to player 'eyes position'
							 | 
						
						
						
							| 
								
							 | 
							
								            camera->position.y = playerEyesPosition - sinf(swingCounter/CAMERA_FIRST_PERSON_STEP_TRIGONOMETRIC_DIVIDER)/CAMERA_FIRST_PERSON_STEP_DIVIDER;
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								            camera->up.x = sinf(swingCounter/(CAMERA_FIRST_PERSON_STEP_TRIGONOMETRIC_DIVIDER*2))/CAMERA_FIRST_PERSON_WAVING_DIVIDER;
							 | 
						
						
						
							| 
								
							 | 
							
								            camera->up.z = -sinf(swingCounter/(CAMERA_FIRST_PERSON_STEP_TRIGONOMETRIC_DIVIDER*2))/CAMERA_FIRST_PERSON_WAVING_DIVIDER;
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								        } break;
							 | 
						
						
						
							| 
								
							 | 
							
								        case CAMERA_THIRD_PERSON:
							 | 
						
						
						
							| 
								
							 | 
							
								        {
							 | 
						
						
						
							| 
								
							 | 
							
								            camera->position.x += (sinf(cameraAngle.x)*direction[MOVE_BACK] -
							 | 
						
						
						
							| 
								
							 | 
							
								                                   sinf(cameraAngle.x)*direction[MOVE_FRONT] -
							 | 
						
						
						
							| 
								
							 | 
							
								                                   cosf(cameraAngle.x)*direction[MOVE_LEFT] +
							 | 
						
						
						
							| 
								
							 | 
							
								                                   cosf(cameraAngle.x)*direction[MOVE_RIGHT])/PLAYER_MOVEMENT_SENSITIVITY;
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								            camera->position.y += (sinf(cameraAngle.y)*direction[MOVE_FRONT] -
							 | 
						
						
						
							| 
								
							 | 
							
								                                   sinf(cameraAngle.y)*direction[MOVE_BACK] +
							 | 
						
						
						
							| 
								
							 | 
							
								                                   1.0f*direction[MOVE_UP] - 1.0f*direction[MOVE_DOWN])/PLAYER_MOVEMENT_SENSITIVITY;
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								            camera->position.z += (cosf(cameraAngle.x)*direction[MOVE_BACK] -
							 | 
						
						
						
							| 
								
							 | 
							
								                                   cosf(cameraAngle.x)*direction[MOVE_FRONT] +
							 | 
						
						
						
							| 
								
							 | 
							
								                                   sinf(cameraAngle.x)*direction[MOVE_LEFT] -
							 | 
						
						
						
							| 
								
							 | 
							
								                                   sinf(cameraAngle.x)*direction[MOVE_RIGHT])/PLAYER_MOVEMENT_SENSITIVITY;
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								            // Camera orientation calculation
							 | 
						
						
						
							| 
								
							 | 
							
								            cameraAngle.x += (mousePositionDelta.x*-CAMERA_MOUSE_MOVE_SENSITIVITY);
							 | 
						
						
						
							| 
								
							 | 
							
								            cameraAngle.y += (mousePositionDelta.y*-CAMERA_MOUSE_MOVE_SENSITIVITY);
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								            // Angle clamp
							 | 
						
						
						
							| 
								
							 | 
							
								            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;
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								            // Camera zoom
							 | 
						
						
						
							| 
								
							 | 
							
								            cameraTargetDistance -= (mouseWheelMove*CAMERA_MOUSE_SCROLL_SENSITIVITY);
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								            // Camera distance clamp
							 | 
						
						
						
							| 
								
							 | 
							
								            if (cameraTargetDistance < CAMERA_THIRD_PERSON_DISTANCE_CLAMP) cameraTargetDistance = CAMERA_THIRD_PERSON_DISTANCE_CLAMP;
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								            // TODO: It seems camera->position is not correctly updated or some rounding issue makes the camera move straight to camera->target...
							 | 
						
						
						
							| 
								
							 | 
							
								            camera->position.x = sinf(cameraAngle.x)*cameraTargetDistance*cosf(cameraAngle.y) + camera->target.x;
							 | 
						
						
						
							| 
								
							 | 
							
								            if (cameraAngle.y <= 0.0f) camera->position.y = sinf(cameraAngle.y)*cameraTargetDistance*sinf(cameraAngle.y) + camera->target.y;
							 | 
						
						
						
							| 
								
							 | 
							
								            else camera->position.y = -sinf(cameraAngle.y)*cameraTargetDistance*sinf(cameraAngle.y) + camera->target.y;
							 | 
						
						
						
							| 
								
							 | 
							
								            camera->position.z = cosf(cameraAngle.x)*cameraTargetDistance*cosf(cameraAngle.y) + camera->target.z;
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								        } break;
							 | 
						
						
						
							| 
								
							 | 
							
								        default: break;
							 | 
						
						
						
							| 
								
							 | 
							
								    }
							 | 
						
						
						
							| 
								
							 | 
							
								}
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								// Set camera pan key to combine with mouse movement (free camera)
							 | 
						
						
						
							| 
								
							 | 
							
								void SetCameraPanControl(int panKey) { cameraPanControlKey = panKey; }
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								// Set camera alt key to combine with mouse movement (free camera)
							 | 
						
						
						
							| 
								
							 | 
							
								void SetCameraAltControl(int altKey) { cameraAltControlKey = altKey; }
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								// Set camera smooth zoom key to combine with mouse (free camera)
							 | 
						
						
						
							| 
								
							 | 
							
								void SetCameraSmoothZoomControl(int szoomKey) { cameraSmoothZoomControlKey = szoomKey; }
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								// Set camera move controls (1st person and 3rd person cameras)
							 | 
						
						
						
							| 
								
							 | 
							
								void SetCameraMoveControls(int frontKey, int backKey, int rightKey, int leftKey, int upKey, int downKey)
							 | 
						
						
						
							| 
								
							 | 
							
								{
							 | 
						
						
						
							| 
								
							 | 
							
								    cameraMoveControl[MOVE_FRONT] = frontKey;
							 | 
						
						
						
							| 
								
							 | 
							
								    cameraMoveControl[MOVE_BACK] = backKey;
							 | 
						
						
						
							| 
								
							 | 
							
								    cameraMoveControl[MOVE_RIGHT] = rightKey;
							 | 
						
						
						
							| 
								
							 | 
							
								    cameraMoveControl[MOVE_LEFT] = leftKey;
							 | 
						
						
						
							| 
								
							 | 
							
								    cameraMoveControl[MOVE_UP] = upKey;
							 | 
						
						
						
							| 
								
							 | 
							
								    cameraMoveControl[MOVE_DOWN] = downKey;
							 | 
						
						
						
							| 
								
							 | 
							
								}
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								#endif // CAMERA_IMPLEMENTATION
							 |