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authorRay <raysan5@gmail.com>2016-08-10 12:55:54 +0200
committerRay <raysan5@gmail.com>2016-08-10 12:55:54 +0200
commit289e04a62a64a6e82aa5da3397baaa7f48cc45ed (patch)
tree0dc28541849cc17d1f7d9e231eaf26aa19254eb8 /src/camera.c
parenta1b6b217e4797caf0ab2b5e297a91013ac24333d (diff)
downloadraylib-289e04a62a64a6e82aa5da3397baaa7f48cc45ed.tar.gz
raylib-289e04a62a64a6e82aa5da3397baaa7f48cc45ed.zip
Ported camera module to header-only
Diffstat (limited to 'src/camera.c')
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diff --git a/src/camera.c b/src/camera.c
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-/**********************************************************************************************
-*
-* raylib Camera System - Camera Modes Setup and Control Functions
-*
-* Copyright (c) 2015 Marc Palau and 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.
-*
-**********************************************************************************************/
-
-//#define CAMERA_STANDALONE // NOTE: To use the camera module as standalone lib, just uncomment this line
- // NOTE: ProcessCamera() should be reviewed to adapt inputs to other systems
-
-#if defined(CAMERA_STANDALONE)
- #include "camera.h"
-#else
- #include "raylib.h"
-#endif
-
-#include <math.h> // Required for: sqrt(), sin(), cos()
-
-//----------------------------------------------------------------------------------
-// Defines and Macros
-//----------------------------------------------------------------------------------
-// CAMERA_GENERIC
-#define CAMERA_SCROLL_SENSITIVITY 1.5f
-
-// FREE_CAMERA
-#define FREE_CAMERA_MOUSE_SENSITIVITY 0.01f
-#define FREE_CAMERA_DISTANCE_MIN_CLAMP 0.3f
-#define FREE_CAMERA_DISTANCE_MAX_CLAMP 120.0f
-#define FREE_CAMERA_MIN_CLAMP 85.0f
-#define FREE_CAMERA_MAX_CLAMP -85.0f
-#define FREE_CAMERA_SMOOTH_ZOOM_SENSITIVITY 0.05f
-#define FREE_CAMERA_PANNING_DIVIDER 5.1f
-
-// ORBITAL_CAMERA
-#define ORBITAL_CAMERA_SPEED 0.01f
-
-// FIRST_PERSON
-//#define FIRST_PERSON_MOUSE_SENSITIVITY 0.003f
-#define FIRST_PERSON_FOCUS_DISTANCE 25.0f
-#define FIRST_PERSON_MIN_CLAMP 85.0f
-#define FIRST_PERSON_MAX_CLAMP -85.0f
-
-#define FIRST_PERSON_STEP_TRIGONOMETRIC_DIVIDER 5.0f
-#define FIRST_PERSON_STEP_DIVIDER 30.0f
-#define FIRST_PERSON_WAVING_DIVIDER 200.0f
-
-#define FIRST_PERSON_HEIGHT_RELATIVE_EYES_POSITION 0.85f
-
-// THIRD_PERSON
-//#define THIRD_PERSON_MOUSE_SENSITIVITY 0.003f
-#define THIRD_PERSON_DISTANCE_CLAMP 1.2f
-#define THIRD_PERSON_MIN_CLAMP 5.0f
-#define THIRD_PERSON_MAX_CLAMP -85.0f
-#define THIRD_PERSON_OFFSET (Vector3){ 0.4f, 0.0f, 0.0f }
-
-// PLAYER (used by camera)
-#define PLAYER_WIDTH 0.4f
-#define PLAYER_HEIGHT 0.9f
-#define PLAYER_DEPTH 0.4f
-#define PLAYER_MOVEMENT_DIVIDER 20.0f
-
-//----------------------------------------------------------------------------------
-// Types and Structures Definition
-//----------------------------------------------------------------------------------
-// Camera move modes (first person and third person cameras)
-typedef enum { MOVE_FRONT = 0, MOVE_LEFT, MOVE_BACK, MOVE_RIGHT, MOVE_UP, MOVE_DOWN } CameraMove;
-
-//----------------------------------------------------------------------------------
-// Global Variables Definition
-//----------------------------------------------------------------------------------
-static Camera internalCamera = {{ 2.0f, 0.0f, 2.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f };
-static Vector2 cameraAngle = { 0.0f, 0.0f };
-static float cameraTargetDistance = 5.0f;
-static Vector2 cameraMousePosition = { 0.0f, 0.0f };
-static Vector2 cameraMouseVariation = { 0.0f, 0.0f };
-static float mouseSensitivity = 0.003f;
-static int cameraMoveControl[6] = { 'W', 'A', 'S', 'D', 'E', 'Q' };
-static int cameraMoveCounter = 0;
-static int cameraUseGravity = 1;
-static int panControlKey = 2; // raylib: MOUSE_MIDDLE_BUTTON
-static int altControlKey = 342; // raylib: KEY_LEFT_ALT
-static int smoothZoomControlKey = 341; // raylib: KEY_LEFT_CONTROL
-
-static int cameraMode = CAMERA_CUSTOM;
-
-//----------------------------------------------------------------------------------
-// Module specific Functions Declaration
-//----------------------------------------------------------------------------------
-static void ProcessCamera(Camera *camera, Vector3 *playerPosition);
-
-#if defined(CAMERA_STANDALONE)
-// NOTE: Camera controls depend on some raylib input functions
-// TODO: Set your own input functions (used in ProcessCamera())
-static Vector2 GetMousePosition() { return (Vector2){ 0.0f, 0.0f }; }
-static void SetMousePosition(Vector2 pos) {}
-static int IsMouseButtonDown(int button) { return 0;}
-static int GetMouseWheelMove() { return 0; }
-static int GetScreenWidth() { return 1280; }
-static int GetScreenHeight() { return 720; }
-static void ShowCursor() {}
-static void HideCursor() {}
-static int IsKeyDown(int key) { return 0; }
-#endif
-
-//----------------------------------------------------------------------------------
-// Module Functions Definition
-//----------------------------------------------------------------------------------
-
-// Select camera mode (multiple camera modes available)
-// TODO: Review hardcoded values when changing modes...
-void SetCameraMode(int mode)
-{
- if ((cameraMode == CAMERA_FIRST_PERSON) && (mode == CAMERA_FREE))
- {
- cameraMode = CAMERA_THIRD_PERSON;
- cameraTargetDistance = 5.0f;
- cameraAngle.y = -40*DEG2RAD;
- ProcessCamera(&internalCamera, &internalCamera.position);
- }
- else if ((cameraMode == CAMERA_FIRST_PERSON) && (mode == CAMERA_ORBITAL))
- {
- cameraMode = CAMERA_THIRD_PERSON;
- cameraTargetDistance = 5.0f;
- cameraAngle.y = -40*DEG2RAD;
- ProcessCamera(&internalCamera, &internalCamera.position);
- }
- else if ((cameraMode == CAMERA_CUSTOM) && (mode == CAMERA_FREE))
- {
- cameraTargetDistance = 10.0f;
- cameraAngle.x = 45*DEG2RAD;
- cameraAngle.y = -40*DEG2RAD;
- internalCamera.target = (Vector3){ 0.0f, 0.0f, 0.0f };
- ProcessCamera(&internalCamera, &internalCamera.position);
-
- ShowCursor();
- }
- else if ((cameraMode == CAMERA_CUSTOM) && (mode == CAMERA_ORBITAL))
- {
- cameraTargetDistance = 10.0f;
- cameraAngle.x = 225*DEG2RAD;
- cameraAngle.y = -40*DEG2RAD;
- internalCamera.target = (Vector3){ 0.0f, 0.0f, 0.0f };
- ProcessCamera(&internalCamera, &internalCamera.position);
- }
-
- cameraMode = mode;
-}
-
-// Update camera (player position is ignored)
-void UpdateCamera(Camera *camera)
-{
- Vector3 position = { 0.0f, 0.0f, 0.0f };
-
- // Process internal camera and player position (if required)
- if (cameraMode != CAMERA_CUSTOM) ProcessCamera(&internalCamera, &position);
-
- *camera = internalCamera;
-}
-
-// Update camera and player position (1st person and 3rd person cameras)
-void UpdateCameraPlayer(Camera *camera, Vector3 *position)
-{
- // Process internal camera and player position (if required)
- if (cameraMode != CAMERA_CUSTOM) ProcessCamera(&internalCamera, position);
-
- *camera = internalCamera;
-}
-
-// Set internal camera position
-void SetCameraPosition(Vector3 position)
-{
- internalCamera.position = position;
-
- Vector3 v1 = internalCamera.position;
- Vector3 v2 = internalCamera.target;
-
- float dx = v2.x - v1.x;
- float dy = v2.y - v1.y;
- float dz = v2.z - v1.z;
-
- cameraTargetDistance = sqrt(dx*dx + dy*dy + dz*dz);
-}
-
-// Set internal camera target
-void SetCameraTarget(Vector3 target)
-{
- internalCamera.target = target;
-
- Vector3 v1 = internalCamera.position;
- Vector3 v2 = internalCamera.target;
-
- float dx = v2.x - v1.x;
- float dy = v2.y - v1.y;
- float dz = v2.z - v1.z;
-
- cameraTargetDistance = sqrt(dx*dx + dy*dy + dz*dz);
-}
-
-// Set internal camera fovy
-void SetCameraFovy(float fovy)
-{
- internalCamera.fovy = fovy;
-}
-
-// Set camera pan key to combine with mouse movement (free camera)
-void SetCameraPanControl(int panKey)
-{
- panControlKey = panKey;
-}
-
-// Set camera alt key to combine with mouse movement (free camera)
-void SetCameraAltControl(int altKey)
-{
- altControlKey = altKey;
-}
-
-// Set camera smooth zoom key to combine with mouse (free camera)
-void SetCameraSmoothZoomControl(int szKey)
-{
- smoothZoomControlKey = szKey;
-}
-
-// Set camera move controls (1st person and 3rd person cameras)
-void SetCameraMoveControls(int frontKey, int backKey, int leftKey, int rightKey, int upKey, int downKey)
-{
- cameraMoveControl[MOVE_FRONT] = frontKey;
- cameraMoveControl[MOVE_LEFT] = leftKey;
- cameraMoveControl[MOVE_BACK] = backKey;
- cameraMoveControl[MOVE_RIGHT] = rightKey;
- cameraMoveControl[MOVE_UP] = upKey;
- cameraMoveControl[MOVE_DOWN] = downKey;
-}
-
-// Set camera mouse sensitivity (1st person and 3rd person cameras)
-void SetCameraMouseSensitivity(float sensitivity)
-{
- mouseSensitivity = (sensitivity/10000.0f);
-}
-
-//----------------------------------------------------------------------------------
-// Module specific Functions Definition
-//----------------------------------------------------------------------------------
-
-// Process desired camera mode and controls
-// NOTE: Camera controls depend on some raylib functions:
-// Mouse: GetMousePosition(), SetMousePosition(), IsMouseButtonDown(), GetMouseWheelMove()
-// System: GetScreenWidth(), GetScreenHeight(), ShowCursor(), HideCursor()
-// Keys: IsKeyDown()
-static void ProcessCamera(Camera *camera, Vector3 *playerPosition)
-{
- // Mouse movement detection
- Vector2 mousePosition = GetMousePosition();
- int mouseWheelMove = GetMouseWheelMove();
- int panKey = IsMouseButtonDown(panControlKey); // bool value
-
- int screenWidth = GetScreenWidth();
- int screenHeight = GetScreenHeight();
-
- if ((cameraMode != CAMERA_FREE) && (cameraMode != CAMERA_ORBITAL))
- {
- HideCursor();
-
- if (mousePosition.x < screenHeight/3) SetMousePosition((Vector2){ screenWidth - screenHeight/3, mousePosition.y});
- else if (mousePosition.y < screenHeight/3) SetMousePosition((Vector2){ mousePosition.x, screenHeight - screenHeight/3});
- else if (mousePosition.x > screenWidth - screenHeight/3) SetMousePosition((Vector2) { screenHeight/3, mousePosition.y});
- else if (mousePosition.y > screenHeight - screenHeight/3) SetMousePosition((Vector2){ mousePosition.x, screenHeight/3});
- else
- {
- cameraMouseVariation.x = mousePosition.x - cameraMousePosition.x;
- cameraMouseVariation.y = mousePosition.y - cameraMousePosition.y;
- }
- }
- else
- {
- ShowCursor();
-
- cameraMouseVariation.x = mousePosition.x - cameraMousePosition.x;
- cameraMouseVariation.y = mousePosition.y - cameraMousePosition.y;
- }
-
- // NOTE: We GetMousePosition() again because it can be modified by a previous SetMousePosition() call
- // If using directly mousePosition variable we have problems on CAMERA_FIRST_PERSON and CAMERA_THIRD_PERSON
- cameraMousePosition = GetMousePosition();
-
- // Support for multiple automatic camera modes
- switch (cameraMode)
- {
- case CAMERA_FREE:
- {
- // Camera zoom
- if ((cameraTargetDistance < FREE_CAMERA_DISTANCE_MAX_CLAMP) && (mouseWheelMove < 0))
- {
- cameraTargetDistance -= (mouseWheelMove*CAMERA_SCROLL_SENSITIVITY);
-
- if (cameraTargetDistance > FREE_CAMERA_DISTANCE_MAX_CLAMP) cameraTargetDistance = FREE_CAMERA_DISTANCE_MAX_CLAMP;
- }
- // Camera looking down
- else if ((camera->position.y > camera->target.y) && (cameraTargetDistance == FREE_CAMERA_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;
- }
- 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;
-
- // 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_SCROLL_SENSITIVITY);
- if (cameraTargetDistance < FREE_CAMERA_DISTANCE_MIN_CLAMP) cameraTargetDistance = FREE_CAMERA_DISTANCE_MIN_CLAMP;
- }
- // Camera looking up
- else if ((camera->position.y < camera->target.y) && (cameraTargetDistance == FREE_CAMERA_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;
- }
- 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;
-
- // 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_SCROLL_SENSITIVITY);
- if (cameraTargetDistance < FREE_CAMERA_DISTANCE_MIN_CLAMP) cameraTargetDistance = FREE_CAMERA_DISTANCE_MIN_CLAMP;
- }
-
- // Inputs
- if (IsKeyDown(altControlKey))
- {
- if (IsKeyDown(smoothZoomControlKey))
- {
- // Camera smooth zoom
- if (panKey) cameraTargetDistance += (cameraMouseVariation.y*FREE_CAMERA_SMOOTH_ZOOM_SENSITIVITY);
- }
- // Camera orientation calculation
- else if (panKey)
- {
- // Camera orientation calculation
- // Get the mouse sensitivity
- cameraAngle.x += cameraMouseVariation.x*-FREE_CAMERA_MOUSE_SENSITIVITY;
- cameraAngle.y += cameraMouseVariation.y*-FREE_CAMERA_MOUSE_SENSITIVITY;
-
- // Angle clamp
- if (cameraAngle.y > FREE_CAMERA_MIN_CLAMP*DEG2RAD) cameraAngle.y = FREE_CAMERA_MIN_CLAMP*DEG2RAD;
- else if (cameraAngle.y < FREE_CAMERA_MAX_CLAMP*DEG2RAD) cameraAngle.y = FREE_CAMERA_MAX_CLAMP*DEG2RAD;
- }
- }
- // Paning
- else if (panKey)
- {
- camera->target.x += ((cameraMouseVariation.x*-FREE_CAMERA_MOUSE_SENSITIVITY)*cos(cameraAngle.x) + (cameraMouseVariation.y*FREE_CAMERA_MOUSE_SENSITIVITY)*sin(cameraAngle.x)*sin(cameraAngle.y))*(cameraTargetDistance/FREE_CAMERA_PANNING_DIVIDER);
- camera->target.y += ((cameraMouseVariation.y*FREE_CAMERA_MOUSE_SENSITIVITY)*cos(cameraAngle.y))*(cameraTargetDistance/FREE_CAMERA_PANNING_DIVIDER);
- camera->target.z += ((cameraMouseVariation.x*FREE_CAMERA_MOUSE_SENSITIVITY)*sin(cameraAngle.x) + (cameraMouseVariation.y*FREE_CAMERA_MOUSE_SENSITIVITY)*cos(cameraAngle.x)*sin(cameraAngle.y))*(cameraTargetDistance/FREE_CAMERA_PANNING_DIVIDER);
- }
-
- // Focus to center
- // TODO: Move this function out of this module?
- if (IsKeyDown('Z')) camera->target = (Vector3){ 0.0f, 0.0f, 0.0f };
-
- // Camera position update
- camera->position.x = sin(cameraAngle.x)*cameraTargetDistance*cos(cameraAngle.y) + camera->target.x;
-
- if (cameraAngle.y <= 0.0f) camera->position.y = sin(cameraAngle.y)*cameraTargetDistance*sin(cameraAngle.y) + camera->target.y;
- else camera->position.y = -sin(cameraAngle.y)*cameraTargetDistance*sin(cameraAngle.y) + camera->target.y;
-
- camera->position.z = cos(cameraAngle.x)*cameraTargetDistance*cos(cameraAngle.y) + camera->target.z;
-
- } break;
- case CAMERA_ORBITAL:
- {
- cameraAngle.x += ORBITAL_CAMERA_SPEED;
-
- // Camera zoom
- cameraTargetDistance -= (mouseWheelMove*CAMERA_SCROLL_SENSITIVITY);
-
- // Camera distance clamp
- if (cameraTargetDistance < THIRD_PERSON_DISTANCE_CLAMP) cameraTargetDistance = THIRD_PERSON_DISTANCE_CLAMP;
-
- // Focus to center
- if (IsKeyDown('Z')) camera->target = (Vector3){ 0.0f, 0.0f, 0.0f };
-
- // Camera position update
- camera->position.x = sin(cameraAngle.x)*cameraTargetDistance*cos(cameraAngle.y) + camera->target.x;
-
- if (cameraAngle.y <= 0.0f) camera->position.y = sin(cameraAngle.y)*cameraTargetDistance*sin(cameraAngle.y) + camera->target.y;
- else camera->position.y = -sin(cameraAngle.y)*cameraTargetDistance*sin(cameraAngle.y) + camera->target.y;
-
- camera->position.z = cos(cameraAngle.x)*cameraTargetDistance*cos(cameraAngle.y) + camera->target.z;
-
- } break;
- case CAMERA_FIRST_PERSON:
- case CAMERA_THIRD_PERSON:
- {
- bool isMoving = false;
-
- // Keyboard inputs
- if (IsKeyDown(cameraMoveControl[MOVE_FRONT]))
- {
- playerPosition->x -= sin(cameraAngle.x)/PLAYER_MOVEMENT_DIVIDER;
- playerPosition->z -= cos(cameraAngle.x)/PLAYER_MOVEMENT_DIVIDER;
-
- if (!cameraUseGravity) camera->position.y += sin(cameraAngle.y)/PLAYER_MOVEMENT_DIVIDER;
-
- isMoving = true;
- }
- else if (IsKeyDown(cameraMoveControl[MOVE_BACK]))
- {
- playerPosition->x += sin(cameraAngle.x)/PLAYER_MOVEMENT_DIVIDER;
- playerPosition->z += cos(cameraAngle.x)/PLAYER_MOVEMENT_DIVIDER;
-
- if (!cameraUseGravity) camera->position.y -= sin(cameraAngle.y)/PLAYER_MOVEMENT_DIVIDER;
-
- isMoving = true;
- }
-
- if (IsKeyDown(cameraMoveControl[MOVE_LEFT]))
- {
- playerPosition->x -= cos(cameraAngle.x)/PLAYER_MOVEMENT_DIVIDER;
- playerPosition->z += sin(cameraAngle.x)/PLAYER_MOVEMENT_DIVIDER;
-
- isMoving = true;
- }
- else if (IsKeyDown(cameraMoveControl[MOVE_RIGHT]))
- {
- playerPosition->x += cos(cameraAngle.x)/PLAYER_MOVEMENT_DIVIDER;
- playerPosition->z -= sin(cameraAngle.x)/PLAYER_MOVEMENT_DIVIDER;
-
- isMoving = true;
- }
-
- if (IsKeyDown(cameraMoveControl[MOVE_UP]))
- {
- if (!cameraUseGravity) playerPosition->y += 1.0f/PLAYER_MOVEMENT_DIVIDER;
- }
- else if (IsKeyDown(cameraMoveControl[MOVE_DOWN]))
- {
- if (!cameraUseGravity) playerPosition->y -= 1.0f/PLAYER_MOVEMENT_DIVIDER;
- }
-
- if (cameraMode == CAMERA_THIRD_PERSON)
- {
- // Camera orientation calculation
- cameraAngle.x += cameraMouseVariation.x*-mouseSensitivity;
- cameraAngle.y += cameraMouseVariation.y*-mouseSensitivity;
-
- // Angle clamp
- if (cameraAngle.y > THIRD_PERSON_MIN_CLAMP*DEG2RAD) cameraAngle.y = THIRD_PERSON_MIN_CLAMP*DEG2RAD;
- else if (cameraAngle.y < THIRD_PERSON_MAX_CLAMP*DEG2RAD) cameraAngle.y = THIRD_PERSON_MAX_CLAMP*DEG2RAD;
-
- // Camera zoom
- cameraTargetDistance -= (mouseWheelMove*CAMERA_SCROLL_SENSITIVITY);
-
- // Camera distance clamp
- if (cameraTargetDistance < THIRD_PERSON_DISTANCE_CLAMP) cameraTargetDistance = THIRD_PERSON_DISTANCE_CLAMP;
-
- // Camera is always looking at player
- camera->target.x = playerPosition->x + THIRD_PERSON_OFFSET.x*cos(cameraAngle.x) + THIRD_PERSON_OFFSET.z*sin(cameraAngle.x);
- camera->target.y = playerPosition->y + PLAYER_HEIGHT*FIRST_PERSON_HEIGHT_RELATIVE_EYES_POSITION + THIRD_PERSON_OFFSET.y;
- camera->target.z = playerPosition->z + THIRD_PERSON_OFFSET.z*sin(cameraAngle.x) - THIRD_PERSON_OFFSET.x*sin(cameraAngle.x);
-
- // Camera position update
- 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;
- 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;
- }
- else // CAMERA_FIRST_PERSON
- {
- if (isMoving) cameraMoveCounter++;
-
- // Camera orientation calculation
- cameraAngle.x += (cameraMouseVariation.x * -mouseSensitivity);
- cameraAngle.y += (cameraMouseVariation.y * -mouseSensitivity);
-
- // Angle clamp
- if (cameraAngle.y > FIRST_PERSON_MIN_CLAMP*DEG2RAD) cameraAngle.y = FIRST_PERSON_MIN_CLAMP*DEG2RAD;
- else if (cameraAngle.y < FIRST_PERSON_MAX_CLAMP*DEG2RAD) cameraAngle.y = FIRST_PERSON_MAX_CLAMP*DEG2RAD;
-
- // Camera is always looking at player
- camera->target.x = camera->position.x - sin(cameraAngle.x)*FIRST_PERSON_FOCUS_DISTANCE;
- camera->target.y = camera->position.y + sin(cameraAngle.y)*FIRST_PERSON_FOCUS_DISTANCE;
- camera->target.z = camera->position.z - cos(cameraAngle.x)*FIRST_PERSON_FOCUS_DISTANCE;
-
- camera->position.x = playerPosition->x;
- camera->position.y = (playerPosition->y + PLAYER_HEIGHT*FIRST_PERSON_HEIGHT_RELATIVE_EYES_POSITION) - sin(cameraMoveCounter/FIRST_PERSON_STEP_TRIGONOMETRIC_DIVIDER)/FIRST_PERSON_STEP_DIVIDER;
- camera->position.z = playerPosition->z;
-
- camera->up.x = sin(cameraMoveCounter/(FIRST_PERSON_STEP_TRIGONOMETRIC_DIVIDER*2))/FIRST_PERSON_WAVING_DIVIDER;
- camera->up.z = -sin(cameraMoveCounter/(FIRST_PERSON_STEP_TRIGONOMETRIC_DIVIDER*2))/FIRST_PERSON_WAVING_DIVIDER;
- }
- } break;
- default: break;
- }
-}