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authorraysan5 <raysan5@gmail.com>2015-08-27 16:32:06 +0200
committerraysan5 <raysan5@gmail.com>2015-08-27 16:32:06 +0200
commit3a9ed0e8462570e30d92e2aa8c0ff3cf655ef863 (patch)
tree9e2593de39f6daab0dc283837e325937cbf41f1c /src/camera.c
parent8b3a82688e82922819d24494c08e24570c03bdc4 (diff)
parent997170a317bb8077cb96d3fc757c6cde0c0ea466 (diff)
downloadraylib-3a9ed0e8462570e30d92e2aa8c0ff3cf655ef863.tar.gz
raylib-3a9ed0e8462570e30d92e2aa8c0ff3cf655ef863.zip
Merged master fixed conflict.
Diffstat (limited to 'src/camera.c')
-rw-r--r--src/camera.c315
1 files changed, 170 insertions, 145 deletions
diff --git a/src/camera.c b/src/camera.c
index cde118c9..627451fe 100644
--- a/src/camera.c
+++ b/src/camera.c
@@ -1,8 +1,6 @@
/**********************************************************************************************
*
-* raylib.camera
-*
-* Camera Modes Setup and Control Functions
+* raylib Camera System - Camera Modes Setup and Control Functions
*
* Copyright (c) 2015 Marc Palau and Ramon Santamaria
*
@@ -23,7 +21,14 @@
*
**********************************************************************************************/
-#include "camera.h"
+//#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>
@@ -49,7 +54,7 @@
//#define FIRST_PERSON_MOUSE_SENSITIVITY 0.003
#define FIRST_PERSON_FOCUS_DISTANCE 25
#define FIRST_PERSON_MIN_CLAMP 85
-#define FIRST_PERSON_MAX_CLAMP -85
+#define FIRST_PERSON_MAX_CLAMP -85
#define FIRST_PERSON_STEP_TRIGONOMETRIC_DIVIDER 5.0
#define FIRST_PERSON_STEP_DIVIDER 30.0
@@ -61,7 +66,7 @@
//#define THIRD_PERSON_MOUSE_SENSITIVITY 0.003
#define THIRD_PERSON_DISTANCE_CLAMP 1.2
#define THIRD_PERSON_MIN_CLAMP 5
-#define THIRD_PERSON_MAX_CLAMP -85
+#define THIRD_PERSON_MAX_CLAMP -85
#define THIRD_PERSON_OFFSET (Vector3){ 0.4, 0, 0 }
// PLAYER (used by camera)
@@ -71,22 +76,26 @@
#define PLAYER_MOVEMENT_DIVIDER 20.0
//----------------------------------------------------------------------------------
+// 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 = {{2,0,2},{0,0,0},{0,1,0}};
static Vector2 cameraAngle = { 0, 0 };
static float cameraTargetDistance = 5;
-static Vector3 resetingPosition = { 0, 0, 0 };
-static int resetingKey = 'Z';
static Vector2 cameraMousePosition = { 0, 0 };
static Vector2 cameraMouseVariation = { 0, 0 };
static float mouseSensitivity = 0.003;
-static int cameraMovementController[6] = { 'W', 'A', 'S', 'D', 'E', 'Q' };
-static int cameraMovementCounter = 0;
-static bool cameraUseGravity = true;
-static int pawnControllingKey = MOUSE_MIDDLE_BUTTON;
-static int fnControllingKey = KEY_LEFT_ALT;
-static int smoothZoomControllingKey = KEY_LEFT_CONTROL;
+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;
@@ -95,6 +104,20 @@ static int cameraMode = CAMERA_CUSTOM;
//----------------------------------------------------------------------------------
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, 0}; }
+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
//----------------------------------------------------------------------------------
@@ -123,6 +146,8 @@ void SetCameraMode(int mode)
cameraAngle.y = -40 * DEG2RAD;
internalCamera.target = (Vector3){ 0, 0, 0};
ProcessCamera(&internalCamera, &internalCamera.position);
+
+ ShowCursor();
}
else if ((cameraMode == CAMERA_CUSTOM) && (mode == CAMERA_ORBITAL))
{
@@ -145,48 +170,37 @@ Camera UpdateCamera(Vector3 *position)
return internalCamera;
}
-
-void SetCameraControls(int frontKey, int leftKey, int backKey, int rightKey, int upKey, int downKey)
+void SetCameraMoveControls(int frontKey, int backKey, int leftKey, int rightKey, int upKey, int downKey)
{
- cameraMovementController[0] = frontKey;
- cameraMovementController[1] = leftKey;
- cameraMovementController[2] = backKey;
- cameraMovementController[3] = rightKey;
- cameraMovementController[4] = upKey;
- cameraMovementController[5] = 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;
}
void SetCameraMouseSensitivity(float sensitivity)
{
mouseSensitivity = (sensitivity / 10000.0);
}
-
-void SetCameraResetPosition(Vector3 resetPosition)
-{
- resetingPosition = resetPosition;
-}
-
-void SetCameraResetControl(int resetKey)
-{
- resetingKey = resetKey;
-}
-void SetCameraPawnControl(int pawnControlKey)
+void SetCameraPanControl(int panKey)
{
- pawnControllingKey = pawnControlKey;
+ panControlKey = panKey;
}
-void SetCameraFnControl(int fnControlKey)
+void SetCameraAltControl(int altKey)
{
- fnControllingKey = fnControlKey;
+ altControlKey = altKey;
}
-void SetCameraSmoothZoomControl(int smoothZoomControlKey)
+void SetCameraSmoothZoomControl(int szKey)
{
- smoothZoomControllingKey = smoothZoomControlKey;
+ smoothZoomControlKey = szKey;
}
-void SetCameraOrbitalTarget(Vector3 target)
+void SetCameraTarget(Vector3 target)
{
internalCamera.target = target;
}
@@ -197,33 +211,43 @@ void SetCameraOrbitalTarget(Vector3 target)
//----------------------------------------------------------------------------------
// 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)
{
-#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB) || defined(PLATFORM_RPI)
// 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 (GetMousePosition().x < GetScreenHeight() / 3) SetMousePosition((Vector2){ GetScreenWidth() - GetScreenHeight() / 3, GetMousePosition().y});
- else if (GetMousePosition().y < GetScreenHeight() / 3) SetMousePosition((Vector2){ GetMousePosition().x, GetScreenHeight() - GetScreenHeight() / 3});
- else if (GetMousePosition().x > GetScreenWidth() - GetScreenHeight() / 3) SetMousePosition((Vector2) { GetScreenHeight() / 3, GetMousePosition().y});
- else if (GetMousePosition().y > GetScreenHeight() - GetScreenHeight() / 3) SetMousePosition((Vector2){ GetMousePosition().x, GetScreenHeight() / 3});
+
+ 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 = GetMousePosition().x - cameraMousePosition.x;
- cameraMouseVariation.y = GetMousePosition().y - cameraMousePosition.y;
+ cameraMouseVariation.x = mousePosition.x - cameraMousePosition.x;
+ cameraMouseVariation.y = mousePosition.y - cameraMousePosition.y;
}
}
else
{
ShowCursor();
-
- cameraMouseVariation.x = GetMousePosition().x - cameraMousePosition.x;
- cameraMouseVariation.y = GetMousePosition().y - cameraMousePosition.y;
+
+ cameraMouseVariation.x = mousePosition.x - cameraMousePosition.x;
+ cameraMouseVariation.y = mousePosition.y - cameraMousePosition.y;
}
- cameraMousePosition = GetMousePosition();
+ cameraMousePosition = mousePosition;
// Support for multiple automatic camera modes
switch (cameraMode)
@@ -231,92 +255,93 @@ static void ProcessCamera(Camera *camera, Vector3 *playerPosition)
case CAMERA_FREE:
{
// Camera zoom
- if ((cameraTargetDistance < FREE_CAMERA_DISTANCE_MAX_CLAMP) && (GetMouseWheelMove() < 0))
+ if ((cameraTargetDistance < FREE_CAMERA_DISTANCE_MAX_CLAMP) && (mouseWheelMove < 0))
{
- cameraTargetDistance -= (GetMouseWheelMove() * CAMERA_SCROLL_SENSITIVITY);
+ 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) && (GetMouseWheelMove() < 0))
+ else if ((camera->position.y > camera->target.y) && (cameraTargetDistance == FREE_CAMERA_DISTANCE_MAX_CLAMP) && (mouseWheelMove < 0))
{
- camera->target.x += GetMouseWheelMove() * (camera->target.x - camera->position.x) * CAMERA_SCROLL_SENSITIVITY / cameraTargetDistance;
- camera->target.y += GetMouseWheelMove() * (camera->target.y - camera->position.y) * CAMERA_SCROLL_SENSITIVITY / cameraTargetDistance;
- camera->target.z += GetMouseWheelMove() * (camera->target.z - camera->position.z) * CAMERA_SCROLL_SENSITIVITY / cameraTargetDistance;
+ 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 += GetMouseWheelMove() * (camera->target.x - camera->position.x) * CAMERA_SCROLL_SENSITIVITY / cameraTargetDistance;
- camera->target.y += GetMouseWheelMove() * (camera->target.y - camera->position.y) * CAMERA_SCROLL_SENSITIVITY / cameraTargetDistance;
- camera->target.z += GetMouseWheelMove() * (camera->target.z - camera->position.z) * CAMERA_SCROLL_SENSITIVITY / cameraTargetDistance;
+ 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) && (GetMouseWheelMove() > 0))
+ else if ((camera->position.y > camera->target.y) && (camera->target.y < 0) && (mouseWheelMove > 0))
{
- cameraTargetDistance -= (GetMouseWheelMove() * CAMERA_SCROLL_SENSITIVITY);
+ 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) && (GetMouseWheelMove() < 0))
+ else if ((camera->position.y < camera->target.y) && (cameraTargetDistance == FREE_CAMERA_DISTANCE_MAX_CLAMP) && (mouseWheelMove < 0))
{
- camera->target.x += GetMouseWheelMove() * (camera->target.x - camera->position.x) * CAMERA_SCROLL_SENSITIVITY / cameraTargetDistance;
- camera->target.y += GetMouseWheelMove() * (camera->target.y - camera->position.y) * CAMERA_SCROLL_SENSITIVITY / cameraTargetDistance;
- camera->target.z += GetMouseWheelMove() * (camera->target.z - camera->position.z) * CAMERA_SCROLL_SENSITIVITY / cameraTargetDistance;
+ 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 += GetMouseWheelMove() * (camera->target.x - camera->position.x) * CAMERA_SCROLL_SENSITIVITY / cameraTargetDistance;
- camera->target.y += GetMouseWheelMove() * (camera->target.y - camera->position.y) * CAMERA_SCROLL_SENSITIVITY / cameraTargetDistance;
- camera->target.z += GetMouseWheelMove() * (camera->target.z - camera->position.z) * CAMERA_SCROLL_SENSITIVITY / cameraTargetDistance;
+ 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) && (GetMouseWheelMove() > 0))
+ else if ((camera->position.y < camera->target.y) && (camera->target.y > 0) && (mouseWheelMove > 0))
{
- cameraTargetDistance -= (GetMouseWheelMove() * CAMERA_SCROLL_SENSITIVITY);
+ cameraTargetDistance -= (mouseWheelMove * CAMERA_SCROLL_SENSITIVITY);
if (cameraTargetDistance < FREE_CAMERA_DISTANCE_MIN_CLAMP) cameraTargetDistance = FREE_CAMERA_DISTANCE_MIN_CLAMP;
}
// Inputs
- if (IsKeyDown(fnControllingKey))
+ if (IsKeyDown(altControlKey))
{
- if (IsKeyDown(smoothZoomControllingKey))
+ if (IsKeyDown(smoothZoomControlKey))
{
// Camera smooth zoom
- if (IsMouseButtonDown(pawnControllingKey)) cameraTargetDistance += (cameraMouseVariation.y * FREE_CAMERA_SMOOTH_ZOOM_SENSITIVITY);
+ if (panKey) cameraTargetDistance += (cameraMouseVariation.y*FREE_CAMERA_SMOOTH_ZOOM_SENSITIVITY);
}
// Camera orientation calculation
- else if (IsMouseButtonDown(pawnControllingKey))
+ 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;
+ 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;
+ 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 (IsMouseButtonDown(pawnControllingKey))
+ 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);
+ 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
- if (IsKeyDown(resetingKey)) camera->target = resetingPosition;
+ // TODO: Move this function out of the module?
+ if (IsKeyDown('Z')) camera->target = (Vector3){ 0, 0, 0 };
// 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) 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;
+ if (cameraAngle.y <= 0) 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;
case CAMERA_ORBITAL:
@@ -324,126 +349,126 @@ static void ProcessCamera(Camera *camera, Vector3 *playerPosition)
cameraAngle.x += ORBITAL_CAMERA_SPEED;
// Camera zoom
- cameraTargetDistance -= (GetMouseWheelMove() * CAMERA_SCROLL_SENSITIVITY);
+ 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, 0, 0 };
+ if (IsKeyDown('Z')) camera->target = (Vector3){ 0, 0, 0 };
// 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) 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;
+ if (cameraAngle.y <= 0) 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;
case CAMERA_FIRST_PERSON:
case CAMERA_THIRD_PERSON:
{
- bool isMoving = false;
+ int isMoving = 0;
// Keyboard inputs
- if (IsKeyDown(cameraMovementController[0]))
+ 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;
+ 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;
+ isMoving = 1;
}
- else if (IsKeyDown(cameraMovementController[2]))
+ 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;
+ 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;
+ isMoving = 1;
}
- if (IsKeyDown(cameraMovementController[1]))
+ if (IsKeyDown(cameraMoveControl[MOVE_LEFT]))
{
- playerPosition->x -= cos(cameraAngle.x) / PLAYER_MOVEMENT_DIVIDER;
- playerPosition->z += sin(cameraAngle.x) / PLAYER_MOVEMENT_DIVIDER;
+ playerPosition->x -= cos(cameraAngle.x)/PLAYER_MOVEMENT_DIVIDER;
+ playerPosition->z += sin(cameraAngle.x)/PLAYER_MOVEMENT_DIVIDER;
- isMoving = true;
+ isMoving = 1;
}
- else if (IsKeyDown(cameraMovementController[3]))
+ else if (IsKeyDown(cameraMoveControl[MOVE_RIGHT]))
{
- playerPosition->x += cos(cameraAngle.x) / PLAYER_MOVEMENT_DIVIDER;
- playerPosition->z -= sin(cameraAngle.x) / PLAYER_MOVEMENT_DIVIDER;
+ playerPosition->x += cos(cameraAngle.x)/PLAYER_MOVEMENT_DIVIDER;
+ playerPosition->z -= sin(cameraAngle.x)/PLAYER_MOVEMENT_DIVIDER;
- isMoving = true;
+ isMoving = 1;
}
- if (IsKeyDown(cameraMovementController[4]))
+ if (IsKeyDown(cameraMoveControl[MOVE_UP]))
{
- if (!cameraUseGravity) playerPosition->y += 1 / PLAYER_MOVEMENT_DIVIDER;
+ if (!cameraUseGravity) playerPosition->y += 1/PLAYER_MOVEMENT_DIVIDER;
}
- else if (IsKeyDown(cameraMovementController[5]))
+ else if (IsKeyDown(cameraMoveControl[MOVE_DOWN]))
{
- if (!cameraUseGravity) playerPosition->y -= 1 / PLAYER_MOVEMENT_DIVIDER;
+ if (!cameraUseGravity) playerPosition->y -= 1/PLAYER_MOVEMENT_DIVIDER;
}
if (cameraMode == CAMERA_THIRD_PERSON)
{
// Camera orientation calculation
- // Get the mouse sensitivity
- cameraAngle.x += cameraMouseVariation.x * -mouseSensitivity;
- cameraAngle.y += cameraMouseVariation.y * -mouseSensitivity;
+ 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;
+ 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 -= (GetMouseWheelMove() * CAMERA_SCROLL_SENSITIVITY);
+ 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->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;
+ camera->position.x = sin(cameraAngle.x)*cameraTargetDistance*cos(cameraAngle.y) + camera->target.x;
- if (cameraAngle.y <= 0) 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;
+ if (cameraAngle.y <= 0) 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
+ else // CAMERA_FIRST_PERSON
{
- if (isMoving) cameraMovementCounter++;
+ if (isMoving) cameraMoveCounter++;
// Camera orientation calculation
- // Get the mouse sensitivity
- cameraAngle.x += cameraMouseVariation.x * -mouseSensitivity;
- cameraAngle.y += cameraMouseVariation.y * -mouseSensitivity;
+ 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;
+ 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->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(cameraMovementCounter / FIRST_PERSON_STEP_TRIGONOMETRIC_DIVIDER) / FIRST_PERSON_STEP_DIVIDER;
+ 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(cameraMovementCounter / (FIRST_PERSON_STEP_TRIGONOMETRIC_DIVIDER * 2)) / FIRST_PERSON_WAVING_DIVIDER;
- camera->up.z = -sin(cameraMovementCounter / (FIRST_PERSON_STEP_TRIGONOMETRIC_DIVIDER * 2)) / FIRST_PERSON_WAVING_DIVIDER;
+ 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;
}
-#endif
-}
+} \ No newline at end of file