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| author | raysan5 <raysan5@gmail.com> | 2015-08-27 16:32:06 +0200 |
|---|---|---|
| committer | raysan5 <raysan5@gmail.com> | 2015-08-27 16:32:06 +0200 |
| commit | 3a9ed0e8462570e30d92e2aa8c0ff3cf655ef863 (patch) | |
| tree | 9e2593de39f6daab0dc283837e325937cbf41f1c /src/camera.c | |
| parent | 8b3a82688e82922819d24494c08e24570c03bdc4 (diff) | |
| parent | 997170a317bb8077cb96d3fc757c6cde0c0ea466 (diff) | |
| download | raylib-3a9ed0e8462570e30d92e2aa8c0ff3cf655ef863.tar.gz raylib-3a9ed0e8462570e30d92e2aa8c0ff3cf655ef863.zip | |
Merged master fixed conflict.
Diffstat (limited to 'src/camera.c')
| -rw-r--r-- | src/camera.c | 315 |
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 -} +}
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