aboutsummaryrefslogtreecommitdiff
path: root/src/camera.c
diff options
context:
space:
mode:
authorraysan5 <raysan5@gmail.com>2015-05-04 23:46:31 +0200
committerraysan5 <raysan5@gmail.com>2015-05-04 23:46:31 +0200
commiteae98e1c34512579d69966c99713bd0c45bfcb50 (patch)
tree86b224238a9a017d45e5267b59f755b1c6dfbd1a /src/camera.c
parentba257b09f55f240ec48200383fe49ca4bf3e1cab (diff)
downloadraylib-eae98e1c34512579d69966c99713bd0c45bfcb50.tar.gz
raylib-eae98e1c34512579d69966c99713bd0c45bfcb50.zip
Big batch of changes, check description:
- Camera system moved to a separate module [camera.c] - WIP: Added customization functions for camera controls - Added custom shaders support on batch drawing - Complete redesign of textures module to support multiple texture formats (compressed and uncompressed)
Diffstat (limited to 'src/camera.c')
-rw-r--r--src/camera.c476
1 files changed, 476 insertions, 0 deletions
diff --git a/src/camera.c b/src/camera.c
new file mode 100644
index 00000000..b960afdf
--- /dev/null
+++ b/src/camera.c
@@ -0,0 +1,476 @@
+/**********************************************************************************************
+*
+* raylib.camera
+*
+* Camera Modes Setup and Control Functions
+*
+* Copyright (c) 2015 Marc Palau and Ramon Santamaria
+*
+* 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.
+*
+**********************************************************************************************/
+
+#include "raylib.h"
+#include <math.h>
+
+//----------------------------------------------------------------------------------
+// Defines and Macros
+//----------------------------------------------------------------------------------
+// CAMERA_GENERIC
+#define CAMERA_SCROLL_SENSITIVITY 1.5
+
+// FREE_CAMERA
+#define FREE_CAMERA_MOUSE_SENSITIVITY 0.01
+#define FREE_CAMERA_DISTANCE_MIN_CLAMP 0.3
+#define FREE_CAMERA_DISTANCE_MAX_CLAMP 12
+#define FREE_CAMERA_MIN_CLAMP 85
+#define FREE_CAMERA_MAX_CLAMP -85
+#define FREE_CAMERA_SMOOTH_ZOOM_SENSITIVITY 0.05
+#define FREE_CAMERA_PANNING_DIVIDER 5.1
+
+// ORBITAL_CAMERA
+#define ORBITAL_CAMERA_SPEED 0.01
+
+// FIRST_PERSON
+//#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_STEP_TRIGONOMETRIC_DIVIDER 5.0
+#define FIRST_PERSON_STEP_DIVIDER 30.0
+#define FIRST_PERSON_WAVING_DIVIDER 200.0
+
+#define FIRST_PERSON_HEIGHT_RELATIVE_EYES_POSITION 0.85
+
+// THIRD_PERSON
+//#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_OFFSET (Vector3){ 0.4, 0, 0 }
+
+// PLAYER (used by camera)
+#define PLAYER_WIDTH 0.4
+#define PLAYER_HEIGHT 0.9
+#define PLAYER_DEPTH 0.4
+#define PLAYER_MOVEMENT_DIVIDER 20.0
+
+//----------------------------------------------------------------------------------
+// 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 cameraMode = CAMERA_CUSTOM;
+
+//----------------------------------------------------------------------------------
+// Module specific Functions Declaration
+//----------------------------------------------------------------------------------
+static void ProcessCamera(Camera *camera, Vector3 *playerPosition);
+/*
+static void SetCameraControls(int front, int left, int back, right, up, down);
+static void SetMouseSensitivity(int sensitivity);
+static void SetResetPosition(Vector3 resetPosition);
+static void SetResetControl(int resetKey);
+static void SetPawnControl(int pawnControlKey);
+static void SetFnControl(int fnControlKey);
+static void SetSmoothZoomControl(int smoothZoomControlKey);
+*/
+
+//----------------------------------------------------------------------------------
+// Module Functions Definition
+//----------------------------------------------------------------------------------
+
+// Select camera mode (multiple camera modes available)
+void SetCameraMode(int mode)
+{
+ if ((cameraMode == CAMERA_FIRST_PERSON) && (mode == CAMERA_FREE))
+ {
+ cameraMode = CAMERA_THIRD_PERSON;
+ cameraTargetDistance = 5;
+ cameraAngle.y = -40 * DEG2RAD;
+ ProcessCamera(&internalCamera, &internalCamera.position);
+ }
+ else if ((cameraMode == CAMERA_FIRST_PERSON) && (mode == CAMERA_ORBITAL))
+ {
+ cameraMode = CAMERA_THIRD_PERSON;
+ cameraTargetDistance = 5;
+ cameraAngle.y = -40 * DEG2RAD;
+ ProcessCamera(&internalCamera, &internalCamera.position);
+ }
+ else if ((cameraMode == CAMERA_CUSTOM) && (mode == CAMERA_FREE))
+ {
+ cameraTargetDistance = 10;
+ cameraAngle.x = 45 * DEG2RAD;
+ cameraAngle.y = -40 * DEG2RAD;
+ internalCamera.target = (Vector3){ 0, 0, 0};
+ ProcessCamera(&internalCamera, &internalCamera.position);
+ }
+ else if ((cameraMode == CAMERA_CUSTOM) && (mode == CAMERA_ORBITAL))
+ {
+ cameraTargetDistance = 10;
+ cameraAngle.x = 225 * DEG2RAD;
+ cameraAngle.y = -40 * DEG2RAD;
+ internalCamera.target = (Vector3){ 3, 0, 3};
+ ProcessCamera(&internalCamera, &internalCamera.position);
+ }
+
+ cameraMode = mode;
+}
+
+// Update camera with position
+Camera UpdateCamera(Vector3 *position)
+{
+ // Calculate camera
+ if (cameraMode != CAMERA_CUSTOM) ProcessCamera(&internalCamera, position);
+
+ return internalCamera;
+}
+
+//----------------------------------------------------------------------------------
+// Module specific Functions Definition
+//----------------------------------------------------------------------------------
+
+// Process desired camera mode and controls
+static void ProcessCamera(Camera *camera, Vector3 *playerPosition)
+{
+#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB) || defined(PLATFORM_RPI)
+ // Mouse movement detection
+ if (cameraMode != CAMERA_FREE)
+ {
+ 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});
+ else
+ {
+ cameraMouseVariation.x = GetMousePosition().x - cameraMousePosition.x;
+ cameraMouseVariation.y = GetMousePosition().y - cameraMousePosition.y;
+ }
+ }
+ else
+ {
+ ShowCursor();
+
+ cameraMouseVariation.x = GetMousePosition().x - cameraMousePosition.x;
+ cameraMouseVariation.y = GetMousePosition().y - cameraMousePosition.y;
+ }
+
+ cameraMousePosition = GetMousePosition();
+
+ // Support for multiple automatic camera modes
+ switch (cameraMode)
+ {
+ case CAMERA_FREE:
+ {
+ // Camera zoom
+ if ((cameraTargetDistance < FREE_CAMERA_DISTANCE_MAX_CLAMP) && (GetMouseWheelMove() < 0))
+ {
+ cameraTargetDistance -= (GetMouseWheelMove() * 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))
+ {
+ 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;
+ }
+ 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;
+
+ if (camera->target.y < 0) camera->target.y = -0.001;
+ }
+ else if ((camera->position.y > camera->target.y) && (camera->target.y < 0) && (GetMouseWheelMove() > 0))
+ {
+ cameraTargetDistance -= (GetMouseWheelMove() * 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))
+ {
+ 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;
+ }
+ 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;
+
+ if (camera->target.y > 0) camera->target.y = 0.001;
+ }
+ else if ((camera->position.y < camera->target.y) && (camera->target.y > 0) && (GetMouseWheelMove() > 0))
+ {
+ cameraTargetDistance -= (GetMouseWheelMove() * CAMERA_SCROLL_SENSITIVITY);
+ if (cameraTargetDistance < FREE_CAMERA_DISTANCE_MIN_CLAMP) cameraTargetDistance = FREE_CAMERA_DISTANCE_MIN_CLAMP;
+ }
+
+ // Inputs
+ if (IsKeyDown(fnControllingKey))
+ {
+ if (IsKeyDown(smoothZoomControllingKey))
+ {
+ // Camera smooth zoom
+ if (IsMouseButtonDown(pawnControllingKey)) cameraTargetDistance += (cameraMouseVariation.y * FREE_CAMERA_SMOOTH_ZOOM_SENSITIVITY);
+ }
+ // Camera orientation calculation
+ else if (IsMouseButtonDown(pawnControllingKey))
+ {
+ // 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 (IsMouseButtonDown(pawnControllingKey))
+ {
+ 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;
+
+ // Camera position update
+ 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;
+
+ 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 -= (GetMouseWheelMove() * 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 };
+
+ // Camera position update
+ 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;
+
+ 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(cameraMovementController[0]))
+ {
+ 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(cameraMovementController[2]))
+ {
+ 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(cameraMovementController[1]))
+ {
+ playerPosition->x -= cos(cameraAngle.x) / PLAYER_MOVEMENT_DIVIDER;
+ playerPosition->z += sin(cameraAngle.x) / PLAYER_MOVEMENT_DIVIDER;
+
+ isMoving = true;
+ }
+ else if (IsKeyDown(cameraMovementController[3]))
+ {
+ playerPosition->x += cos(cameraAngle.x) / PLAYER_MOVEMENT_DIVIDER;
+ playerPosition->z -= sin(cameraAngle.x) / PLAYER_MOVEMENT_DIVIDER;
+
+ isMoving = true;
+ }
+
+ if (IsKeyDown(cameraMovementController[4]))
+ {
+ if (!cameraUseGravity) playerPosition->y += 1 / PLAYER_MOVEMENT_DIVIDER;
+ }
+ else if (IsKeyDown(cameraMovementController[5]))
+ {
+ 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;
+
+ // 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 -= (GetMouseWheelMove() * 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) 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
+ {
+ if (isMoving) cameraMovementCounter++;
+
+ // Camera orientation calculation
+ // Get the mouse sensitivity
+ 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(cameraMovementCounter / 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;
+ }
+ } break;
+ default: break;
+ }
+#endif
+}
+
+void SetCameraControls(int frontKey, int leftKey, int backKey, int rightKey, int upKey, int downKey)
+{
+ cameraMovementController[0] = frontKey;
+ cameraMovementController[1] = leftKey;
+ cameraMovementController[2] = backKey;
+ cameraMovementController[3] = rightKey;
+ cameraMovementController[4] = upKey;
+ cameraMovementController[5] = downKey;
+}
+
+void SetMouseSensitivity(float sensitivity)
+{
+ mouseSensitivity = (sensitivity / 10000.0);
+}
+
+void SetResetPosition(Vector3 resetPosition)
+{
+ resetingPosition = resetPosition;
+}
+
+void SetResetControl(int resetKey)
+{
+ resetingKey = resetKey;
+}
+
+void SetPawnControl(int pawnControlKey)
+{
+ pawnControllingKey = pawnControlKey;
+}
+
+void SetFnControl(int fnControlKey)
+{
+ fnControllingKey = fnControlKey;
+}
+
+void SetSmoothZoomControl(int smoothZoomControlKey)
+{
+ smoothZoomControllingKey = smoothZoomControlKey;
+}
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+