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| author | Ray <raysan5@gmail.com> | 2016-02-03 17:45:28 +0100 |
|---|---|---|
| committer | Ray <raysan5@gmail.com> | 2016-02-03 17:45:28 +0100 |
| commit | 646f1c3f716dd817ff717d35480a744a8be46ead (patch) | |
| tree | 70e3778d194cd2caa886a79c952885017e852be6 /src/camera.c | |
| parent | df5c64d0beee06df8c87a43e5341b6b98f82839f (diff) | |
| download | raylib-646f1c3f716dd817ff717d35480a744a8be46ead.tar.gz raylib-646f1c3f716dd817ff717d35480a744a8be46ead.zip | |
Some formating tweaks
Diffstat (limited to 'src/camera.c')
| -rw-r--r-- | src/camera.c | 114 |
1 files changed, 57 insertions, 57 deletions
diff --git a/src/camera.c b/src/camera.c index 1e7ac2ff..6539da5f 100644 --- a/src/camera.c +++ b/src/camera.c @@ -36,44 +36,44 @@ // Defines and Macros //---------------------------------------------------------------------------------- // CAMERA_GENERIC -#define CAMERA_SCROLL_SENSITIVITY 1.5 +#define CAMERA_SCROLL_SENSITIVITY 1.5f // FREE_CAMERA -#define FREE_CAMERA_MOUSE_SENSITIVITY 0.01 -#define FREE_CAMERA_DISTANCE_MIN_CLAMP 0.3 -#define FREE_CAMERA_DISTANCE_MAX_CLAMP 120 -#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 +#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 0.01 +#define ORBITAL_CAMERA_SPEED 0.01f // 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_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 5.0 -#define FIRST_PERSON_STEP_DIVIDER 30.0 -#define FIRST_PERSON_WAVING_DIVIDER 200.0 +#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 0.85 +#define FIRST_PERSON_HEIGHT_RELATIVE_EYES_POSITION 0.85f // 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 } +//#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 0.4 -#define PLAYER_HEIGHT 0.9 -#define PLAYER_DEPTH 0.4 -#define PLAYER_MOVEMENT_DIVIDER 20.0 +#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 @@ -84,11 +84,11 @@ typedef enum { MOVE_FRONT = 0, MOVE_LEFT, MOVE_BACK, MOVE_RIGHT, MOVE_UP, MOVE_D //---------------------------------------------------------------------------------- // Global Variables Definition //---------------------------------------------------------------------------------- -static Camera internalCamera = {{2, 0, 2}, {0, 0, 0}, {0, 1, 0}}; -static Vector2 cameraAngle = { 0, 0 }; +static Camera internalCamera = {{ 2.0f, 0.0f, 2.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }}; +static Vector2 cameraAngle = { 0.0f, 0.0f }; static float cameraTargetDistance = 5.0f; -static Vector2 cameraMousePosition = { 0, 0 }; -static Vector2 cameraMouseVariation = { 0, 0 }; +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; @@ -107,7 +107,7 @@ 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 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; } @@ -129,33 +129,33 @@ void SetCameraMode(int mode) if ((cameraMode == CAMERA_FIRST_PERSON) && (mode == CAMERA_FREE)) { cameraMode = CAMERA_THIRD_PERSON; - cameraTargetDistance = 5; - cameraAngle.y = -40 * DEG2RAD; + 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; - cameraAngle.y = -40 * DEG2RAD; + cameraTargetDistance = 5.0f; + 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 }; + 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; - cameraAngle.x = 225 * DEG2RAD; - cameraAngle.y = -40 * DEG2RAD; - internalCamera.target = (Vector3){ 0, 0, 0}; + cameraTargetDistance = 10.0f; + cameraAngle.x = 225*DEG2RAD; + cameraAngle.y = -40*DEG2RAD; + internalCamera.target = (Vector3){ 0.0f, 0.0f, 0.0f }; ProcessCamera(&internalCamera, &internalCamera.position); } @@ -165,7 +165,7 @@ void SetCameraMode(int mode) // Update camera (player position is ignored) void UpdateCamera(Camera *camera) { - Vector3 position = { 0, 0, 0 }; + Vector3 position = { 0.0f, 0.0f, 0.0f }; // Process internal camera and player position (if required) if (cameraMode != CAMERA_CUSTOM) ProcessCamera(&internalCamera, &position); @@ -244,7 +244,7 @@ void SetCameraMoveControls(int frontKey, int backKey, int leftKey, int rightKey, // Set camera mouse sensitivity (1st person and 3rd person cameras) void SetCameraMouseSensitivity(float sensitivity) { - mouseSensitivity = (sensitivity/10000.0); + mouseSensitivity = (sensitivity/10000.0f); } //---------------------------------------------------------------------------------- @@ -376,12 +376,12 @@ static void ProcessCamera(Camera *camera, Vector3 *playerPosition) // Focus to center // TODO: Move this function out of the module? - if (IsKeyDown('Z')) camera->target = (Vector3){ 0, 0, 0 }; + 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) camera->position.y = sin(cameraAngle.y)*cameraTargetDistance*sin(cameraAngle.y) + camera->target.y; + 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; @@ -398,12 +398,12 @@ static void ProcessCamera(Camera *camera, Vector3 *playerPosition) 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){ 0.0f, 0.0f, 0.0f }; // Camera position update camera->position.x = sin(cameraAngle.x)*cameraTargetDistance*cos(cameraAngle.y) + camera->target.x; - if (cameraAngle.y <= 0) camera->position.y = sin(cameraAngle.y)*cameraTargetDistance*sin(cameraAngle.y) + camera->target.y; + 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; @@ -412,7 +412,7 @@ static void ProcessCamera(Camera *camera, Vector3 *playerPosition) case CAMERA_FIRST_PERSON: case CAMERA_THIRD_PERSON: { - int isMoving = 0; + bool isMoving = false; // Keyboard inputs if (IsKeyDown(cameraMoveControl[MOVE_FRONT])) @@ -422,7 +422,7 @@ static void ProcessCamera(Camera *camera, Vector3 *playerPosition) if (!cameraUseGravity) camera->position.y += sin(cameraAngle.y)/PLAYER_MOVEMENT_DIVIDER; - isMoving = 1; + isMoving = true; } else if (IsKeyDown(cameraMoveControl[MOVE_BACK])) { @@ -431,7 +431,7 @@ static void ProcessCamera(Camera *camera, Vector3 *playerPosition) if (!cameraUseGravity) camera->position.y -= sin(cameraAngle.y)/PLAYER_MOVEMENT_DIVIDER; - isMoving = 1; + isMoving = true; } if (IsKeyDown(cameraMoveControl[MOVE_LEFT])) @@ -439,23 +439,23 @@ static void ProcessCamera(Camera *camera, Vector3 *playerPosition) playerPosition->x -= cos(cameraAngle.x)/PLAYER_MOVEMENT_DIVIDER; playerPosition->z += sin(cameraAngle.x)/PLAYER_MOVEMENT_DIVIDER; - isMoving = 1; + 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 = 1; + isMoving = true; } if (IsKeyDown(cameraMoveControl[MOVE_UP])) { - if (!cameraUseGravity) playerPosition->y += 1/PLAYER_MOVEMENT_DIVIDER; + if (!cameraUseGravity) playerPosition->y += 1.0f/PLAYER_MOVEMENT_DIVIDER; } else if (IsKeyDown(cameraMoveControl[MOVE_DOWN])) { - if (!cameraUseGravity) playerPosition->y -= 1/PLAYER_MOVEMENT_DIVIDER; + if (!cameraUseGravity) playerPosition->y -= 1.0f/PLAYER_MOVEMENT_DIVIDER; } if (cameraMode == CAMERA_THIRD_PERSON) @@ -482,7 +482,7 @@ static void ProcessCamera(Camera *camera, Vector3 *playerPosition) // 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; + 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; |
