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authorMarc Palau <sucdepressec@gmail.com>2015-02-09 18:35:25 +0100
committerMarc Palau <sucdepressec@gmail.com>2015-02-09 18:35:43 +0100
commit3cb4edcbc3921b3fe7e3be5b75b49df8b14112a2 (patch)
treef616a8d57d4d1524961eb84822bb53a2d6ccb423 /src/core.c
parente1353b9f7d5f29b4706b305245946b2c5cab6a12 (diff)
downloadraylib-3cb4edcbc3921b3fe7e3be5b75b49df8b14112a2.tar.gz
raylib-3cb4edcbc3921b3fe7e3be5b75b49df8b14112a2.zip
Corrected camera system
Diffstat (limited to 'src/core.c')
-rw-r--r--src/core.c133
1 files changed, 83 insertions, 50 deletions
diff --git a/src/core.c b/src/core.c
index a1dc9633..8d8795cd 100644
--- a/src/core.c
+++ b/src/core.c
@@ -261,7 +261,6 @@ static Vector2 cameraMousePosition = { 0, 0 };
static Vector2 cameraMouseVariation = { 0, 0 };
static int cameraMovementCounter = 0;
static bool cameraUseGravity = true;
-static Vector3 cameraPosition = { 2, 0, 2 }; // Player
// Shaders variables
static bool enabledPostpro = false;
@@ -316,7 +315,7 @@ static int32_t InputCallback(struct android_app *app, AInputEvent *event); //
static void CommandCallback(struct android_app *app, int32_t cmd); // Process Android activity lifecycle commands
#endif
-static void ProcessCamera(Camera *camera);
+static void ProcessCamera(Camera *camera, Vector3 *playerPosition);
//----------------------------------------------------------------------------------
// Module Functions Definition - Window and OpenGL Context Functions
@@ -535,10 +534,7 @@ void BeginDrawing(void)
currentTime = GetTime(); // Number of elapsed seconds since InitTimer() was called
updateTime = currentTime - previousTime;
previousTime = currentTime;
-
- // Calculate camera
- if (cameraMode != CAMERA_CUSTOM) ProcessCamera(&internalCamera);
-
+
if (enabledPostpro) rlEnableFBO();
rlClearScreenBuffers();
@@ -707,9 +703,46 @@ void ShowLogo(void)
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))
+ {
+ cameraMode = CAMERA_THIRD_PERSON;
+ cameraTargetDistance = 5;
+ internalCamera.position = (Vector3){ -1, 1, -1 };
+ internalCamera.target = (Vector3){ 3, 0, 3};
+ ProcessCamera(&internalCamera, &internalCamera.position);
+ }
+ else if ((cameraMode == CAMERA_CUSTOM) && (mode == CAMERA_ORBITAL))
+ {
+ cameraMode = CAMERA_THIRD_PERSON;
+ cameraTargetDistance = 5;
+ cameraAngle.x = 45 * DEG2RAD;
+ cameraAngle.y = -20 * DEG2RAD;
+ ProcessCamera(&internalCamera, &internalCamera.position);
+ }
+
cameraMode = mode;
}
+void UpdateCamera(Vector3 *playerPosition)
+{
+ // Calculate camera
+ if (cameraMode != CAMERA_CUSTOM) ProcessCamera(&internalCamera, playerPosition);
+}
+
//----------------------------------------------------------------------------------
// Module Functions Definition - Input (Keyboard, Mouse, Gamepad) Functions
//----------------------------------------------------------------------------------
@@ -1026,6 +1059,32 @@ Vector2 GetTouchPosition(void)
}*/
#endif
+// Initialize OpenGL graphics
+void InitGraphics(void)
+{
+ rlglInit(); // Init rlgl
+
+ rlglInitGraphics(renderOffsetX, renderOffsetY, renderWidth, renderHeight); // Init graphics (OpenGL stuff)
+
+ ClearBackground(RAYWHITE); // Default background color for raylib games :P
+
+#if defined(PLATFORM_ANDROID)
+ windowReady = true; // IMPORTANT!
+#endif
+}
+
+void InitPostShader(void)
+{
+ rlglInitPostpro();
+
+ enabledPostpro = true;
+}
+
+void SetPostShader(unsigned int shader)
+{
+ fboShader = shader;
+}
+
//----------------------------------------------------------------------------------
// Module specific Functions Definition
//----------------------------------------------------------------------------------
@@ -1287,32 +1346,6 @@ static void InitDisplay(int width, int height)
#endif
}
-// Initialize OpenGL graphics
-void InitGraphics(void)
-{
- rlglInit(); // Init rlgl
-
- rlglInitGraphics(renderOffsetX, renderOffsetY, renderWidth, renderHeight); // Init graphics (OpenGL stuff)
-
- ClearBackground(RAYWHITE); // Default background color for raylib games :P
-
-#if defined(PLATFORM_ANDROID)
- windowReady = true; // IMPORTANT!
-#endif
-}
-
-void InitPostShader(void)
-{
- rlglInitPostpro();
-
- enabledPostpro = true;
-}
-
-void SetPostShader(unsigned int shader)
-{
- fboShader = shader;
-}
-
#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB)
// GLFW3 Error Callback, runs on GLFW3 error
static void ErrorCallback(int error, const char *description)
@@ -2299,8 +2332,8 @@ static void LogoAnimation(void)
}
// Process desired camera mode and controls
-static void ProcessCamera(Camera *camera)
-{
+static void ProcessCamera(Camera *camera, Vector3 *playerPosition)
+{
// Mouse movement detection
if (fullscreen)
{
@@ -2408,16 +2441,16 @@ static void ProcessCamera(Camera *camera)
// Keyboard inputs
if (IsKeyDown('W'))
{
- cameraPosition.x -= sin(cameraAngle.x) / PLAYER_MOVEMENT_DIVIDER;
- cameraPosition.z -= cos(cameraAngle.x) / 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;
}
else if (IsKeyDown('S'))
{
- cameraPosition.x += sin(cameraAngle.x) / PLAYER_MOVEMENT_DIVIDER;
- cameraPosition.z += cos(cameraAngle.x) / 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;
@@ -2425,26 +2458,26 @@ static void ProcessCamera(Camera *camera)
if (IsKeyDown('A'))
{
- cameraPosition.x -= cos(cameraAngle.x) / PLAYER_MOVEMENT_DIVIDER;
- cameraPosition.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;
}
else if (IsKeyDown('D'))
{
- cameraPosition.x += cos(cameraAngle.x) / PLAYER_MOVEMENT_DIVIDER;
- cameraPosition.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;
}
if (IsKeyDown('E'))
{
- if (!cameraUseGravity) cameraPosition.y += 1 / PLAYER_MOVEMENT_DIVIDER;
+ if (!cameraUseGravity) playerPosition->y += 1 / PLAYER_MOVEMENT_DIVIDER;
}
else if (IsKeyDown('Q'))
{
- if (!cameraUseGravity) cameraPosition.y -= 1 / PLAYER_MOVEMENT_DIVIDER;
+ if (!cameraUseGravity) playerPosition->y -= 1 / PLAYER_MOVEMENT_DIVIDER;
}
if (cameraMode == CAMERA_THIRD_PERSON)
@@ -2465,9 +2498,9 @@ static void ProcessCamera(Camera *camera)
if (cameraTargetDistance < THIRD_PERSON_DISTANCE_CLAMP) cameraTargetDistance = THIRD_PERSON_DISTANCE_CLAMP;
// Camera is always looking at player
- camera->target.x = cameraPosition.x + THIRD_PERSON_OFFSET.x * cos(cameraAngle.x) + THIRD_PERSON_OFFSET.z * sin(cameraAngle.x);
- camera->target.y = cameraPosition.y + PLAYER_HEIGHT * FIRST_PERSON_HEIGHT_RELATIVE_EYES_POSITION + THIRD_PERSON_OFFSET.y;
- camera->target.z = cameraPosition.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;
@@ -2495,9 +2528,9 @@ static void ProcessCamera(Camera *camera)
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 = cameraPosition.x;
- camera->position.y = (cameraPosition.y + PLAYER_HEIGHT * FIRST_PERSON_HEIGHT_RELATIVE_EYES_POSITION) - sin(cameraMovementCounter / FIRST_PERSON_STEP_TRIGONOMETRIC_DIVIDER) / FIRST_PERSON_STEP_DIVIDER;
- camera->position.z = cameraPosition.z;
+ 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;