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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/core.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/core.c')
-rw-r--r--src/core.c406
1 files changed, 22 insertions, 384 deletions
diff --git a/src/core.c b/src/core.c
index d83c14f7..384e043a 100644
--- a/src/core.c
+++ b/src/core.c
@@ -45,7 +45,7 @@
#include <stdio.h> // Standard input / output lib
#include <stdlib.h> // Declares malloc() and free() for memory management, rand(), atexit()
#include <stdint.h> // Required for typedef unsigned long long int uint64_t, used by hi-res timer
-#include <time.h> // Useful to initialize random seed - Android/RPI hi-res timer
+#include <time.h> // Useful to initialize random seed - Android/RPI hi-res timer (NOTE: Linux only!)
#include <math.h> // Math related functions, tan() used to set perspective
#include <string.h> // String function definitions, memset()
#include <errno.h> // Macros for reporting and retrieving error conditions through error codes
@@ -99,48 +99,6 @@
//----------------------------------------------------------------------------------
#define MAX_TOUCH_POINTS 256
-// Camera System configuration
-//----------------------------------------------------------------------------------
-// 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
-
//----------------------------------------------------------------------------------
// Types and Structures Definition
//----------------------------------------------------------------------------------
@@ -207,7 +165,6 @@ static bool cursorOnScreen = false; // Tracks if cursor is inside client
static Texture2D cursor; // Cursor texture
static Vector2 mousePosition;
-static bool cursorHidden;
static char previousKeyState[512] = { 0 }; // Required to check if key pressed/released once
static char currentKeyState[512] = { 0 }; // Required to check if key pressed/released once
@@ -225,6 +182,8 @@ static int exitKey = KEY_ESCAPE; // Default exit key (ESC)
static int lastKeyPressed = -1;
#endif
+static bool cursorHidden;
+
static double currentTime, previousTime; // Used to track timmings
static double updateTime, drawTime; // Time measures for update and draw
static double frameTime; // Time measure for one frame
@@ -233,17 +192,6 @@ static double targetTime = 0.0; // Desired time for one frame, if 0
static char configFlags = 0;
static bool showLogo = false;
-// Camera variables
-static int cameraMode = CAMERA_CUSTOM;
-static Camera currentCamera;
-static Camera internalCamera = {{2,0,2},{0,0,0},{0,1,0}};
-static Vector2 cameraAngle = { 0, 0 };
-static float cameraTargetDistance = 5;
-static Vector2 cameraMousePosition = { 0, 0 };
-static Vector2 cameraMouseVariation = { 0, 0 };
-static int cameraMovementCounter = 0;
-static bool cameraUseGravity = true;
-
// Shaders variables
static bool enabledPostpro = false;
@@ -306,8 +254,6 @@ static void TakeScreenshot(void);
static void AndroidCommandCallback(struct android_app *app, int32_t cmd); // Process Android activity lifecycle commands
#endif
-static void ProcessCamera(Camera *camera, Vector3 *playerPosition);
-
//----------------------------------------------------------------------------------
// Module Functions Definition - Window and OpenGL Context Functions
//----------------------------------------------------------------------------------
@@ -600,10 +546,7 @@ void Begin3dMode(Camera camera)
rlLoadIdentity(); // Reset current matrix (MODELVIEW)
// Setup Camera view
- if (cameraMode == CAMERA_CUSTOM) currentCamera = camera;
- else currentCamera = internalCamera;
-
- Matrix view = MatrixLookAt(currentCamera.position, currentCamera.target, currentCamera.up);
+ Matrix view = MatrixLookAt(camera.position, camera.target, camera.up);
rlMultMatrixf(GetMatrixVector(view)); // Multiply MODELVIEW matrix by view matrix (camera)
}
@@ -707,7 +650,7 @@ Ray GetMouseRay(Vector2 mousePosition, Camera camera)
Ray ray;
Matrix proj = MatrixIdentity();
- Matrix view = MatrixLookAt(currentCamera.position, currentCamera.target, currentCamera.up);
+ Matrix view = MatrixLookAt(camera.position, camera.target, camera.up);
float aspect = (GLfloat)GetScreenWidth()/(GLfloat)GetScreenHeight();
double top = 0.1f*tanf(45.0f*PI / 360.0f);
@@ -725,7 +668,7 @@ Ray GetMouseRay(Vector2 mousePosition, Camera camera)
Vector3 nearPoint = { mousePosition.x, realy, 0.0f };
Vector3 farPoint = { mousePosition.x, realy, 1.0f };
- nearPoint = internalCamera.position;
+ //nearPoint = internalCamera.position;
farPoint = rlglUnproject(farPoint, proj, view);
Vector3 direction = VectorSubtract(farPoint, nearPoint);
@@ -734,72 +677,9 @@ Ray GetMouseRay(Vector2 mousePosition, Camera camera)
ray.position = nearPoint;
ray.direction = direction;
- // Test
- Vector2 screenPos;
- screenPos.x = (mousePosition.x / (float)GetScreenWidth() * 2.0) - 1.0f;
- screenPos.y = (mousePosition.y / (float)GetScreenHeight() * 2.0) - 1.0f;
-
- direction = VectorSubtract(internalCamera.target, internalCamera.position);
-
- printf("/nScreenPos %f, %f", screenPos.x, screenPos.y);
-
- Matrix rotate;
- rotate = MatrixIdentity();
- rotate = MatrixRotate(0, 45*DEG2RAD*screenPos.y, 0);
- VectorTransform(&direction, rotate);
-
- VectorNormalize(&direction);
-
- ray.position = internalCamera.position;
- ray.direction = direction;
-
return ray;
}
-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;
-}
-
-Camera UpdateCamera(Vector3 *position)
-{
- // Calculate camera
- if (cameraMode != CAMERA_CUSTOM) ProcessCamera(&internalCamera, position);
-
- return internalCamera;
-}
-
//----------------------------------------------------------------------------------
// Module Functions Definition - Input (Keyboard, Mouse, Gamepad) Functions
//----------------------------------------------------------------------------------
@@ -915,8 +795,8 @@ int GetMouseWheelMove(void)
{
return previousMouseWheelY;
}
-#endif
+// Hide mouse cursor
void HideCursor()
{
#if defined(PLATFORM_DESKTOP)
@@ -936,6 +816,7 @@ void HideCursor()
cursorHidden = true;
}
+// Show mouse cursor
void ShowCursor()
{
#if defined(PLATFORM_DESKTOP)
@@ -948,10 +829,12 @@ void ShowCursor()
cursorHidden = false;
}
+// Check if mouse cursor is hidden
bool IsCursorHidden()
{
return cursorHidden;
}
+#endif
// TODO: Enable gamepad usage on Rapsberry Pi
// NOTE: emscripten not implemented
@@ -1105,6 +988,18 @@ void SetPostproShader(Shader shader)
}
}
+// Set custom shader to be used in batch draw
+void SetCustomShader(Shader shader)
+{
+ rlglSetCustomShader(shader);
+}
+
+// Set default shader to be used in batch draw
+void SetDefaultShader(void)
+{
+ rlglSetDefaultShader();
+}
+
//----------------------------------------------------------------------------------
// Module specific Functions Definition
//----------------------------------------------------------------------------------
@@ -2161,260 +2056,3 @@ static void LogoAnimation(void)
showLogo = false; // Prevent for repeating when reloading window (Android)
}
-
-// 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){ screenWidth - GetScreenHeight() / 3, GetMousePosition().y});
- else if (GetMousePosition().y < GetScreenHeight() / 3) SetMousePosition((Vector2){ GetMousePosition().x, screenHeight - GetScreenHeight() / 3});
- else if (GetMousePosition().x > screenWidth - GetScreenHeight() / 3) SetMousePosition((Vector2) { GetScreenHeight() / 3, GetMousePosition().y});
- else if (GetMousePosition().y > screenHeight - 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:
- {
- // Pass to orbiting camera
- if (IsKeyPressed('O')) cameraMode = CAMERA_ORBITAL;
-
- // 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(KEY_LEFT_ALT))
- {
- if (IsKeyDown(KEY_LEFT_CONTROL))
- {
- // Camera smooth zoom
- if (IsMouseButtonDown(MOUSE_MIDDLE_BUTTON)) cameraTargetDistance += (cameraMouseVariation.y * FREE_CAMERA_SMOOTH_ZOOM_SENSITIVITY);
- }
- // Camera orientation calculation
- else if (IsMouseButtonDown(MOUSE_MIDDLE_BUTTON))
- {
- // 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(MOUSE_MIDDLE_BUTTON))
- {
- 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('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_ORBITAL:
- {
- // Pass to free camera
- if (IsKeyPressed('O')) cameraMode = CAMERA_FREE;
-
- 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('W'))
- {
- 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'))
- {
- 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('A'))
- {
- playerPosition->x -= cos(cameraAngle.x) / PLAYER_MOVEMENT_DIVIDER;
- playerPosition->z += sin(cameraAngle.x) / PLAYER_MOVEMENT_DIVIDER;
-
- isMoving = true;
- }
- else if (IsKeyDown('D'))
- {
- playerPosition->x += cos(cameraAngle.x) / PLAYER_MOVEMENT_DIVIDER;
- playerPosition->z -= sin(cameraAngle.x) / PLAYER_MOVEMENT_DIVIDER;
-
- isMoving = true;
- }
-
- if (IsKeyDown('E'))
- {
- if (!cameraUseGravity) playerPosition->y += 1 / PLAYER_MOVEMENT_DIVIDER;
- }
- else if (IsKeyDown('Q'))
- {
- if (!cameraUseGravity) playerPosition->y -= 1 / PLAYER_MOVEMENT_DIVIDER;
- }
-
- if (cameraMode == CAMERA_THIRD_PERSON)
- {
- // Camera orientation calculation
- // Get the mouse sensitivity
- cameraAngle.x += cameraMouseVariation.x * -THIRD_PERSON_MOUSE_SENSITIVITY;
- cameraAngle.y += cameraMouseVariation.y * -THIRD_PERSON_MOUSE_SENSITIVITY;
-
- // 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 * -FIRST_PERSON_MOUSE_SENSITIVITY;
- cameraAngle.y += cameraMouseVariation.y * -FIRST_PERSON_MOUSE_SENSITIVITY;
-
- // 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
-} \ No newline at end of file