Decoupling camera system module
Camera system can be used as standalone module
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src/camera.c
315
src/camera.c
@ -1,8 +1,6 @@
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/**********************************************************************************************
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*
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* raylib.camera
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*
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* Camera Modes Setup and Control Functions
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* raylib Camera System - Camera Modes Setup and Control Functions
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*
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* Copyright (c) 2015 Marc Palau and Ramon Santamaria
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*
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@ -23,7 +21,14 @@
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*
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**********************************************************************************************/
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#include "camera.h"
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//#define CAMERA_STANDALONE // NOTE: To use the camera module as standalone lib, just uncomment this line
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// NOTE: ProcessCamera() should be reviewed to adapt inputs to other systems
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#if defined(CAMERA_STANDALONE)
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#include "camera.h"
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#else
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#include "raylib.h"
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#endif
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#include <math.h>
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@ -49,7 +54,7 @@
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//#define FIRST_PERSON_MOUSE_SENSITIVITY 0.003
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#define FIRST_PERSON_FOCUS_DISTANCE 25
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#define FIRST_PERSON_MIN_CLAMP 85
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#define FIRST_PERSON_MAX_CLAMP -85
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#define FIRST_PERSON_MAX_CLAMP -85
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#define FIRST_PERSON_STEP_TRIGONOMETRIC_DIVIDER 5.0
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#define FIRST_PERSON_STEP_DIVIDER 30.0
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@ -61,7 +66,7 @@
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//#define THIRD_PERSON_MOUSE_SENSITIVITY 0.003
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#define THIRD_PERSON_DISTANCE_CLAMP 1.2
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#define THIRD_PERSON_MIN_CLAMP 5
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#define THIRD_PERSON_MAX_CLAMP -85
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#define THIRD_PERSON_MAX_CLAMP -85
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#define THIRD_PERSON_OFFSET (Vector3){ 0.4, 0, 0 }
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// PLAYER (used by camera)
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@ -70,23 +75,27 @@
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#define PLAYER_DEPTH 0.4
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#define PLAYER_MOVEMENT_DIVIDER 20.0
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//----------------------------------------------------------------------------------
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// Types and Structures Definition
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//----------------------------------------------------------------------------------
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// Camera move modes (first person and third person cameras)
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typedef enum { MOVE_FRONT = 0, MOVE_LEFT, MOVE_BACK, MOVE_RIGHT, MOVE_UP, MOVE_DOWN } CameraMove;
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//----------------------------------------------------------------------------------
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// Global Variables Definition
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//----------------------------------------------------------------------------------
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static Camera internalCamera = {{2,0,2},{0,0,0},{0,1,0}};
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static Vector2 cameraAngle = { 0, 0 };
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static float cameraTargetDistance = 5;
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static Vector3 resetingPosition = { 0, 0, 0 };
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static int resetingKey = 'Z';
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static Vector2 cameraMousePosition = { 0, 0 };
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static Vector2 cameraMouseVariation = { 0, 0 };
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static float mouseSensitivity = 0.003;
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static int cameraMovementController[6] = { 'W', 'A', 'S', 'D', 'E', 'Q' };
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static int cameraMovementCounter = 0;
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static bool cameraUseGravity = true;
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static int pawnControllingKey = MOUSE_MIDDLE_BUTTON;
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static int fnControllingKey = KEY_LEFT_ALT;
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static int smoothZoomControllingKey = KEY_LEFT_CONTROL;
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static int cameraMoveControl[6] = { 'W', 'A', 'S', 'D', 'E', 'Q' };
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static int cameraMoveCounter = 0;
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static int cameraUseGravity = 1;
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static int panControlKey = 2; // raylib: MOUSE_MIDDLE_BUTTON
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static int altControlKey = 342; // raylib: KEY_LEFT_ALT
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static int smoothZoomControlKey = 341; // raylib: KEY_LEFT_CONTROL
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static int cameraMode = CAMERA_CUSTOM;
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@ -95,6 +104,20 @@ static int cameraMode = CAMERA_CUSTOM;
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//----------------------------------------------------------------------------------
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static void ProcessCamera(Camera *camera, Vector3 *playerPosition);
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#if defined(CAMERA_STANDALONE)
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// NOTE: Camera controls depend on some raylib input functions
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// TODO: Set your own input functions (used in ProcessCamera())
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static Vector2 GetMousePosition() { return (Vector2){ 0, 0}; }
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static void SetMousePosition(Vector2 pos) {}
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static int IsMouseButtonDown(int button) { return 0;}
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static int GetMouseWheelMove() { return 0; }
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static int GetScreenWidth() { return 1280; }
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static int GetScreenHeight() { return 720; }
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static void ShowCursor() {}
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static void HideCursor() {}
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static int IsKeyDown(int key) { return 0; }
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#endif
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//----------------------------------------------------------------------------------
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// Module Functions Definition
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//----------------------------------------------------------------------------------
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@ -145,48 +168,37 @@ Camera UpdateCamera(Vector3 *position)
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return internalCamera;
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}
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void SetCameraControls(int frontKey, int leftKey, int backKey, int rightKey, int upKey, int downKey)
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void SetCameraMoveControls(int frontKey, int backKey, int leftKey, int rightKey, int upKey, int downKey)
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{
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cameraMovementController[0] = frontKey;
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cameraMovementController[1] = leftKey;
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cameraMovementController[2] = backKey;
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cameraMovementController[3] = rightKey;
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cameraMovementController[4] = upKey;
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cameraMovementController[5] = downKey;
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cameraMoveControl[MOVE_FRONT] = frontKey;
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cameraMoveControl[MOVE_LEFT] = leftKey;
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cameraMoveControl[MOVE_BACK] = backKey;
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cameraMoveControl[MOVE_RIGHT] = rightKey;
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cameraMoveControl[MOVE_UP] = upKey;
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cameraMoveControl[MOVE_DOWN] = downKey;
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}
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void SetCameraMouseSensitivity(float sensitivity)
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{
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mouseSensitivity = (sensitivity / 10000.0);
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}
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void SetCameraResetPosition(Vector3 resetPosition)
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void SetCameraPanControl(int panKey)
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{
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resetingPosition = resetPosition;
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panControlKey = panKey;
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}
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void SetCameraResetControl(int resetKey)
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void SetCameraAltControl(int altKey)
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{
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resetingKey = resetKey;
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altControlKey = altKey;
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}
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void SetCameraPawnControl(int pawnControlKey)
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void SetCameraSmoothZoomControl(int szKey)
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{
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pawnControllingKey = pawnControlKey;
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smoothZoomControlKey = szKey;
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}
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void SetCameraFnControl(int fnControlKey)
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{
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fnControllingKey = fnControlKey;
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}
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void SetCameraSmoothZoomControl(int smoothZoomControlKey)
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{
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smoothZoomControllingKey = smoothZoomControlKey;
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}
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void SetCameraOrbitalTarget(Vector3 target)
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void SetCameraTarget(Vector3 target)
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{
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internalCamera.target = target;
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}
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@ -197,33 +209,43 @@ void SetCameraOrbitalTarget(Vector3 target)
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//----------------------------------------------------------------------------------
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// Process desired camera mode and controls
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// NOTE: Camera controls depend on some raylib functions:
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// Mouse: GetMousePosition(), SetMousePosition(), IsMouseButtonDown(), GetMouseWheelMove()
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// System: GetScreenWidth(), GetScreenHeight(), ShowCursor(), HideCursor()
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// Keys: IsKeyDown()
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static void ProcessCamera(Camera *camera, Vector3 *playerPosition)
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{
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#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB) || defined(PLATFORM_RPI)
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// Mouse movement detection
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Vector2 mousePosition = GetMousePosition();
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int mouseWheelMove = GetMouseWheelMove();
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int panKey = IsMouseButtonDown(panControlKey); // bool value
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int screenWidth = GetScreenWidth();
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int screenHeight = GetScreenHeight();
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if ((cameraMode != CAMERA_FREE) && (cameraMode != CAMERA_ORBITAL))
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{
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HideCursor();
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if (GetMousePosition().x < GetScreenHeight() / 3) SetMousePosition((Vector2){ GetScreenWidth() - GetScreenHeight() / 3, GetMousePosition().y});
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else if (GetMousePosition().y < GetScreenHeight() / 3) SetMousePosition((Vector2){ GetMousePosition().x, GetScreenHeight() - GetScreenHeight() / 3});
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else if (GetMousePosition().x > GetScreenWidth() - GetScreenHeight() / 3) SetMousePosition((Vector2) { GetScreenHeight() / 3, GetMousePosition().y});
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else if (GetMousePosition().y > GetScreenHeight() - GetScreenHeight() / 3) SetMousePosition((Vector2){ GetMousePosition().x, GetScreenHeight() / 3});
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if (mousePosition.x < screenHeight/3) SetMousePosition((Vector2){ screenWidth - screenHeight/3, mousePosition.y});
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else if (mousePosition.y < screenHeight/3) SetMousePosition((Vector2){ mousePosition.x, screenHeight - screenHeight/3});
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else if (mousePosition.x > screenWidth - screenHeight/3) SetMousePosition((Vector2) { screenHeight/3, mousePosition.y});
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else if (mousePosition.y > screenHeight - screenHeight/3) SetMousePosition((Vector2){ mousePosition.x, screenHeight/3});
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else
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{
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cameraMouseVariation.x = GetMousePosition().x - cameraMousePosition.x;
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cameraMouseVariation.y = GetMousePosition().y - cameraMousePosition.y;
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cameraMouseVariation.x = mousePosition.x - cameraMousePosition.x;
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cameraMouseVariation.y = mousePosition.y - cameraMousePosition.y;
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}
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}
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else
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{
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ShowCursor();
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cameraMouseVariation.x = GetMousePosition().x - cameraMousePosition.x;
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cameraMouseVariation.y = GetMousePosition().y - cameraMousePosition.y;
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cameraMouseVariation.x = mousePosition.x - cameraMousePosition.x;
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cameraMouseVariation.y = mousePosition.y - cameraMousePosition.y;
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}
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cameraMousePosition = GetMousePosition();
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cameraMousePosition = mousePosition;
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// Support for multiple automatic camera modes
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switch (cameraMode)
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@ -231,92 +253,93 @@ static void ProcessCamera(Camera *camera, Vector3 *playerPosition)
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case CAMERA_FREE:
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{
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// Camera zoom
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if ((cameraTargetDistance < FREE_CAMERA_DISTANCE_MAX_CLAMP) && (GetMouseWheelMove() < 0))
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if ((cameraTargetDistance < FREE_CAMERA_DISTANCE_MAX_CLAMP) && (mouseWheelMove < 0))
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{
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cameraTargetDistance -= (GetMouseWheelMove() * CAMERA_SCROLL_SENSITIVITY);
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cameraTargetDistance -= (mouseWheelMove*CAMERA_SCROLL_SENSITIVITY);
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if (cameraTargetDistance > FREE_CAMERA_DISTANCE_MAX_CLAMP) cameraTargetDistance = FREE_CAMERA_DISTANCE_MAX_CLAMP;
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}
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// Camera looking down
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else if ((camera->position.y > camera->target.y) && (cameraTargetDistance == FREE_CAMERA_DISTANCE_MAX_CLAMP) && (GetMouseWheelMove() < 0))
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else if ((camera->position.y > camera->target.y) && (cameraTargetDistance == FREE_CAMERA_DISTANCE_MAX_CLAMP) && (mouseWheelMove < 0))
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{
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camera->target.x += GetMouseWheelMove() * (camera->target.x - camera->position.x) * CAMERA_SCROLL_SENSITIVITY / cameraTargetDistance;
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camera->target.y += GetMouseWheelMove() * (camera->target.y - camera->position.y) * CAMERA_SCROLL_SENSITIVITY / cameraTargetDistance;
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camera->target.z += GetMouseWheelMove() * (camera->target.z - camera->position.z) * CAMERA_SCROLL_SENSITIVITY / cameraTargetDistance;
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camera->target.x += mouseWheelMove*(camera->target.x - camera->position.x)*CAMERA_SCROLL_SENSITIVITY/cameraTargetDistance;
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camera->target.y += mouseWheelMove*(camera->target.y - camera->position.y)*CAMERA_SCROLL_SENSITIVITY/cameraTargetDistance;
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camera->target.z += mouseWheelMove*(camera->target.z - camera->position.z)*CAMERA_SCROLL_SENSITIVITY/cameraTargetDistance;
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}
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else if ((camera->position.y > camera->target.y) && (camera->target.y >= 0))
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{
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camera->target.x += GetMouseWheelMove() * (camera->target.x - camera->position.x) * CAMERA_SCROLL_SENSITIVITY / cameraTargetDistance;
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camera->target.y += GetMouseWheelMove() * (camera->target.y - camera->position.y) * CAMERA_SCROLL_SENSITIVITY / cameraTargetDistance;
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camera->target.z += GetMouseWheelMove() * (camera->target.z - camera->position.z) * CAMERA_SCROLL_SENSITIVITY / cameraTargetDistance;
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camera->target.x += mouseWheelMove*(camera->target.x - camera->position.x)*CAMERA_SCROLL_SENSITIVITY/cameraTargetDistance;
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camera->target.y += mouseWheelMove*(camera->target.y - camera->position.y)*CAMERA_SCROLL_SENSITIVITY/cameraTargetDistance;
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camera->target.z += mouseWheelMove*(camera->target.z - camera->position.z)*CAMERA_SCROLL_SENSITIVITY/cameraTargetDistance;
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if (camera->target.y < 0) camera->target.y = -0.001;
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}
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else if ((camera->position.y > camera->target.y) && (camera->target.y < 0) && (GetMouseWheelMove() > 0))
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else if ((camera->position.y > camera->target.y) && (camera->target.y < 0) && (mouseWheelMove > 0))
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{
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cameraTargetDistance -= (GetMouseWheelMove() * CAMERA_SCROLL_SENSITIVITY);
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cameraTargetDistance -= (mouseWheelMove*CAMERA_SCROLL_SENSITIVITY);
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if (cameraTargetDistance < FREE_CAMERA_DISTANCE_MIN_CLAMP) cameraTargetDistance = FREE_CAMERA_DISTANCE_MIN_CLAMP;
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}
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// Camera looking up
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else if ((camera->position.y < camera->target.y) && (cameraTargetDistance == FREE_CAMERA_DISTANCE_MAX_CLAMP) && (GetMouseWheelMove() < 0))
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else if ((camera->position.y < camera->target.y) && (cameraTargetDistance == FREE_CAMERA_DISTANCE_MAX_CLAMP) && (mouseWheelMove < 0))
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{
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camera->target.x += GetMouseWheelMove() * (camera->target.x - camera->position.x) * CAMERA_SCROLL_SENSITIVITY / cameraTargetDistance;
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camera->target.y += GetMouseWheelMove() * (camera->target.y - camera->position.y) * CAMERA_SCROLL_SENSITIVITY / cameraTargetDistance;
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camera->target.z += GetMouseWheelMove() * (camera->target.z - camera->position.z) * CAMERA_SCROLL_SENSITIVITY / cameraTargetDistance;
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camera->target.x += mouseWheelMove*(camera->target.x - camera->position.x)*CAMERA_SCROLL_SENSITIVITY/cameraTargetDistance;
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camera->target.y += mouseWheelMove*(camera->target.y - camera->position.y)*CAMERA_SCROLL_SENSITIVITY/cameraTargetDistance;
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camera->target.z += mouseWheelMove*(camera->target.z - camera->position.z)*CAMERA_SCROLL_SENSITIVITY/cameraTargetDistance;
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}
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else if ((camera->position.y < camera->target.y) && (camera->target.y <= 0))
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{
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camera->target.x += GetMouseWheelMove() * (camera->target.x - camera->position.x) * CAMERA_SCROLL_SENSITIVITY / cameraTargetDistance;
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camera->target.y += GetMouseWheelMove() * (camera->target.y - camera->position.y) * CAMERA_SCROLL_SENSITIVITY / cameraTargetDistance;
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camera->target.z += GetMouseWheelMove() * (camera->target.z - camera->position.z) * CAMERA_SCROLL_SENSITIVITY / cameraTargetDistance;
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camera->target.x += mouseWheelMove*(camera->target.x - camera->position.x)*CAMERA_SCROLL_SENSITIVITY/cameraTargetDistance;
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camera->target.y += mouseWheelMove*(camera->target.y - camera->position.y)*CAMERA_SCROLL_SENSITIVITY/cameraTargetDistance;
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camera->target.z += mouseWheelMove*(camera->target.z - camera->position.z)*CAMERA_SCROLL_SENSITIVITY/cameraTargetDistance;
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if (camera->target.y > 0) camera->target.y = 0.001;
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}
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else if ((camera->position.y < camera->target.y) && (camera->target.y > 0) && (GetMouseWheelMove() > 0))
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else if ((camera->position.y < camera->target.y) && (camera->target.y > 0) && (mouseWheelMove > 0))
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{
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cameraTargetDistance -= (GetMouseWheelMove() * CAMERA_SCROLL_SENSITIVITY);
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cameraTargetDistance -= (mouseWheelMove * CAMERA_SCROLL_SENSITIVITY);
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if (cameraTargetDistance < FREE_CAMERA_DISTANCE_MIN_CLAMP) cameraTargetDistance = FREE_CAMERA_DISTANCE_MIN_CLAMP;
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}
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// Inputs
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if (IsKeyDown(fnControllingKey))
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if (IsKeyDown(altControlKey))
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{
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if (IsKeyDown(smoothZoomControllingKey))
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if (IsKeyDown(smoothZoomControlKey))
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{
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// Camera smooth zoom
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if (IsMouseButtonDown(pawnControllingKey)) cameraTargetDistance += (cameraMouseVariation.y * FREE_CAMERA_SMOOTH_ZOOM_SENSITIVITY);
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if (panKey) cameraTargetDistance += (cameraMouseVariation.y*FREE_CAMERA_SMOOTH_ZOOM_SENSITIVITY);
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}
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// Camera orientation calculation
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else if (IsMouseButtonDown(pawnControllingKey))
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else if (panKey)
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{
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// Camera orientation calculation
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// Get the mouse sensitivity
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cameraAngle.x += cameraMouseVariation.x * -FREE_CAMERA_MOUSE_SENSITIVITY;
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cameraAngle.y += cameraMouseVariation.y * -FREE_CAMERA_MOUSE_SENSITIVITY;
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cameraAngle.x += cameraMouseVariation.x*-FREE_CAMERA_MOUSE_SENSITIVITY;
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cameraAngle.y += cameraMouseVariation.y*-FREE_CAMERA_MOUSE_SENSITIVITY;
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// Angle clamp
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if (cameraAngle.y > FREE_CAMERA_MIN_CLAMP * DEG2RAD) cameraAngle.y = FREE_CAMERA_MIN_CLAMP * DEG2RAD;
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else if (cameraAngle.y < FREE_CAMERA_MAX_CLAMP * DEG2RAD) cameraAngle.y = FREE_CAMERA_MAX_CLAMP * DEG2RAD;
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if (cameraAngle.y > FREE_CAMERA_MIN_CLAMP*DEG2RAD) cameraAngle.y = FREE_CAMERA_MIN_CLAMP*DEG2RAD;
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else if (cameraAngle.y < FREE_CAMERA_MAX_CLAMP*DEG2RAD) cameraAngle.y = FREE_CAMERA_MAX_CLAMP*DEG2RAD;
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}
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}
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// Paning
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else if (IsMouseButtonDown(pawnControllingKey))
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else if (panKey)
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{
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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);
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camera->target.y += ((cameraMouseVariation.y * FREE_CAMERA_MOUSE_SENSITIVITY) * cos(cameraAngle.y)) * (cameraTargetDistance / FREE_CAMERA_PANNING_DIVIDER);
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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);
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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);
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camera->target.y += ((cameraMouseVariation.y*FREE_CAMERA_MOUSE_SENSITIVITY)*cos(cameraAngle.y))*(cameraTargetDistance/FREE_CAMERA_PANNING_DIVIDER);
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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);
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}
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// Focus to center
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if (IsKeyDown(resetingKey)) camera->target = resetingPosition;
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// TODO: Move this function out of the module?
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if (IsKeyDown('Z')) camera->target = (Vector3){ 0, 0, 0 };
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// Camera position update
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camera->position.x = sin(cameraAngle.x) * cameraTargetDistance * cos(cameraAngle.y) + camera->target.x;
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camera->position.x = sin(cameraAngle.x)*cameraTargetDistance*cos(cameraAngle.y) + camera->target.x;
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|
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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 +347,126 @@ 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
|
||||
}
|
||||
}
|
49
src/camera.h
49
src/camera.h
@ -24,7 +24,12 @@
|
||||
#ifndef CAMERA_H
|
||||
#define CAMERA_H
|
||||
|
||||
#include "raylib.h"
|
||||
#ifndef PI
|
||||
#define PI 3.14159265358979323846
|
||||
#endif
|
||||
|
||||
#define DEG2RAD (PI / 180.0f)
|
||||
#define RAD2DEG (180.0f / PI)
|
||||
|
||||
//----------------------------------------------------------------------------------
|
||||
// Defines and Macros
|
||||
@ -33,10 +38,30 @@
|
||||
|
||||
//----------------------------------------------------------------------------------
|
||||
// Types and Structures Definition
|
||||
// NOTE: Below types are required for CAMERA_STANDALONE usage
|
||||
//----------------------------------------------------------------------------------
|
||||
// Camera modes
|
||||
typedef enum { CAMERA_CUSTOM = 0, CAMERA_FREE, CAMERA_ORBITAL, CAMERA_FIRST_PERSON, CAMERA_THIRD_PERSON } CameraMode;
|
||||
|
||||
// Vector2 type
|
||||
typedef struct Vector2 {
|
||||
float x;
|
||||
float y;
|
||||
} Vector2;
|
||||
|
||||
// Vector3 type
|
||||
typedef struct Vector3 {
|
||||
float x;
|
||||
float y;
|
||||
float z;
|
||||
} Vector3;
|
||||
|
||||
// Camera type, defines a camera position/orientation in 3d space
|
||||
typedef struct Camera {
|
||||
Vector3 position;
|
||||
Vector3 target;
|
||||
Vector3 up;
|
||||
} Camera;
|
||||
|
||||
#ifdef __cplusplus
|
||||
extern "C" { // Prevents name mangling of functions
|
||||
@ -50,17 +75,19 @@ extern "C" { // Prevents name mangling of functions
|
||||
//----------------------------------------------------------------------------------
|
||||
// Module Functions Declaration
|
||||
//----------------------------------------------------------------------------------
|
||||
void SetCameraMode(int mode); // Select camera mode (multiple camera modes available)
|
||||
Camera UpdateCamera(Vector3 *position); // Update camera with position
|
||||
void SetCameraMode(int mode); // Set camera mode (multiple camera modes available)
|
||||
Camera UpdateCamera(Vector3 *playerPosition); // Update camera and player position (1st person and 3rd person cameras)
|
||||
|
||||
void SetCameraControls(int front, int left, int back, int right, int up, int down);
|
||||
void SetCameraMouseSensitivity(float sensitivity);
|
||||
void SetCameraResetPosition(Vector3 resetPosition);
|
||||
void SetCameraResetControl(int resetKey);
|
||||
void SetCameraPawnControl(int pawnControlKey);
|
||||
void SetCameraFnControl(int fnControlKey);
|
||||
void SetCameraSmoothZoomControl(int smoothZoomControlKey);
|
||||
void SetCameraOrbitalTarget(Vector3 target);
|
||||
void SetCameraMoveControls(int frontKey, int backKey,
|
||||
int leftKey, int rightKey,
|
||||
int upKey, int downKey); // Set camera move controls (1st person and 3rd person cameras)
|
||||
|
||||
void SetCameraPanControl(int panKey); // Set camera pan key to combine with mouse movement (free camera)
|
||||
void SetCameraAltControl(int altKey); // Set camera alt key to combine with mouse movement (free camera)
|
||||
void SetCameraSmoothZoomControl(int szKey); // Set camera smooth zoom key to combine with mouse (free camera)
|
||||
|
||||
void SetCameraMouseSensitivity(float sensitivity); // Set camera mouse sensitivity (1st person and 3rd person cameras)
|
||||
void SetCameraTarget(Vector3 target); // Set internal camera target
|
||||
|
||||
#ifdef __cplusplus
|
||||
}
|
||||
|
Loading…
Reference in New Issue
Block a user