Review camera system
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79
src/camera.c
79
src/camera.c
@ -123,6 +123,7 @@ static int IsKeyDown(int key) { return 0; }
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//----------------------------------------------------------------------------------
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// Select camera mode (multiple camera modes available)
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// TODO: Review hardcoded values when changing modes...
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void SetCameraMode(int mode)
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{
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if ((cameraMode == CAMERA_FIRST_PERSON) && (mode == CAMERA_FREE))
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@ -144,7 +145,7 @@ void SetCameraMode(int mode)
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cameraTargetDistance = 10;
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cameraAngle.x = 45 * DEG2RAD;
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cameraAngle.y = -40 * DEG2RAD;
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internalCamera.target = (Vector3){ 0, 0, 0};
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internalCamera.target = (Vector3){ 0, 0, 0 };
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ProcessCamera(&internalCamera, &internalCamera.position);
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ShowCursor();
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@ -154,7 +155,7 @@ void SetCameraMode(int mode)
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cameraTargetDistance = 10;
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cameraAngle.x = 225 * DEG2RAD;
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cameraAngle.y = -40 * DEG2RAD;
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internalCamera.target = (Vector3){ 3, 0, 3};
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internalCamera.target = (Vector3){ 0, 0, 0};
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ProcessCamera(&internalCamera, &internalCamera.position);
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}
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@ -162,6 +163,7 @@ void SetCameraMode(int mode)
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}
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// Update camera with position
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// TODO: I don't like how this function works right now... not clear enough...
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Camera UpdateCamera(Vector3 *position)
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{
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// Calculate camera
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@ -170,6 +172,55 @@ Camera UpdateCamera(Vector3 *position)
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return internalCamera;
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}
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// Set internal camera position
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void SetCameraPosition(Vector3 position)
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{
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internalCamera.position = position;
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Vector3 v1 = internalCamera.position;
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Vector3 v2 = internalCamera.target;
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float dx = v2.x - v1.x;
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float dy = v2.y - v1.y;
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float dz = v2.z - v1.z;
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cameraTargetDistance = sqrt(dx*dx + dy*dy + dz*dz);
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}
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// Set internal camera target
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void SetCameraTarget(Vector3 target)
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{
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internalCamera.target = target;
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Vector3 v1 = internalCamera.position;
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Vector3 v2 = internalCamera.target;
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float dx = v2.x - v1.x;
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float dy = v2.y - v1.y;
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float dz = v2.z - v1.z;
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cameraTargetDistance = sqrt(dx*dx + dy*dy + dz*dz);
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}
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// Set camera pan key to combine with mouse movement (free camera)
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void SetCameraPanControl(int panKey)
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{
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panControlKey = panKey;
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}
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// Set camera alt key to combine with mouse movement (free camera)
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void SetCameraAltControl(int altKey)
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{
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altControlKey = altKey;
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}
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// Set camera smooth zoom key to combine with mouse (free camera)
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void SetCameraSmoothZoomControl(int szKey)
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{
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smoothZoomControlKey = szKey;
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}
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// Set camera move controls (1st person and 3rd person cameras)
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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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cameraMoveControl[MOVE_FRONT] = frontKey;
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@ -180,32 +231,12 @@ void SetCameraMoveControls(int frontKey, int backKey, int leftKey, int rightKey,
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cameraMoveControl[MOVE_DOWN] = downKey;
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}
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// Set camera mouse sensitivity (1st person and 3rd person cameras)
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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 SetCameraPanControl(int panKey)
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{
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panControlKey = panKey;
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}
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void SetCameraAltControl(int altKey)
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{
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altControlKey = altKey;
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}
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void SetCameraSmoothZoomControl(int szKey)
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{
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smoothZoomControlKey = szKey;
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}
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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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//----------------------------------------------------------------------------------
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// Module specific Functions Definition
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//----------------------------------------------------------------------------------
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@ -298,7 +329,7 @@ static void ProcessCamera(Camera *camera, Vector3 *playerPosition)
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}
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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 -= (mouseWheelMove * 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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11
src/camera.h
11
src/camera.h
@ -76,18 +76,19 @@ extern "C" { // Prevents name mangling of functions
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// Module Functions Declaration
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//----------------------------------------------------------------------------------
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void SetCameraMode(int mode); // Set camera mode (multiple camera modes available)
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Camera UpdateCamera(Vector3 *playerPosition); // Update camera and player position (1st person and 3rd person cameras)
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Camera UpdateCamera(Vector3 *position); // Update camera and player position (1st person and 3rd person cameras)
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void SetCameraMoveControls(int frontKey, int backKey,
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int leftKey, int rightKey,
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int upKey, int downKey); // Set camera move controls (1st person and 3rd person cameras)
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void SetCameraPosition(Vector3 position); // Set internal camera position
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void SetCameraTarget(Vector3 target); // Set internal camera target
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void SetCameraPanControl(int panKey); // Set camera pan key to combine with mouse movement (free camera)
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void SetCameraAltControl(int altKey); // Set camera alt key to combine with mouse movement (free camera)
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void SetCameraSmoothZoomControl(int szKey); // Set camera smooth zoom key to combine with mouse (free camera)
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void SetCameraMoveControls(int frontKey, int backKey,
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int leftKey, int rightKey,
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int upKey, int downKey); // Set camera move controls (1st person and 3rd person cameras)
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void SetCameraMouseSensitivity(float sensitivity); // Set camera mouse sensitivity (1st person and 3rd person cameras)
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void SetCameraTarget(Vector3 target); // Set internal camera target
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#ifdef __cplusplus
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}
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