Corrected camera system
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e1353b9f7d
commit
3cb4edcbc3
133
src/core.c
133
src/core.c
@ -261,7 +261,6 @@ static Vector2 cameraMousePosition = { 0, 0 };
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static Vector2 cameraMouseVariation = { 0, 0 };
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static int cameraMovementCounter = 0;
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static bool cameraUseGravity = true;
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static Vector3 cameraPosition = { 2, 0, 2 }; // Player
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// Shaders variables
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static bool enabledPostpro = false;
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@ -316,7 +315,7 @@ static int32_t InputCallback(struct android_app *app, AInputEvent *event); //
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static void CommandCallback(struct android_app *app, int32_t cmd); // Process Android activity lifecycle commands
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#endif
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static void ProcessCamera(Camera *camera);
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static void ProcessCamera(Camera *camera, Vector3 *playerPosition);
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//----------------------------------------------------------------------------------
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// Module Functions Definition - Window and OpenGL Context Functions
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@ -535,10 +534,7 @@ void BeginDrawing(void)
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currentTime = GetTime(); // Number of elapsed seconds since InitTimer() was called
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updateTime = currentTime - previousTime;
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previousTime = currentTime;
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// Calculate camera
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if (cameraMode != CAMERA_CUSTOM) ProcessCamera(&internalCamera);
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if (enabledPostpro) rlEnableFBO();
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rlClearScreenBuffers();
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@ -707,9 +703,46 @@ void ShowLogo(void)
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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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{
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cameraMode = CAMERA_THIRD_PERSON;
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cameraTargetDistance = 5;
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cameraAngle.y = -40 * DEG2RAD;
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ProcessCamera(&internalCamera, &internalCamera.position);
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}
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else if ((cameraMode == CAMERA_FIRST_PERSON) && (mode == CAMERA_ORBITAL))
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{
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cameraMode = CAMERA_THIRD_PERSON;
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cameraTargetDistance = 5;
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cameraAngle.y = -40 * DEG2RAD;
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ProcessCamera(&internalCamera, &internalCamera.position);
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}
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else if ((cameraMode == CAMERA_CUSTOM) && (mode == CAMERA_FREE))
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{
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cameraMode = CAMERA_THIRD_PERSON;
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cameraTargetDistance = 5;
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internalCamera.position = (Vector3){ -1, 1, -1 };
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internalCamera.target = (Vector3){ 3, 0, 3};
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ProcessCamera(&internalCamera, &internalCamera.position);
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}
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else if ((cameraMode == CAMERA_CUSTOM) && (mode == CAMERA_ORBITAL))
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{
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cameraMode = CAMERA_THIRD_PERSON;
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cameraTargetDistance = 5;
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cameraAngle.x = 45 * DEG2RAD;
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cameraAngle.y = -20 * DEG2RAD;
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ProcessCamera(&internalCamera, &internalCamera.position);
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}
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cameraMode = mode;
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}
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void UpdateCamera(Vector3 *playerPosition)
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{
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// Calculate camera
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if (cameraMode != CAMERA_CUSTOM) ProcessCamera(&internalCamera, playerPosition);
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}
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//----------------------------------------------------------------------------------
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// Module Functions Definition - Input (Keyboard, Mouse, Gamepad) Functions
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//----------------------------------------------------------------------------------
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@ -1026,6 +1059,32 @@ Vector2 GetTouchPosition(void)
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}*/
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#endif
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// Initialize OpenGL graphics
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void InitGraphics(void)
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{
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rlglInit(); // Init rlgl
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rlglInitGraphics(renderOffsetX, renderOffsetY, renderWidth, renderHeight); // Init graphics (OpenGL stuff)
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ClearBackground(RAYWHITE); // Default background color for raylib games :P
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#if defined(PLATFORM_ANDROID)
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windowReady = true; // IMPORTANT!
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#endif
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}
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void InitPostShader(void)
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{
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rlglInitPostpro();
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enabledPostpro = true;
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}
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void SetPostShader(unsigned int shader)
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{
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fboShader = shader;
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}
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//----------------------------------------------------------------------------------
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// Module specific Functions Definition
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//----------------------------------------------------------------------------------
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@ -1287,32 +1346,6 @@ static void InitDisplay(int width, int height)
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#endif
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}
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// Initialize OpenGL graphics
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void InitGraphics(void)
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{
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rlglInit(); // Init rlgl
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rlglInitGraphics(renderOffsetX, renderOffsetY, renderWidth, renderHeight); // Init graphics (OpenGL stuff)
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ClearBackground(RAYWHITE); // Default background color for raylib games :P
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#if defined(PLATFORM_ANDROID)
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windowReady = true; // IMPORTANT!
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#endif
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}
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void InitPostShader(void)
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{
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rlglInitPostpro();
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enabledPostpro = true;
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}
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void SetPostShader(unsigned int shader)
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{
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fboShader = shader;
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}
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#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB)
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// GLFW3 Error Callback, runs on GLFW3 error
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static void ErrorCallback(int error, const char *description)
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@ -2299,8 +2332,8 @@ static void LogoAnimation(void)
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}
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// Process desired camera mode and controls
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static void ProcessCamera(Camera *camera)
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{
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static void ProcessCamera(Camera *camera, Vector3 *playerPosition)
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{
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// Mouse movement detection
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if (fullscreen)
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{
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@ -2408,16 +2441,16 @@ static void ProcessCamera(Camera *camera)
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// Keyboard inputs
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if (IsKeyDown('W'))
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{
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cameraPosition.x -= sin(cameraAngle.x) / PLAYER_MOVEMENT_DIVIDER;
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cameraPosition.z -= cos(cameraAngle.x) / PLAYER_MOVEMENT_DIVIDER;
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playerPosition->x -= sin(cameraAngle.x) / PLAYER_MOVEMENT_DIVIDER;
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playerPosition->z -= cos(cameraAngle.x) / PLAYER_MOVEMENT_DIVIDER;
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if (!cameraUseGravity) camera->position.y += sin(cameraAngle.y) / PLAYER_MOVEMENT_DIVIDER;
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isMoving = true;
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}
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else if (IsKeyDown('S'))
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{
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cameraPosition.x += sin(cameraAngle.x) / PLAYER_MOVEMENT_DIVIDER;
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cameraPosition.z += cos(cameraAngle.x) / PLAYER_MOVEMENT_DIVIDER;
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playerPosition->x += sin(cameraAngle.x) / PLAYER_MOVEMENT_DIVIDER;
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playerPosition->z += cos(cameraAngle.x) / PLAYER_MOVEMENT_DIVIDER;
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if (!cameraUseGravity) camera->position.y -= sin(cameraAngle.y) / PLAYER_MOVEMENT_DIVIDER;
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isMoving = true;
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@ -2425,26 +2458,26 @@ static void ProcessCamera(Camera *camera)
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if (IsKeyDown('A'))
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{
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cameraPosition.x -= cos(cameraAngle.x) / PLAYER_MOVEMENT_DIVIDER;
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cameraPosition.z += sin(cameraAngle.x) / PLAYER_MOVEMENT_DIVIDER;
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playerPosition->x -= cos(cameraAngle.x) / PLAYER_MOVEMENT_DIVIDER;
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playerPosition->z += sin(cameraAngle.x) / PLAYER_MOVEMENT_DIVIDER;
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isMoving = true;
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}
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else if (IsKeyDown('D'))
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{
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cameraPosition.x += cos(cameraAngle.x) / PLAYER_MOVEMENT_DIVIDER;
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cameraPosition.z -= sin(cameraAngle.x) / PLAYER_MOVEMENT_DIVIDER;
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playerPosition->x += cos(cameraAngle.x) / PLAYER_MOVEMENT_DIVIDER;
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playerPosition->z -= sin(cameraAngle.x) / PLAYER_MOVEMENT_DIVIDER;
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isMoving = true;
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}
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if (IsKeyDown('E'))
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{
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if (!cameraUseGravity) cameraPosition.y += 1 / PLAYER_MOVEMENT_DIVIDER;
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if (!cameraUseGravity) playerPosition->y += 1 / PLAYER_MOVEMENT_DIVIDER;
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}
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else if (IsKeyDown('Q'))
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{
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if (!cameraUseGravity) cameraPosition.y -= 1 / PLAYER_MOVEMENT_DIVIDER;
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if (!cameraUseGravity) playerPosition->y -= 1 / PLAYER_MOVEMENT_DIVIDER;
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}
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if (cameraMode == CAMERA_THIRD_PERSON)
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@ -2465,9 +2498,9 @@ static void ProcessCamera(Camera *camera)
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if (cameraTargetDistance < THIRD_PERSON_DISTANCE_CLAMP) cameraTargetDistance = THIRD_PERSON_DISTANCE_CLAMP;
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// Camera is always looking at player
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camera->target.x = cameraPosition.x + THIRD_PERSON_OFFSET.x * cos(cameraAngle.x) + THIRD_PERSON_OFFSET.z * sin(cameraAngle.x);
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camera->target.y = cameraPosition.y + PLAYER_HEIGHT * FIRST_PERSON_HEIGHT_RELATIVE_EYES_POSITION + THIRD_PERSON_OFFSET.y;
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camera->target.z = cameraPosition.z + THIRD_PERSON_OFFSET.z * sin(cameraAngle.x) - THIRD_PERSON_OFFSET.x * sin(cameraAngle.x);
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camera->target.x = playerPosition->x + THIRD_PERSON_OFFSET.x * cos(cameraAngle.x) + THIRD_PERSON_OFFSET.z * sin(cameraAngle.x);
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camera->target.y = playerPosition->y + PLAYER_HEIGHT * FIRST_PERSON_HEIGHT_RELATIVE_EYES_POSITION + THIRD_PERSON_OFFSET.y;
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camera->target.z = playerPosition->z + THIRD_PERSON_OFFSET.z * sin(cameraAngle.x) - THIRD_PERSON_OFFSET.x * sin(cameraAngle.x);
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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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@ -2495,9 +2528,9 @@ static void ProcessCamera(Camera *camera)
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camera->target.y = camera->position.y + sin(cameraAngle.y) * FIRST_PERSON_FOCUS_DISTANCE;
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camera->target.z = camera->position.z - cos(cameraAngle.x) * FIRST_PERSON_FOCUS_DISTANCE;
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camera->position.x = cameraPosition.x;
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camera->position.y = (cameraPosition.y + PLAYER_HEIGHT * FIRST_PERSON_HEIGHT_RELATIVE_EYES_POSITION) - sin(cameraMovementCounter / FIRST_PERSON_STEP_TRIGONOMETRIC_DIVIDER) / FIRST_PERSON_STEP_DIVIDER;
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camera->position.z = cameraPosition.z;
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camera->position.x = playerPosition->x;
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camera->position.y = (playerPosition->y + PLAYER_HEIGHT * FIRST_PERSON_HEIGHT_RELATIVE_EYES_POSITION) - sin(cameraMovementCounter / FIRST_PERSON_STEP_TRIGONOMETRIC_DIVIDER) / FIRST_PERSON_STEP_DIVIDER;
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camera->position.z = playerPosition->z;
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camera->up.x = sin(cameraMovementCounter / (FIRST_PERSON_STEP_TRIGONOMETRIC_DIVIDER * 2)) / FIRST_PERSON_WAVING_DIVIDER;
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camera->up.z = -sin(cameraMovementCounter / (FIRST_PERSON_STEP_TRIGONOMETRIC_DIVIDER * 2)) / FIRST_PERSON_WAVING_DIVIDER;
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src/models.c
467
src/models.c
@ -1335,6 +1335,242 @@ void DrawBillboardRec(Camera camera, Texture2D texture, Rectangle sourceRec, Vec
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rlDisableTexture();
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}
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bool CheckCollisionSpheres(Vector3 centerA, float radiusA, Vector3 centerB, float radiusB)
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{
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bool collision = false;
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float dx = centerA.x - centerB.x; // X distance between centers
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float dy = centerA.y - centerB.y; // Y distance between centers
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float dz = centerA.z - centerB.z; // Y distance between centers
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float distance = sqrt(dx*dx + dy*dy + dz*dz); // Distance between centers
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if (distance <= (radiusA + radiusB)) collision = true;
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return collision;
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}
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bool CheckCollisionBoxes(Vector3 minBBox1, Vector3 maxBBox1, Vector3 minBBox2, Vector3 maxBBox2)
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{
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/*
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// Get min and max vertex to construct bounds (AABB)
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Vector3 minVertex = tempVertices[0];
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Vector3 maxVertex = tempVertices[0];
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for (int i = 1; i < tempVertices.Count; i++)
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{
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minVertex = Vector3.Min(minVertex, tempVertices[i]);
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maxVertex = Vector3.Max(maxVertex, tempVertices[i]);
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}
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bounds = new BoundingBox(minVertex, maxVertex);
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*/
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bool collision = true;
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if ((maxBBox1.x >= minBBox2.x) && (minBBox1.x <= maxBBox2.x))
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{
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if ((maxBBox1.y < minBBox2.y) || (minBBox1.y > maxBBox2.y)) collision = false;
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if ((maxBBox1.z < minBBox2.z) || (minBBox1.z > maxBBox2.z)) collision = false;
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}
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else collision = false;
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return collision;
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}
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bool CheckCollisionBoxSphere(Vector3 minBBox, Vector3 maxBBox, Vector3 centerSphere, float radiusSphere)
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{
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bool collision = false;
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if ((centerSphere.x - minBBox.x > radiusSphere) && (centerSphere.y - minBBox.y > radiusSphere) && (centerSphere.z - minBBox.z > radiusSphere) &&
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(maxBBox.x - centerSphere.x > radiusSphere) && (maxBBox.y - centerSphere.y > radiusSphere) && (maxBBox.z - centerSphere.z > radiusSphere))
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{
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collision = true;
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}
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else
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{
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float dmin = 0;
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if (centerSphere.x - minBBox.x <= radiusSphere)
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dmin += (centerSphere.x - minBBox.x) * (centerSphere.x - minBBox.x);
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else if (maxBBox.x - centerSphere.x <= radiusSphere)
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dmin += (centerSphere.x - maxBBox.x) * (centerSphere.x - maxBBox.x);
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if (centerSphere.y - minBBox.y <= radiusSphere)
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dmin += (centerSphere.y - minBBox.y) * (centerSphere.y - minBBox.y);
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else if (maxBBox.y - centerSphere.y <= radiusSphere)
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dmin += (centerSphere.y - maxBBox.y) * (centerSphere.y - maxBBox.y);
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if (centerSphere.z - minBBox.z <= radiusSphere)
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dmin += (centerSphere.z - minBBox.z) * (centerSphere.z - minBBox.z);
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else if (maxBBox.z - centerSphere.z <= radiusSphere)
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dmin += (centerSphere.z - maxBBox.z) * (centerSphere.z - maxBBox.z);
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if (dmin <= radiusSphere * radiusSphere) collision = true;
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}
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return collision;
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}
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// TODO
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//BoundingBox GetCollisionArea(BoundingBox box1, BoundingBox box2)
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// Detect and resolve cubicmap collisions
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// NOTE: player position (or camera) is modified inside this function
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void ResolveCollisionCubicmap(Image cubicmap, Vector3 mapPosition, Vector3 *playerPosition)
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{
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// Detect the cell where the player is located
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int locationCellX = 0;
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int locationCellY = 0;
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locationCellX = floor(playerPosition->x + mapPosition.x + 0.5);
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locationCellY = floor(playerPosition->z + mapPosition.z + 0.5);
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// Multiple Axis --------------------------------------------------------------------------------------------
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// Axis x-, y-
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if ((cubicmap.pixels[locationCellY * cubicmap.width + (locationCellX - 1)].r != 0) &&
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(cubicmap.pixels[(locationCellY - 1) * cubicmap.width + (locationCellX)].r != 0))
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{
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if (((playerPosition->x + 0.5f) - locationCellX < 0.3) &&
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((playerPosition->z + 0.5f) - locationCellY < 0.3))
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{
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playerPosition->x = locationCellX - 0.2;
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playerPosition->z = locationCellY - 0.2;
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}
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}
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// Axis x-, y+
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if ((cubicmap.pixels[locationCellY * cubicmap.width + (locationCellX - 1)].r != 0) &&
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(cubicmap.pixels[(locationCellY + 1) * cubicmap.width + (locationCellX)].r != 0))
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{
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if (((playerPosition->x + 0.5f) - locationCellX < 0.3) &&
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((playerPosition->z + 0.5f) - locationCellY > 0.7))
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{
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playerPosition->x = locationCellX - 0.2;
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playerPosition->z = locationCellY + 0.2;
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}
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}
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// Axis x+, y-
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if ((cubicmap.pixels[locationCellY * cubicmap.width + (locationCellX + 1)].r != 0) &&
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(cubicmap.pixels[(locationCellY - 1) * cubicmap.width + (locationCellX)].r != 0))
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{
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if (((playerPosition->x + 0.5f) - locationCellX > 0.7) &&
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((playerPosition->z + 0.5f) - locationCellY < 0.3))
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{
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playerPosition->x = locationCellX + 0.2;
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playerPosition->z = locationCellY - 0.2;
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}
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}
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// Axis x+, y+
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if ((cubicmap.pixels[locationCellY * cubicmap.width + (locationCellX + 1)].r != 0) &&
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(cubicmap.pixels[(locationCellY + 1) * cubicmap.width + (locationCellX)].r != 0))
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{
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if (((playerPosition->x + 0.5f) - locationCellX > 0.7) &&
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((playerPosition->z + 0.5f) - locationCellY > 0.7))
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{
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playerPosition->x = locationCellX + 0.2f;
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playerPosition->z = locationCellY + 0.2f;
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}
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}
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// Single Axis ---------------------------------------------------------------------------------------------------
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// Axis x-
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if (cubicmap.pixels[locationCellY * cubicmap.width + (locationCellX - 1)].r != 0)
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{
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if ((playerPosition->x + 0.5f) - locationCellX < 0.3)
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{
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playerPosition->x = locationCellX - 0.2;
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}
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}
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// Axis x+
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if (cubicmap.pixels[locationCellY * cubicmap.width + (locationCellX + 1)].r != 0)
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{
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if ((playerPosition->x + 0.5f) - locationCellX > 0.7)
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{
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playerPosition->x = locationCellX + 0.2;
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}
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}
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// Axis y-
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if (cubicmap.pixels[(locationCellY - 1) * cubicmap.width + (locationCellX)].r != 0)
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{
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if ((playerPosition->z + 0.5f) - locationCellY < 0.3)
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{
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playerPosition->z = locationCellY - 0.2;
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}
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}
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// Axis y+
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if (cubicmap.pixels[(locationCellY + 1) * cubicmap.width + (locationCellX)].r != 0)
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{
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if ((playerPosition->z + 0.5f) - locationCellY > 0.7)
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{
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playerPosition->z = locationCellY + 0.2;
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}
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}
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// Diagonals -------------------------------------------------------------------------------------------------------
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// Axis x-, y-
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if ((cubicmap.pixels[locationCellY * cubicmap.width + (locationCellX - 1)].r == 0) &&
|
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(cubicmap.pixels[(locationCellY - 1) * cubicmap.width + (locationCellX)].r == 0) &&
|
||||
(cubicmap.pixels[(locationCellY - 1) * cubicmap.width + (locationCellX - 1)].r != 0))
|
||||
{
|
||||
if (((playerPosition->x + 0.5f) - locationCellX < 0.3) &&
|
||||
((playerPosition->z + 0.5f) - locationCellY < 0.3))
|
||||
{
|
||||
if (((playerPosition->x + 0.5f) - locationCellX) > ((playerPosition->z + 0.5f) - locationCellY)) playerPosition->x = locationCellX - 0.2;
|
||||
else playerPosition->z = locationCellY - 0.2;
|
||||
}
|
||||
}
|
||||
|
||||
// Axis x-, y+
|
||||
if ((cubicmap.pixels[locationCellY * cubicmap.width + (locationCellX - 1)].r == 0) &&
|
||||
(cubicmap.pixels[(locationCellY + 1) * cubicmap.width + (locationCellX)].r == 0) &&
|
||||
(cubicmap.pixels[(locationCellY + 1) * cubicmap.width + (locationCellX - 1)].r != 0))
|
||||
{
|
||||
if (((playerPosition->x + 0.5f) - locationCellX < 0.3) &&
|
||||
((playerPosition->z + 0.5f) - locationCellY > 0.7))
|
||||
{
|
||||
if (((playerPosition->x + 0.5f) - locationCellX) > (1 - ((playerPosition->z + 0.5f) - locationCellY))) playerPosition->x = locationCellX - 0.2;
|
||||
else playerPosition->z = locationCellY + 0.2;
|
||||
}
|
||||
}
|
||||
|
||||
// Axis x+, y-
|
||||
if ((cubicmap.pixels[locationCellY * cubicmap.width + (locationCellX + 1)].r == 0) &&
|
||||
(cubicmap.pixels[(locationCellY - 1) * cubicmap.width + (locationCellX)].r == 0) &&
|
||||
(cubicmap.pixels[(locationCellY - 1) * cubicmap.width + (locationCellX + 1)].r != 0))
|
||||
{
|
||||
if (((playerPosition->x + 0.5f) - locationCellX > 0.7) &&
|
||||
((playerPosition->z + 0.5f) - locationCellY < 0.3))
|
||||
{
|
||||
if (((playerPosition->x + 0.5f) - locationCellX) < (1 - ((playerPosition->z + 0.5f) - locationCellY))) playerPosition->x = locationCellX + 0.2;
|
||||
else playerPosition->z = locationCellY - 0.2;
|
||||
}
|
||||
}
|
||||
|
||||
// Axis x+, y+
|
||||
if ((cubicmap.pixels[locationCellY * cubicmap.width + (locationCellX + 1)].r == 0) &&
|
||||
(cubicmap.pixels[(locationCellY + 1) * cubicmap.width + (locationCellX)].r == 0) &&
|
||||
(cubicmap.pixels[(locationCellY + 1) * cubicmap.width + (locationCellX + 1)].r != 0))
|
||||
{
|
||||
if (((playerPosition->x + 0.5f) - locationCellX > 0.7) &&
|
||||
((playerPosition->z + 0.5f) - locationCellY > 0.7))
|
||||
{
|
||||
if (((playerPosition->x + 0.5f) - locationCellX) < ((playerPosition->z + 0.5f) - locationCellY)) playerPosition->x = locationCellX + 0.2;
|
||||
else playerPosition->z = locationCellY + 0.2;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
//----------------------------------------------------------------------------------
|
||||
// Module specific Functions Definition
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Get current vertex y altitude (proportional to pixel colors in grayscale)
|
||||
static float GetHeightValue(Color pixel)
|
||||
{
|
||||
@ -1592,234 +1828,3 @@ static VertexData LoadOBJ(const char *fileName)
|
||||
|
||||
return vData;
|
||||
}
|
||||
|
||||
bool CheckCollisionSpheres(Vector3 centerA, float radiusA, Vector3 centerB, float radiusB)
|
||||
{
|
||||
bool collision = false;
|
||||
|
||||
float dx = centerA.x - centerB.x; // X distance between centers
|
||||
float dy = centerA.y - centerB.y; // Y distance between centers
|
||||
float dz = centerA.z - centerB.z; // Y distance between centers
|
||||
|
||||
float distance = sqrt(dx*dx + dy*dy + dz*dz); // Distance between centers
|
||||
|
||||
if (distance <= (radiusA + radiusB)) collision = true;
|
||||
|
||||
return collision;
|
||||
}
|
||||
|
||||
bool CheckCollisionBoxes(Vector3 minBBox1, Vector3 maxBBox1, Vector3 minBBox2, Vector3 maxBBox2)
|
||||
{
|
||||
/*
|
||||
// Get min and max vertex to construct bounds (AABB)
|
||||
Vector3 minVertex = tempVertices[0];
|
||||
Vector3 maxVertex = tempVertices[0];
|
||||
|
||||
for (int i = 1; i < tempVertices.Count; i++)
|
||||
{
|
||||
minVertex = Vector3.Min(minVertex, tempVertices[i]);
|
||||
maxVertex = Vector3.Max(maxVertex, tempVertices[i]);
|
||||
}
|
||||
|
||||
bounds = new BoundingBox(minVertex, maxVertex);
|
||||
*/
|
||||
|
||||
bool collision = true;
|
||||
|
||||
if ((maxBBox1.x >= minBBox2.x) && (minBBox1.x <= maxBBox2.x))
|
||||
{
|
||||
if ((maxBBox1.y < minBBox2.y) || (minBBox1.y > maxBBox2.y)) collision = false;
|
||||
if ((maxBBox1.z < minBBox2.z) || (minBBox1.z > maxBBox2.z)) collision = false;
|
||||
}
|
||||
else collision = false;
|
||||
|
||||
return collision;
|
||||
}
|
||||
|
||||
bool CheckCollisionBoxSphere(Vector3 minBBox, Vector3 maxBBox, Vector3 centerSphere, float radiusSphere)
|
||||
{
|
||||
bool collision = false;
|
||||
|
||||
if ((centerSphere.x - minBBox.x > radiusSphere) && (centerSphere.y - minBBox.y > radiusSphere) && (centerSphere.z - minBBox.z > radiusSphere) &&
|
||||
(maxBBox.x - centerSphere.x > radiusSphere) && (maxBBox.y - centerSphere.y > radiusSphere) && (maxBBox.z - centerSphere.z > radiusSphere))
|
||||
{
|
||||
collision = true;
|
||||
}
|
||||
else
|
||||
{
|
||||
float dmin = 0;
|
||||
|
||||
if (centerSphere.x - minBBox.x <= radiusSphere)
|
||||
dmin += (centerSphere.x - minBBox.x) * (centerSphere.x - minBBox.x);
|
||||
else if (maxBBox.x - centerSphere.x <= radiusSphere)
|
||||
dmin += (centerSphere.x - maxBBox.x) * (centerSphere.x - maxBBox.x);
|
||||
|
||||
if (centerSphere.y - minBBox.y <= radiusSphere)
|
||||
dmin += (centerSphere.y - minBBox.y) * (centerSphere.y - minBBox.y);
|
||||
else if (maxBBox.y - centerSphere.y <= radiusSphere)
|
||||
dmin += (centerSphere.y - maxBBox.y) * (centerSphere.y - maxBBox.y);
|
||||
|
||||
if (centerSphere.z - minBBox.z <= radiusSphere)
|
||||
dmin += (centerSphere.z - minBBox.z) * (centerSphere.z - minBBox.z);
|
||||
else if (maxBBox.z - centerSphere.z <= radiusSphere)
|
||||
dmin += (centerSphere.z - maxBBox.z) * (centerSphere.z - maxBBox.z);
|
||||
|
||||
if (dmin <= radiusSphere * radiusSphere) collision = true;
|
||||
}
|
||||
|
||||
return collision;
|
||||
}
|
||||
|
||||
// TODO
|
||||
//BoundingBox GetCollisionArea(BoundingBox box1, BoundingBox box2)
|
||||
|
||||
// Detect and resolve cubicmap collisions
|
||||
// NOTE: player position (or camera) is modified inside this function
|
||||
void ResolveCollisionCubicmap(Image cubicmap, Vector3 mapPosition, Vector3 *playerPosition)
|
||||
{
|
||||
// Detect the cell where the player is located
|
||||
int locationCellX = 0;
|
||||
int locationCellY = 0;
|
||||
|
||||
locationCellX = floor(playerPosition->x + mapPosition.x + 0.5);
|
||||
locationCellY = floor(playerPosition->z + mapPosition.z + 0.5);
|
||||
|
||||
// Multiple Axis --------------------------------------------------------------------------------------------
|
||||
|
||||
// Axis x-, y-
|
||||
if ((cubicmap.pixels[locationCellY * cubicmap.width + (locationCellX - 1)].r != 0) &&
|
||||
(cubicmap.pixels[(locationCellY - 1) * cubicmap.width + (locationCellX)].r != 0))
|
||||
{
|
||||
if (((playerPosition->x + 0.5f) - locationCellX < 0.3) &&
|
||||
((playerPosition->z + 0.5f) - locationCellY < 0.3))
|
||||
{
|
||||
playerPosition->x = locationCellX - 0.2;
|
||||
playerPosition->z = locationCellY - 0.2;
|
||||
}
|
||||
}
|
||||
|
||||
// Axis x-, y+
|
||||
if ((cubicmap.pixels[locationCellY * cubicmap.width + (locationCellX - 1)].r != 0) &&
|
||||
(cubicmap.pixels[(locationCellY + 1) * cubicmap.width + (locationCellX)].r != 0))
|
||||
{
|
||||
if (((playerPosition->x + 0.5f) - locationCellX < 0.3) &&
|
||||
((playerPosition->z + 0.5f) - locationCellY > 0.7))
|
||||
{
|
||||
playerPosition->x = locationCellX - 0.2;
|
||||
playerPosition->z = locationCellY + 0.2;
|
||||
}
|
||||
}
|
||||
|
||||
// Axis x+, y-
|
||||
if ((cubicmap.pixels[locationCellY * cubicmap.width + (locationCellX + 1)].r != 0) &&
|
||||
(cubicmap.pixels[(locationCellY - 1) * cubicmap.width + (locationCellX)].r != 0))
|
||||
{
|
||||
if (((playerPosition->x + 0.5f) - locationCellX > 0.7) &&
|
||||
((playerPosition->z + 0.5f) - locationCellY < 0.3))
|
||||
{
|
||||
playerPosition->x = locationCellX + 0.2;
|
||||
playerPosition->z = locationCellY - 0.2;
|
||||
}
|
||||
}
|
||||
|
||||
// Axis x+, y+
|
||||
if ((cubicmap.pixels[locationCellY * cubicmap.width + (locationCellX + 1)].r != 0) &&
|
||||
(cubicmap.pixels[(locationCellY + 1) * cubicmap.width + (locationCellX)].r != 0))
|
||||
{
|
||||
if (((playerPosition->x + 0.5f) - locationCellX > 0.7) &&
|
||||
((playerPosition->z + 0.5f) - locationCellY > 0.7))
|
||||
{
|
||||
playerPosition->x = locationCellX + 0.2f;
|
||||
playerPosition->z = locationCellY + 0.2f;
|
||||
}
|
||||
}
|
||||
|
||||
// Single Axis ---------------------------------------------------------------------------------------------------
|
||||
|
||||
// Axis x-
|
||||
if (cubicmap.pixels[locationCellY * cubicmap.width + (locationCellX - 1)].r != 0)
|
||||
{
|
||||
if ((playerPosition->x + 0.5f) - locationCellX < 0.3)
|
||||
{
|
||||
playerPosition->x = locationCellX - 0.2;
|
||||
}
|
||||
}
|
||||
// Axis x+
|
||||
if (cubicmap.pixels[locationCellY * cubicmap.width + (locationCellX + 1)].r != 0)
|
||||
{
|
||||
if ((playerPosition->x + 0.5f) - locationCellX > 0.7)
|
||||
{
|
||||
playerPosition->x = locationCellX + 0.2;
|
||||
}
|
||||
}
|
||||
// Axis y-
|
||||
if (cubicmap.pixels[(locationCellY - 1) * cubicmap.width + (locationCellX)].r != 0)
|
||||
{
|
||||
if ((playerPosition->z + 0.5f) - locationCellY < 0.3)
|
||||
{
|
||||
playerPosition->z = locationCellY - 0.2;
|
||||
}
|
||||
}
|
||||
// Axis y+
|
||||
if (cubicmap.pixels[(locationCellY + 1) * cubicmap.width + (locationCellX)].r != 0)
|
||||
{
|
||||
if ((playerPosition->z + 0.5f) - locationCellY > 0.7)
|
||||
{
|
||||
playerPosition->z = locationCellY + 0.2;
|
||||
}
|
||||
}
|
||||
|
||||
// Diagonals -------------------------------------------------------------------------------------------------------
|
||||
|
||||
// Axis x-, y-
|
||||
if ((cubicmap.pixels[locationCellY * cubicmap.width + (locationCellX - 1)].r == 0) &&
|
||||
(cubicmap.pixels[(locationCellY - 1) * cubicmap.width + (locationCellX)].r == 0) &&
|
||||
(cubicmap.pixels[(locationCellY - 1) * cubicmap.width + (locationCellX - 1)].r != 0))
|
||||
{
|
||||
if (((playerPosition->x + 0.5f) - locationCellX < 0.3) &&
|
||||
((playerPosition->z + 0.5f) - locationCellY < 0.3))
|
||||
{
|
||||
if (((playerPosition->x + 0.5f) - locationCellX) > ((playerPosition->z + 0.5f) - locationCellY)) playerPosition->x = locationCellX - 0.2;
|
||||
else playerPosition->z = locationCellY - 0.2;
|
||||
}
|
||||
}
|
||||
|
||||
// Axis x-, y+
|
||||
if ((cubicmap.pixels[locationCellY * cubicmap.width + (locationCellX - 1)].r == 0) &&
|
||||
(cubicmap.pixels[(locationCellY + 1) * cubicmap.width + (locationCellX)].r == 0) &&
|
||||
(cubicmap.pixels[(locationCellY + 1) * cubicmap.width + (locationCellX - 1)].r != 0))
|
||||
{
|
||||
if (((playerPosition->x + 0.5f) - locationCellX < 0.3) &&
|
||||
((playerPosition->z + 0.5f) - locationCellY > 0.7))
|
||||
{
|
||||
if (((playerPosition->x + 0.5f) - locationCellX) > (1 - ((playerPosition->z + 0.5f) - locationCellY))) playerPosition->x = locationCellX - 0.2;
|
||||
else playerPosition->z = locationCellY + 0.2;
|
||||
}
|
||||
}
|
||||
|
||||
// Axis x+, y-
|
||||
if ((cubicmap.pixels[locationCellY * cubicmap.width + (locationCellX + 1)].r == 0) &&
|
||||
(cubicmap.pixels[(locationCellY - 1) * cubicmap.width + (locationCellX)].r == 0) &&
|
||||
(cubicmap.pixels[(locationCellY - 1) * cubicmap.width + (locationCellX + 1)].r != 0))
|
||||
{
|
||||
if (((playerPosition->x + 0.5f) - locationCellX > 0.7) &&
|
||||
((playerPosition->z + 0.5f) - locationCellY < 0.3))
|
||||
{
|
||||
if (((playerPosition->x + 0.5f) - locationCellX) < (1 - ((playerPosition->z + 0.5f) - locationCellY))) playerPosition->x = locationCellX + 0.2;
|
||||
else playerPosition->z = locationCellY - 0.2;
|
||||
}
|
||||
}
|
||||
|
||||
// Axis x+, y+
|
||||
if ((cubicmap.pixels[locationCellY * cubicmap.width + (locationCellX + 1)].r == 0) &&
|
||||
(cubicmap.pixels[(locationCellY + 1) * cubicmap.width + (locationCellX)].r == 0) &&
|
||||
(cubicmap.pixels[(locationCellY + 1) * cubicmap.width + (locationCellX + 1)].r != 0))
|
||||
{
|
||||
if (((playerPosition->x + 0.5f) - locationCellX > 0.7) &&
|
||||
((playerPosition->z + 0.5f) - locationCellY > 0.7))
|
||||
{
|
||||
if (((playerPosition->x + 0.5f) - locationCellX) < ((playerPosition->z + 0.5f) - locationCellY)) playerPosition->x = locationCellX + 0.2;
|
||||
else playerPosition->z = locationCellY + 0.2;
|
||||
}
|
||||
}
|
||||
}
|
@ -343,6 +343,8 @@ int GetRandomValue(int min, int max); // Returns a random
|
||||
Color Fade(Color color, float alpha); // Color fade-in or fade-out, alpha goes from 0.0f to 1.0f
|
||||
|
||||
void SetCameraMode(int mode); // Multiple camera modes available
|
||||
void UpdateCamera(Vector3 *playerPosition);
|
||||
|
||||
void SetConfigFlags(char flags); // Enable some window configurations
|
||||
void ShowLogo(void); // Activates raylib logo at startup (can be done with flags)
|
||||
|
||||
@ -498,7 +500,7 @@ unsigned int LoadCustomShader(char *vsFileName, char *fsFileName);
|
||||
bool CheckCollisionSpheres(Vector3 centerA, float radiusA, Vector3 centerB, float radiusB);
|
||||
bool CheckCollisionBoxes(Vector3 minBBox1, Vector3 maxBBox1, Vector3 minBBox2, Vector3 maxBBox2);
|
||||
bool CheckCollisionBoxSphere(Vector3 minBBox, Vector3 maxBBox, Vector3 centerSphere, float radiusSphere);
|
||||
//void ResolveCollisionCubicmap(Image cubicmap, Vector3 mapPosition, Vector3 *playerPosition);
|
||||
void ResolveCollisionCubicmap(Image cubicmap, Vector3 mapPosition, Vector3 *playerPosition);
|
||||
|
||||
//------------------------------------------------------------------------------------
|
||||
// Audio Loading and Playing Functions (Module: audio)
|
||||
|
Loading…
Reference in New Issue
Block a user