Redesigned UpdateCamera() function
Splitted into: UpdateCamera() // Update only camera UpdateCameraPlayer() // Update camera and player position
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92bcf09c53
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20
src/camera.c
20
src/camera.c
@ -162,14 +162,24 @@ void SetCameraMode(int mode)
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cameraMode = 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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// Update camera (player position is ignored)
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void UpdateCamera(Camera *camera)
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{
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// Calculate camera
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Vector3 position = { 0, 0, 0 };
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// Process internal camera and player position (if required)
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if (cameraMode != CAMERA_CUSTOM) ProcessCamera(&internalCamera, &position);
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*camera = internalCamera;
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}
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// Update camera and player position (1st person and 3rd person cameras)
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void UpdateCameraPlayer(Camera *camera, Vector3 *position)
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{
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// Process internal camera and player position (if required)
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if (cameraMode != CAMERA_CUSTOM) ProcessCamera(&internalCamera, position);
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return internalCamera;
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*camera = internalCamera;
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}
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// Set internal camera position
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@ -76,7 +76,8 @@ 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 *position); // Update camera and player position (1st person and 3rd person cameras)
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void UpdateCamera(Camera *camera); // Update camera (player position is ignored)
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void UpdateCameraPlayer(Camera *camera, Vector3 *position); // Update camera and player position (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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