Some formating tweaks
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df5c64d0be
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114
src/camera.c
114
src/camera.c
@ -36,44 +36,44 @@
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// Defines and Macros
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//----------------------------------------------------------------------------------
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// CAMERA_GENERIC
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#define CAMERA_SCROLL_SENSITIVITY 1.5
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#define CAMERA_SCROLL_SENSITIVITY 1.5f
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// FREE_CAMERA
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#define FREE_CAMERA_MOUSE_SENSITIVITY 0.01
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#define FREE_CAMERA_DISTANCE_MIN_CLAMP 0.3
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#define FREE_CAMERA_DISTANCE_MAX_CLAMP 120
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#define FREE_CAMERA_MIN_CLAMP 85
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#define FREE_CAMERA_MAX_CLAMP -85
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#define FREE_CAMERA_SMOOTH_ZOOM_SENSITIVITY 0.05
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#define FREE_CAMERA_PANNING_DIVIDER 5.1
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#define FREE_CAMERA_MOUSE_SENSITIVITY 0.01f
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#define FREE_CAMERA_DISTANCE_MIN_CLAMP 0.3f
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#define FREE_CAMERA_DISTANCE_MAX_CLAMP 120.0f
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#define FREE_CAMERA_MIN_CLAMP 85.0f
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#define FREE_CAMERA_MAX_CLAMP -85.0f
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#define FREE_CAMERA_SMOOTH_ZOOM_SENSITIVITY 0.05f
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#define FREE_CAMERA_PANNING_DIVIDER 5.1f
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// ORBITAL_CAMERA
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#define ORBITAL_CAMERA_SPEED 0.01
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#define ORBITAL_CAMERA_SPEED 0.01f
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// FIRST_PERSON
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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_MOUSE_SENSITIVITY 0.003f
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#define FIRST_PERSON_FOCUS_DISTANCE 25.0f
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#define FIRST_PERSON_MIN_CLAMP 85.0f
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#define FIRST_PERSON_MAX_CLAMP -85.0f
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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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#define FIRST_PERSON_WAVING_DIVIDER 200.0
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#define FIRST_PERSON_STEP_TRIGONOMETRIC_DIVIDER 5.0f
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#define FIRST_PERSON_STEP_DIVIDER 30.0f
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#define FIRST_PERSON_WAVING_DIVIDER 200.0f
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#define FIRST_PERSON_HEIGHT_RELATIVE_EYES_POSITION 0.85
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#define FIRST_PERSON_HEIGHT_RELATIVE_EYES_POSITION 0.85f
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// THIRD_PERSON
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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_OFFSET (Vector3){ 0.4, 0, 0 }
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//#define THIRD_PERSON_MOUSE_SENSITIVITY 0.003f
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#define THIRD_PERSON_DISTANCE_CLAMP 1.2f
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#define THIRD_PERSON_MIN_CLAMP 5.0f
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#define THIRD_PERSON_MAX_CLAMP -85.0f
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#define THIRD_PERSON_OFFSET (Vector3){ 0.4f, 0.0f, 0.0f }
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// PLAYER (used by camera)
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#define PLAYER_WIDTH 0.4
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#define PLAYER_HEIGHT 0.9
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#define PLAYER_DEPTH 0.4
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#define PLAYER_MOVEMENT_DIVIDER 20.0
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#define PLAYER_WIDTH 0.4f
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#define PLAYER_HEIGHT 0.9f
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#define PLAYER_DEPTH 0.4f
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#define PLAYER_MOVEMENT_DIVIDER 20.0f
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//----------------------------------------------------------------------------------
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// Types and Structures Definition
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@ -84,11 +84,11 @@ typedef enum { MOVE_FRONT = 0, MOVE_LEFT, MOVE_BACK, MOVE_RIGHT, MOVE_UP, MOVE_D
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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 Camera internalCamera = {{ 2.0f, 0.0f, 2.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }};
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static Vector2 cameraAngle = { 0.0f, 0.0f };
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static float cameraTargetDistance = 5.0f;
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static Vector2 cameraMousePosition = { 0, 0 };
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static Vector2 cameraMouseVariation = { 0, 0 };
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static Vector2 cameraMousePosition = { 0.0f, 0.0f };
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static Vector2 cameraMouseVariation = { 0.0f, 0.0f };
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static float mouseSensitivity = 0.003f;
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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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@ -107,7 +107,7 @@ 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 Vector2 GetMousePosition() { return (Vector2){ 0.0f, 0.0f }; }
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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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@ -129,33 +129,33 @@ void SetCameraMode(int mode)
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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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cameraTargetDistance = 5.0f;
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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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cameraTargetDistance = 5.0f;
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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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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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cameraTargetDistance = 10.0f;
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cameraAngle.x = 45*DEG2RAD;
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cameraAngle.y = -40*DEG2RAD;
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internalCamera.target = (Vector3){ 0.0f, 0.0f, 0.0f };
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ProcessCamera(&internalCamera, &internalCamera.position);
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ShowCursor();
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}
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else if ((cameraMode == CAMERA_CUSTOM) && (mode == CAMERA_ORBITAL))
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{
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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){ 0, 0, 0};
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cameraTargetDistance = 10.0f;
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cameraAngle.x = 225*DEG2RAD;
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cameraAngle.y = -40*DEG2RAD;
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internalCamera.target = (Vector3){ 0.0f, 0.0f, 0.0f };
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ProcessCamera(&internalCamera, &internalCamera.position);
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}
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@ -165,7 +165,7 @@ void SetCameraMode(int mode)
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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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Vector3 position = { 0, 0, 0 };
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Vector3 position = { 0.0f, 0.0f, 0.0f };
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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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@ -244,7 +244,7 @@ void SetCameraMoveControls(int frontKey, int backKey, int leftKey, int rightKey,
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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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mouseSensitivity = (sensitivity/10000.0f);
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}
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//----------------------------------------------------------------------------------
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@ -376,12 +376,12 @@ static void ProcessCamera(Camera *camera, Vector3 *playerPosition)
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// Focus to center
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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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if (IsKeyDown('Z')) camera->target = (Vector3){ 0.0f, 0.0f, 0.0f };
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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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if (cameraAngle.y <= 0) camera->position.y = sin(cameraAngle.y)*cameraTargetDistance*sin(cameraAngle.y) + camera->target.y;
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if (cameraAngle.y <= 0.0f) camera->position.y = sin(cameraAngle.y)*cameraTargetDistance*sin(cameraAngle.y) + camera->target.y;
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else camera->position.y = -sin(cameraAngle.y)*cameraTargetDistance*sin(cameraAngle.y) + camera->target.y;
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camera->position.z = cos(cameraAngle.x)*cameraTargetDistance*cos(cameraAngle.y) + camera->target.z;
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@ -398,12 +398,12 @@ static void ProcessCamera(Camera *camera, Vector3 *playerPosition)
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if (cameraTargetDistance < THIRD_PERSON_DISTANCE_CLAMP) cameraTargetDistance = THIRD_PERSON_DISTANCE_CLAMP;
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// Focus to center
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if (IsKeyDown('Z')) camera->target = (Vector3){ 0, 0, 0 };
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if (IsKeyDown('Z')) camera->target = (Vector3){ 0.0f, 0.0f, 0.0f };
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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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if (cameraAngle.y <= 0) camera->position.y = sin(cameraAngle.y)*cameraTargetDistance*sin(cameraAngle.y) + camera->target.y;
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if (cameraAngle.y <= 0.0f) camera->position.y = sin(cameraAngle.y)*cameraTargetDistance*sin(cameraAngle.y) + camera->target.y;
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else camera->position.y = -sin(cameraAngle.y)*cameraTargetDistance*sin(cameraAngle.y) + camera->target.y;
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camera->position.z = cos(cameraAngle.x)*cameraTargetDistance*cos(cameraAngle.y) + camera->target.z;
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@ -412,7 +412,7 @@ static void ProcessCamera(Camera *camera, Vector3 *playerPosition)
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case CAMERA_FIRST_PERSON:
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case CAMERA_THIRD_PERSON:
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{
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int isMoving = 0;
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bool isMoving = false;
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// Keyboard inputs
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if (IsKeyDown(cameraMoveControl[MOVE_FRONT]))
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@ -422,7 +422,7 @@ static void ProcessCamera(Camera *camera, Vector3 *playerPosition)
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if (!cameraUseGravity) camera->position.y += sin(cameraAngle.y)/PLAYER_MOVEMENT_DIVIDER;
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isMoving = 1;
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isMoving = true;
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}
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else if (IsKeyDown(cameraMoveControl[MOVE_BACK]))
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{
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@ -431,7 +431,7 @@ static void ProcessCamera(Camera *camera, Vector3 *playerPosition)
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if (!cameraUseGravity) camera->position.y -= sin(cameraAngle.y)/PLAYER_MOVEMENT_DIVIDER;
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isMoving = 1;
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isMoving = true;
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}
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if (IsKeyDown(cameraMoveControl[MOVE_LEFT]))
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@ -439,23 +439,23 @@ static void ProcessCamera(Camera *camera, Vector3 *playerPosition)
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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 = 1;
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isMoving = true;
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}
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else if (IsKeyDown(cameraMoveControl[MOVE_RIGHT]))
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{
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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 = 1;
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isMoving = true;
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}
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if (IsKeyDown(cameraMoveControl[MOVE_UP]))
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{
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if (!cameraUseGravity) playerPosition->y += 1/PLAYER_MOVEMENT_DIVIDER;
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if (!cameraUseGravity) playerPosition->y += 1.0f/PLAYER_MOVEMENT_DIVIDER;
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}
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else if (IsKeyDown(cameraMoveControl[MOVE_DOWN]))
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{
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if (!cameraUseGravity) playerPosition->y -= 1/PLAYER_MOVEMENT_DIVIDER;
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if (!cameraUseGravity) playerPosition->y -= 1.0f/PLAYER_MOVEMENT_DIVIDER;
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}
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if (cameraMode == CAMERA_THIRD_PERSON)
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@ -482,7 +482,7 @@ static void ProcessCamera(Camera *camera, Vector3 *playerPosition)
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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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if (cameraAngle.y <= 0) camera->position.y = sin(cameraAngle.y)*cameraTargetDistance*sin(cameraAngle.y) + camera->target.y;
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if (cameraAngle.y <= 0.0f) camera->position.y = sin(cameraAngle.y)*cameraTargetDistance*sin(cameraAngle.y) + camera->target.y;
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else camera->position.y = -sin(cameraAngle.y)*cameraTargetDistance*sin(cameraAngle.y) + camera->target.y;
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camera->position.z = cos(cameraAngle.x)*cameraTargetDistance*cos(cameraAngle.y) + camera->target.z;
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@ -28,8 +28,8 @@
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#define PI 3.14159265358979323846
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#endif
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#define DEG2RAD (PI / 180.0f)
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#define RAD2DEG (180.0f / PI)
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#define DEG2RAD (PI/180.0f)
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#define RAD2DEG (180.0f/PI)
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//----------------------------------------------------------------------------------
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// Defines and Macros
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15
src/core.c
15
src/core.c
@ -116,6 +116,7 @@
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//----------------------------------------------------------------------------------
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// Defines and Macros
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//----------------------------------------------------------------------------------
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#define STORAGE_FILENAME "storage.data"
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//----------------------------------------------------------------------------------
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// Types and Structures Definition
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@ -591,7 +592,7 @@ void Begin3dMode(Camera camera)
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// Setup perspective projection
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float aspect = (float)screenWidth/(float)screenHeight;
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double top = 0.1f*tan(45.0f*PI/360.0f);
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double top = 0.1*tan(45.0*PI/360.0);
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double right = top*aspect;
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// NOTE: zNear and zFar values are important when computing depth buffer values
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@ -630,7 +631,7 @@ void SetTargetFPS(int fps)
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// Returns current FPS
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float GetFPS(void)
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{
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return (float)(1/frameTime);
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return (float)(1.0/frameTime);
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}
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// Returns time in seconds for one frame
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@ -791,10 +792,10 @@ void StorageSaveValue(int position, int value)
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FILE *storageFile = NULL;
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// Try open existing file to append data
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storageFile = fopen("storage.data", "rb+");
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storageFile = fopen(STORAGE_FILENAME, "rb+");
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// If file doesn't exist, create a new storage data file
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if (!storageFile) storageFile = fopen("storage.data", "wb");
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if (!storageFile) storageFile = fopen(STORAGE_FILENAME, "wb");
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if (!storageFile) TraceLog(WARNING, "Storage data file could not be created");
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else
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@ -822,7 +823,7 @@ int StorageLoadValue(int position)
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int value = 0;
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// Try open existing file to append data
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FILE *storageFile = fopen("storage.data", "rb");
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FILE *storageFile = fopen(STORAGE_FILENAME, "rb");
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if (!storageFile) TraceLog(WARNING, "Storage data file could not be found");
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else
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@ -889,8 +890,8 @@ Ray GetMouseRay(Vector2 mousePosition, Camera camera)
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MatrixInvert(&matProjView);
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// Calculate far and near points
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Quaternion near = { deviceCoords.x, deviceCoords.y, 0, 1};
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Quaternion far = { deviceCoords.x, deviceCoords.y, 1, 1};
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Quaternion near = { deviceCoords.x, deviceCoords.y, 0.0f, 1.0f};
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Quaternion far = { deviceCoords.x, deviceCoords.y, 1.0f, 1.0f};
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// Multiply points by unproject matrix
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QuaternionTransform(&near, matProjView);
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#define PI 3.14159265358979323846
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#endif
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#define DEG2RAD (PI / 180.0f)
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#define RAD2DEG (180.0f / PI)
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#define DEG2RAD (PI/180.0f)
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#define RAD2DEG (180.0f/PI)
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// raylib Config Flags
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#define FLAG_FULLSCREEN_MODE 1
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#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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rlglDrawModel(postproQuad, (Vector3){0,0,0}, (Vector3){0,0,0}, 0.0f, (Vector3){1.0f, 1.0f, 1.0f}, (Color){ 255, 255, 255, 255 }, false);
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rlglDrawModel(postproQuad, (Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, 0.0f, 0.0f }, 0.0f, (Vector3){1.0f, 1.0f, 1.0f}, (Color){ 255, 255, 255, 255 }, false);
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#endif
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}
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