Make camera movement independant of framerate (#4247)
Instead of moving camera with constant speed per frame, speed is multiplied with delta time before movement.
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@ -196,12 +196,12 @@ RLAPI Matrix GetCameraProjectionMatrix(Camera* camera, float aspect);
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//----------------------------------------------------------------------------------
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// Defines and Macros
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//----------------------------------------------------------------------------------
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#define CAMERA_MOVE_SPEED 0.09f
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#define CAMERA_MOVE_SPEED 5.4f // Units per second
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#define CAMERA_ROTATION_SPEED 0.03f
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#define CAMERA_PAN_SPEED 0.2f
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// Camera mouse movement sensitivity
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#define CAMERA_MOUSE_MOVE_SENSITIVITY 0.003f // TODO: it should be independant of framerate
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#define CAMERA_MOUSE_MOVE_SENSITIVITY 0.003f
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// Camera orbital speed in CAMERA_ORBITAL mode
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#define CAMERA_ORBITAL_SPEED 0.5f // Radians per second
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@ -481,10 +481,11 @@ void UpdateCamera(Camera *camera, int mode)
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}
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// Keyboard support
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if (IsKeyDown(KEY_W)) CameraMoveForward(camera, CAMERA_MOVE_SPEED, moveInWorldPlane);
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if (IsKeyDown(KEY_A)) CameraMoveRight(camera, -CAMERA_MOVE_SPEED, moveInWorldPlane);
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if (IsKeyDown(KEY_S)) CameraMoveForward(camera, -CAMERA_MOVE_SPEED, moveInWorldPlane);
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if (IsKeyDown(KEY_D)) CameraMoveRight(camera, CAMERA_MOVE_SPEED, moveInWorldPlane);
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float cameraMoveSpeed = CAMERA_MOVE_SPEED*GetFrameTime();
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if (IsKeyDown(KEY_W)) CameraMoveForward(camera, cameraMoveSpeed, moveInWorldPlane);
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if (IsKeyDown(KEY_A)) CameraMoveRight(camera, -cameraMoveSpeed, moveInWorldPlane);
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if (IsKeyDown(KEY_S)) CameraMoveForward(camera, -cameraMoveSpeed, moveInWorldPlane);
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if (IsKeyDown(KEY_D)) CameraMoveRight(camera, cameraMoveSpeed, moveInWorldPlane);
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// Gamepad movement
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if (IsGamepadAvailable(0))
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@ -493,16 +494,16 @@ void UpdateCamera(Camera *camera, int mode)
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CameraYaw(camera, -(GetGamepadAxisMovement(0, GAMEPAD_AXIS_RIGHT_X)*2)*CAMERA_MOUSE_MOVE_SENSITIVITY, rotateAroundTarget);
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CameraPitch(camera, -(GetGamepadAxisMovement(0, GAMEPAD_AXIS_RIGHT_Y)*2)*CAMERA_MOUSE_MOVE_SENSITIVITY, lockView, rotateAroundTarget, rotateUp);
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if (GetGamepadAxisMovement(0, GAMEPAD_AXIS_LEFT_Y) <= -0.25f) CameraMoveForward(camera, CAMERA_MOVE_SPEED, moveInWorldPlane);
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if (GetGamepadAxisMovement(0, GAMEPAD_AXIS_LEFT_X) <= -0.25f) CameraMoveRight(camera, -CAMERA_MOVE_SPEED, moveInWorldPlane);
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if (GetGamepadAxisMovement(0, GAMEPAD_AXIS_LEFT_Y) >= 0.25f) CameraMoveForward(camera, -CAMERA_MOVE_SPEED, moveInWorldPlane);
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if (GetGamepadAxisMovement(0, GAMEPAD_AXIS_LEFT_X) >= 0.25f) CameraMoveRight(camera, CAMERA_MOVE_SPEED, moveInWorldPlane);
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if (GetGamepadAxisMovement(0, GAMEPAD_AXIS_LEFT_Y) <= -0.25f) CameraMoveForward(camera, cameraMoveSpeed, moveInWorldPlane);
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if (GetGamepadAxisMovement(0, GAMEPAD_AXIS_LEFT_X) <= -0.25f) CameraMoveRight(camera, -cameraMoveSpeed, moveInWorldPlane);
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if (GetGamepadAxisMovement(0, GAMEPAD_AXIS_LEFT_Y) >= 0.25f) CameraMoveForward(camera, -cameraMoveSpeed, moveInWorldPlane);
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if (GetGamepadAxisMovement(0, GAMEPAD_AXIS_LEFT_X) >= 0.25f) CameraMoveRight(camera, cameraMoveSpeed, moveInWorldPlane);
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}
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if (mode == CAMERA_FREE)
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{
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if (IsKeyDown(KEY_SPACE)) CameraMoveUp(camera, CAMERA_MOVE_SPEED);
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if (IsKeyDown(KEY_LEFT_CONTROL)) CameraMoveUp(camera, -CAMERA_MOVE_SPEED);
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if (IsKeyDown(KEY_SPACE)) CameraMoveUp(camera, cameraMoveSpeed);
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if (IsKeyDown(KEY_LEFT_CONTROL)) CameraMoveUp(camera, -cameraMoveSpeed);
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}
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}
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