REVIEWED: UpdateCameraPro()
to use Vector3
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@ -123,15 +123,19 @@ int main(void)
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// This new camera function allows custom movement/rotation values to be directly provided
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// as input parameters, with this approach, rcamera module is internally independent of raylib inputs
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UpdateCameraPro(&camera,
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(IsKeyDown(KEY_W) || IsKeyDown(KEY_UP))*0.1f - // Move forward-backward
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(IsKeyDown(KEY_S) || IsKeyDown(KEY_DOWN))*0.1f,
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(IsKeyDown(KEY_D) || IsKeyDown(KEY_RIGHT))*0.1f - // Move right-left
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(IsKeyDown(KEY_A) || IsKeyDown(KEY_LEFT))*0.1f,
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0.0f, // Move up-down
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GetMouseWheelMove()*2.0f, // Move to target (zoom)
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GetMouseDelta().x*0.05f, // Rotation: yaw
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GetMouseDelta().y*0.05f, // Rotation: pitch
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0.0f); // Rotation: roll
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(Vector3){
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(IsKeyDown(KEY_W) || IsKeyDown(KEY_UP))*0.1f - // Move forward-backward
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(IsKeyDown(KEY_S) || IsKeyDown(KEY_DOWN))*0.1f,
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(IsKeyDown(KEY_D) || IsKeyDown(KEY_RIGHT))*0.1f - // Move right-left
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(IsKeyDown(KEY_A) || IsKeyDown(KEY_LEFT))*0.1f,
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0.0f // Move up-down
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},
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(Vector3){
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GetMouseDelta().x*0.05f, // Rotation: yaw
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GetMouseDelta().y*0.05f, // Rotation: pitch
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0.0f // Rotation: roll
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},
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GetMouseWheelMove()*2.0f); // Move to target (zoom)
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*/
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//----------------------------------------------------------------------------------
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@ -471,25 +471,34 @@ void UpdateCamera(Camera *camera, int mode)
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#endif // !CAMERA_STANDALONE
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// Update camera movement, movement/rotation values should be provided by user
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void UpdateCameraPro(Camera *camera, float moveForward, float moveRightLeft, float moveUpDown, float moveToTarget, float yaw, float pitch, float roll)
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void UpdateCameraPro(Camera *camera, Vector3 movement, Vector3 rotation, float zoom)
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{
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// Required values
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// movement.x - Move forward/backward
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// movement.y - Move right/left
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// movement.z - Move up/down
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// rotation.x - yaw
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// rotation.y - pitch
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// rotation.z - roll
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// zoom - Move towards target
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bool lockView = true;
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bool rotateAroundTarget = false;
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bool rotateUp = false;
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bool moveInWorldPlane = true;
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// Camera rotation
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CameraPitch(camera, -pitch*DEG2RAD, lockView, rotateAroundTarget, rotateUp);
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CameraYaw(camera, -yaw*DEG2RAD, rotateAroundTarget);
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CameraRoll(camera, roll*DEG2RAD);
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CameraPitch(camera, -rotation.y*DEG2RAD, lockView, rotateAroundTarget, rotateUp);
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CameraYaw(camera, -rotation.x*DEG2RAD, rotateAroundTarget);
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CameraRoll(camera, rotation.z*DEG2RAD);
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// Camera movement
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CameraMoveForward(camera, moveForward, moveInWorldPlane);
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CameraMoveRight(camera, moveRightLeft, moveInWorldPlane);
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CameraMoveUp(camera, moveUpDown);
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CameraMoveForward(camera, movement.x, moveInWorldPlane);
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CameraMoveRight(camera, movement.y, moveInWorldPlane);
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CameraMoveUp(camera, movement.z);
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// Zoom target distance
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CameraMoveToTarget(camera, moveToTarget);
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CameraMoveToTarget(camera, zoom);
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}
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#endif // CAMERA_IMPLEMENTATION
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