514 lines
25 KiB
C
514 lines
25 KiB
C
/*******************************************************************************************
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*
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* raylib.camera - Camera system with multiple modes support
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*
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* NOTE: Memory footprint of this library is aproximately 52 bytes (global variables)
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*
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* CONFIGURATION:
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*
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* #define CAMERA_IMPLEMENTATION
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* Generates the implementation of the library into the included file.
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* If not defined, the library is in header only mode and can be included in other headers
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* or source files without problems. But only ONE file should hold the implementation.
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*
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* #define CAMERA_STANDALONE
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* If defined, the library can be used as standalone as a camera system but some
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* functions must be redefined to manage inputs accordingly.
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*
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* CONTRIBUTORS:
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* Marc Palau: Initial implementation (2014)
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* Ramon Santamaria: Supervision, review, update and maintenance
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*
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*
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* LICENSE: zlib/libpng
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*
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* Copyright (c) 2015-2017 Ramon Santamaria (@raysan5)
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*
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* This software is provided "as-is", without any express or implied warranty. In no event
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* will the authors be held liable for any damages arising from the use of this software.
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*
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* Permission is granted to anyone to use this software for any purpose, including commercial
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* applications, and to alter it and redistribute it freely, subject to the following restrictions:
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*
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* 1. The origin of this software must not be misrepresented; you must not claim that you
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* wrote the original software. If you use this software in a product, an acknowledgment
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* in the product documentation would be appreciated but is not required.
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*
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* 2. Altered source versions must be plainly marked as such, and must not be misrepresented
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* as being the original software.
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*
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* 3. This notice may not be removed or altered from any source distribution.
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*
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**********************************************************************************************/
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#ifndef CAMERA_H
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#define CAMERA_H
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//----------------------------------------------------------------------------------
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// Defines and Macros
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//----------------------------------------------------------------------------------
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//...
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//----------------------------------------------------------------------------------
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// Types and Structures Definition
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// NOTE: Below types are required for CAMERA_STANDALONE usage
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//----------------------------------------------------------------------------------
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#if defined(CAMERA_STANDALONE)
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// Camera modes
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typedef enum {
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CAMERA_CUSTOM = 0,
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CAMERA_FREE,
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CAMERA_ORBITAL,
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CAMERA_FIRST_PERSON,
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CAMERA_THIRD_PERSON
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} CameraMode;
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// Vector2 type
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typedef struct Vector2 {
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float x;
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float y;
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} Vector2;
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// Vector3 type
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typedef struct Vector3 {
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float x;
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float y;
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float z;
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} Vector3;
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// Camera type, defines a camera position/orientation in 3d space
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typedef struct Camera {
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Vector3 position;
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Vector3 target;
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Vector3 up;
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float fovy;
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} Camera;
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#endif
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#ifdef __cplusplus
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extern "C" { // Prevents name mangling of functions
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#endif
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//----------------------------------------------------------------------------------
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// Global Variables Definition
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//----------------------------------------------------------------------------------
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//...
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//----------------------------------------------------------------------------------
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// Module Functions Declaration
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//----------------------------------------------------------------------------------
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#if defined(CAMERA_STANDALONE)
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void SetCameraMode(Camera camera, int mode); // Set camera mode (multiple camera modes available)
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void UpdateCamera(Camera *camera); // Update camera position for selected mode
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void SetCameraPanControl(int panKey); // Set camera pan key to combine with mouse movement (free camera)
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void SetCameraAltControl(int altKey); // Set camera alt key to combine with mouse movement (free camera)
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void SetCameraSmoothZoomControl(int szKey); // Set camera smooth zoom key to combine with mouse (free camera)
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void SetCameraMoveControls(int frontKey, int backKey,
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int rightKey, int leftKey,
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int upKey, int downKey); // Set camera move controls (1st person and 3rd person cameras)
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#endif
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#ifdef __cplusplus
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}
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#endif
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#endif // CAMERA_H
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/***********************************************************************************
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*
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* CAMERA IMPLEMENTATION
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*
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************************************************************************************/
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#if defined(CAMERA_IMPLEMENTATION)
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#include <math.h> // Required for: sqrt(), sin(), cos()
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#ifndef PI
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#define PI 3.14159265358979323846
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#endif
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#ifndef DEG2RAD
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#define DEG2RAD (PI/180.0f)
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#endif
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#ifndef RAD2DEG
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#define RAD2DEG (180.0f/PI)
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#endif
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//----------------------------------------------------------------------------------
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// Defines and Macros
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//----------------------------------------------------------------------------------
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// Camera mouse movement sensitivity
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#define CAMERA_MOUSE_MOVE_SENSITIVITY 0.003f
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#define CAMERA_MOUSE_SCROLL_SENSITIVITY 1.5f
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// FREE_CAMERA
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#define CAMERA_FREE_MOUSE_SENSITIVITY 0.01f
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#define CAMERA_FREE_DISTANCE_MIN_CLAMP 0.3f
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#define CAMERA_FREE_DISTANCE_MAX_CLAMP 120.0f
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#define CAMERA_FREE_MIN_CLAMP 85.0f
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#define CAMERA_FREE_MAX_CLAMP -85.0f
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#define CAMERA_FREE_SMOOTH_ZOOM_SENSITIVITY 0.05f
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#define CAMERA_FREE_PANNING_DIVIDER 5.1f
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// ORBITAL_CAMERA
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#define CAMERA_ORBITAL_SPEED 0.01f // Radians per frame
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// FIRST_PERSON
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//#define CAMERA_FIRST_PERSON_MOUSE_SENSITIVITY 0.003f
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#define CAMERA_FIRST_PERSON_FOCUS_DISTANCE 25.0f
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#define CAMERA_FIRST_PERSON_MIN_CLAMP 85.0f
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#define CAMERA_FIRST_PERSON_MAX_CLAMP -85.0f
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#define CAMERA_FIRST_PERSON_STEP_TRIGONOMETRIC_DIVIDER 5.0f
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#define CAMERA_FIRST_PERSON_STEP_DIVIDER 30.0f
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#define CAMERA_FIRST_PERSON_WAVING_DIVIDER 200.0f
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// THIRD_PERSON
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//#define CAMERA_THIRD_PERSON_MOUSE_SENSITIVITY 0.003f
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#define CAMERA_THIRD_PERSON_DISTANCE_CLAMP 1.2f
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#define CAMERA_THIRD_PERSON_MIN_CLAMP 5.0f
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#define CAMERA_THIRD_PERSON_MAX_CLAMP -85.0f
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#define CAMERA_THIRD_PERSON_OFFSET (Vector3){ 0.4f, 0.0f, 0.0f }
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// PLAYER (used by camera)
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#define PLAYER_MOVEMENT_SENSITIVITY 20.0f
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//----------------------------------------------------------------------------------
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// Types and Structures Definition
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//----------------------------------------------------------------------------------
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// Camera move modes (first person and third person cameras)
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typedef enum { MOVE_FRONT = 0, MOVE_BACK, MOVE_RIGHT, MOVE_LEFT, MOVE_UP, MOVE_DOWN } CameraMove;
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//----------------------------------------------------------------------------------
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// Global Variables Definition
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//----------------------------------------------------------------------------------
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static Vector2 cameraAngle = { 0.0f, 0.0f }; // TODO: Remove! Compute it in UpdateCamera()
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static float cameraTargetDistance = 0.0f; // TODO: Remove! Compute it in UpdateCamera()
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static float playerEyesPosition = 1.85f; // Default player eyes position from ground (in meters)
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static int cameraMoveControl[6] = { 'W', 'S', 'D', 'A', 'E', 'Q' };
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static int cameraPanControlKey = 2; // raylib: MOUSE_MIDDLE_BUTTON
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static int cameraAltControlKey = 342; // raylib: KEY_LEFT_ALT
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static int cameraSmoothZoomControlKey = 341; // raylib: KEY_LEFT_CONTROL
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static int cameraMode = CAMERA_CUSTOM; // Current camera mode
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//----------------------------------------------------------------------------------
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// Module specific Functions Declaration
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//----------------------------------------------------------------------------------
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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 UpdateCamera())
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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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static int GetScreenWidth() { return 1280; }
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static int GetScreenHeight() { return 720; }
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static void ShowCursor() {}
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static void HideCursor() {}
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static int IsKeyDown(int key) { return 0; }
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#endif
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//----------------------------------------------------------------------------------
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// Module Functions Definition
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//----------------------------------------------------------------------------------
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// Select camera mode (multiple camera modes available)
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void SetCameraMode(Camera camera, int mode)
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{
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// TODO: cameraTargetDistance and cameraAngle should be
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// calculated using camera parameters on UpdateCamera()
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Vector3 v1 = camera.position;
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Vector3 v2 = camera.target;
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float dx = v2.x - v1.x;
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float dy = v2.y - v1.y;
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float dz = v2.z - v1.z;
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cameraTargetDistance = sqrtf(dx*dx + dy*dy + dz*dz);
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Vector2 distance = { 0.0f, 0.0f };
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distance.x = sqrtf(dx*dx + dz*dz);
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distance.y = sqrtf(dx*dx + dy*dy);
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// Camera angle calculation
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cameraAngle.x = asinf(fabsf(dx)/distance.x); // Camera angle in plane XZ (0 aligned with Z, move positive CCW)
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cameraAngle.y = -asinf(fabsf(dy)/distance.y); // Camera angle in plane XY (0 aligned with X, move positive CW)
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// NOTE: Just testing what cameraAngle means
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//cameraAngle.x = 0.0f*DEG2RAD; // Camera angle in plane XZ (0 aligned with Z, move positive CCW)
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//cameraAngle.y = -60.0f*DEG2RAD; // Camera angle in plane XY (0 aligned with X, move positive CW)
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playerEyesPosition = camera.position.y;
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cameraMode = mode;
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}
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// Update camera depending on selected mode
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// NOTE: Camera controls depend on some raylib functions:
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// Mouse: GetMousePosition(), SetMousePosition(), IsMouseButtonDown(), GetMouseWheelMove()
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// System: GetScreenWidth(), GetScreenHeight(), ShowCursor(), HideCursor()
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// Keys: IsKeyDown()
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// TODO: Port to quaternion-based camera
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void UpdateCamera(Camera *camera)
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{
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static int swingCounter = 0; // Used for 1st person swinging movement
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static Vector2 previousMousePosition = { 0.0f, 0.0f };
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// TODO: Compute cameraTargetDistance and cameraAngle here
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// Mouse movement detection
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Vector2 mousePositionDelta = { 0.0f, 0.0f };
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Vector2 mousePosition = GetMousePosition();
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int mouseWheelMove = GetMouseWheelMove();
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// Keys input detection
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bool panKey = IsMouseButtonDown(cameraPanControlKey);
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bool altKey = IsKeyDown(cameraAltControlKey);
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bool szoomKey = IsKeyDown(cameraSmoothZoomControlKey);
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bool direction[6] = { IsKeyDown(cameraMoveControl[MOVE_FRONT]),
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IsKeyDown(cameraMoveControl[MOVE_BACK]),
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IsKeyDown(cameraMoveControl[MOVE_RIGHT]),
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IsKeyDown(cameraMoveControl[MOVE_LEFT]),
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IsKeyDown(cameraMoveControl[MOVE_UP]),
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IsKeyDown(cameraMoveControl[MOVE_DOWN]) };
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// TODO: Consider touch inputs for camera
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if (cameraMode != CAMERA_CUSTOM)
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{
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// Get screen size
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int screenWidth = GetScreenWidth();
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int screenHeight = GetScreenHeight();
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if ((cameraMode == CAMERA_FIRST_PERSON) ||
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(cameraMode == CAMERA_THIRD_PERSON))
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{
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HideCursor();
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if (mousePosition.x < (float)screenHeight/3.0f) SetMousePosition((Vector2){ screenWidth - screenHeight/3, mousePosition.y });
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else if (mousePosition.y < (float)screenHeight/3.0f) SetMousePosition((Vector2){ mousePosition.x, screenHeight - screenHeight/3 });
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else if (mousePosition.x > (screenWidth - (float)screenHeight/3.0f)) SetMousePosition((Vector2){ screenHeight/3, mousePosition.y });
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else if (mousePosition.y > (screenHeight - (float)screenHeight/3.0f)) SetMousePosition((Vector2){ mousePosition.x, screenHeight/3 });
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else
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{
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mousePositionDelta.x = mousePosition.x - previousMousePosition.x;
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mousePositionDelta.y = mousePosition.y - previousMousePosition.y;
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}
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}
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else // CAMERA_FREE, CAMERA_ORBITAL
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{
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ShowCursor();
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mousePositionDelta.x = mousePosition.x - previousMousePosition.x;
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mousePositionDelta.y = mousePosition.y - previousMousePosition.y;
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}
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// NOTE: We GetMousePosition() again because it can be modified by a previous SetMousePosition() call
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// If using directly mousePosition variable we have problems on CAMERA_FIRST_PERSON and CAMERA_THIRD_PERSON
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previousMousePosition = GetMousePosition();
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}
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// Support for multiple automatic camera modes
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switch (cameraMode)
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{
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case CAMERA_FREE:
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{
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// Camera zoom
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if ((cameraTargetDistance < CAMERA_FREE_DISTANCE_MAX_CLAMP) && (mouseWheelMove < 0))
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{
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cameraTargetDistance -= (mouseWheelMove*CAMERA_MOUSE_SCROLL_SENSITIVITY);
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if (cameraTargetDistance > CAMERA_FREE_DISTANCE_MAX_CLAMP) cameraTargetDistance = CAMERA_FREE_DISTANCE_MAX_CLAMP;
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}
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// Camera looking down
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// TODO: Review, weird comparisson of cameraTargetDistance == 120.0f?
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else if ((camera->position.y > camera->target.y) && (cameraTargetDistance == CAMERA_FREE_DISTANCE_MAX_CLAMP) && (mouseWheelMove < 0))
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{
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camera->target.x += mouseWheelMove*(camera->target.x - camera->position.x)*CAMERA_MOUSE_SCROLL_SENSITIVITY/cameraTargetDistance;
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camera->target.y += mouseWheelMove*(camera->target.y - camera->position.y)*CAMERA_MOUSE_SCROLL_SENSITIVITY/cameraTargetDistance;
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camera->target.z += mouseWheelMove*(camera->target.z - camera->position.z)*CAMERA_MOUSE_SCROLL_SENSITIVITY/cameraTargetDistance;
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}
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else if ((camera->position.y > camera->target.y) && (camera->target.y >= 0))
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{
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camera->target.x += mouseWheelMove*(camera->target.x - camera->position.x)*CAMERA_MOUSE_SCROLL_SENSITIVITY/cameraTargetDistance;
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camera->target.y += mouseWheelMove*(camera->target.y - camera->position.y)*CAMERA_MOUSE_SCROLL_SENSITIVITY/cameraTargetDistance;
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camera->target.z += mouseWheelMove*(camera->target.z - camera->position.z)*CAMERA_MOUSE_SCROLL_SENSITIVITY/cameraTargetDistance;
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// if (camera->target.y < 0) camera->target.y = -0.001;
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}
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else if ((camera->position.y > camera->target.y) && (camera->target.y < 0) && (mouseWheelMove > 0))
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{
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cameraTargetDistance -= (mouseWheelMove*CAMERA_MOUSE_SCROLL_SENSITIVITY);
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if (cameraTargetDistance < CAMERA_FREE_DISTANCE_MIN_CLAMP) cameraTargetDistance = CAMERA_FREE_DISTANCE_MIN_CLAMP;
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}
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// Camera looking up
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// TODO: Review, weird comparisson of cameraTargetDistance == 120.0f?
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else if ((camera->position.y < camera->target.y) && (cameraTargetDistance == CAMERA_FREE_DISTANCE_MAX_CLAMP) && (mouseWheelMove < 0))
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{
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camera->target.x += mouseWheelMove*(camera->target.x - camera->position.x)*CAMERA_MOUSE_SCROLL_SENSITIVITY/cameraTargetDistance;
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camera->target.y += mouseWheelMove*(camera->target.y - camera->position.y)*CAMERA_MOUSE_SCROLL_SENSITIVITY/cameraTargetDistance;
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camera->target.z += mouseWheelMove*(camera->target.z - camera->position.z)*CAMERA_MOUSE_SCROLL_SENSITIVITY/cameraTargetDistance;
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}
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else if ((camera->position.y < camera->target.y) && (camera->target.y <= 0))
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{
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camera->target.x += mouseWheelMove*(camera->target.x - camera->position.x)*CAMERA_MOUSE_SCROLL_SENSITIVITY/cameraTargetDistance;
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camera->target.y += mouseWheelMove*(camera->target.y - camera->position.y)*CAMERA_MOUSE_SCROLL_SENSITIVITY/cameraTargetDistance;
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camera->target.z += mouseWheelMove*(camera->target.z - camera->position.z)*CAMERA_MOUSE_SCROLL_SENSITIVITY/cameraTargetDistance;
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// if (camera->target.y > 0) camera->target.y = 0.001;
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}
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else if ((camera->position.y < camera->target.y) && (camera->target.y > 0) && (mouseWheelMove > 0))
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{
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cameraTargetDistance -= (mouseWheelMove*CAMERA_MOUSE_SCROLL_SENSITIVITY);
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if (cameraTargetDistance < CAMERA_FREE_DISTANCE_MIN_CLAMP) cameraTargetDistance = CAMERA_FREE_DISTANCE_MIN_CLAMP;
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}
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// Input keys checks
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if (panKey)
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{
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if (altKey) // Alternative key behaviour
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{
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if (szoomKey)
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{
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// Camera smooth zoom
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cameraTargetDistance += (mousePositionDelta.y*CAMERA_FREE_SMOOTH_ZOOM_SENSITIVITY);
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}
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else
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{
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// Camera rotation
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cameraAngle.x += mousePositionDelta.x*-CAMERA_FREE_MOUSE_SENSITIVITY;
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cameraAngle.y += mousePositionDelta.y*-CAMERA_FREE_MOUSE_SENSITIVITY;
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// Angle clamp
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if (cameraAngle.y > CAMERA_FREE_MIN_CLAMP*DEG2RAD) cameraAngle.y = CAMERA_FREE_MIN_CLAMP*DEG2RAD;
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else if (cameraAngle.y < CAMERA_FREE_MAX_CLAMP*DEG2RAD) cameraAngle.y = CAMERA_FREE_MAX_CLAMP*DEG2RAD;
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}
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}
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else
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{
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// Camera panning
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camera->target.x += ((mousePositionDelta.x*-CAMERA_FREE_MOUSE_SENSITIVITY)*cosf(cameraAngle.x) + (mousePositionDelta.y*CAMERA_FREE_MOUSE_SENSITIVITY)*sinf(cameraAngle.x)*sinf(cameraAngle.y))*(cameraTargetDistance/CAMERA_FREE_PANNING_DIVIDER);
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camera->target.y += ((mousePositionDelta.y*CAMERA_FREE_MOUSE_SENSITIVITY)*cosf(cameraAngle.y))*(cameraTargetDistance/CAMERA_FREE_PANNING_DIVIDER);
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camera->target.z += ((mousePositionDelta.x*CAMERA_FREE_MOUSE_SENSITIVITY)*sinf(cameraAngle.x) + (mousePositionDelta.y*CAMERA_FREE_MOUSE_SENSITIVITY)*cosf(cameraAngle.x)*sinf(cameraAngle.y))*(cameraTargetDistance/CAMERA_FREE_PANNING_DIVIDER);
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}
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}
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} break;
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case CAMERA_ORBITAL:
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{
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cameraAngle.x += CAMERA_ORBITAL_SPEED; // Camera orbit angle
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cameraTargetDistance -= (mouseWheelMove*CAMERA_MOUSE_SCROLL_SENSITIVITY); // Camera zoom
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// Camera distance clamp
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if (cameraTargetDistance < CAMERA_THIRD_PERSON_DISTANCE_CLAMP) cameraTargetDistance = CAMERA_THIRD_PERSON_DISTANCE_CLAMP;
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} break;
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case CAMERA_FIRST_PERSON:
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case CAMERA_THIRD_PERSON:
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{
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camera->position.x += (sinf(cameraAngle.x)*direction[MOVE_BACK] -
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sinf(cameraAngle.x)*direction[MOVE_FRONT] -
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cosf(cameraAngle.x)*direction[MOVE_LEFT] +
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cosf(cameraAngle.x)*direction[MOVE_RIGHT])/PLAYER_MOVEMENT_SENSITIVITY;
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camera->position.y += (sinf(cameraAngle.y)*direction[MOVE_FRONT] -
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sinf(cameraAngle.y)*direction[MOVE_BACK] +
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1.0f*direction[MOVE_UP] - 1.0f*direction[MOVE_DOWN])/PLAYER_MOVEMENT_SENSITIVITY;
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camera->position.z += (cosf(cameraAngle.x)*direction[MOVE_BACK] -
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cosf(cameraAngle.x)*direction[MOVE_FRONT] +
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sinf(cameraAngle.x)*direction[MOVE_LEFT] -
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sinf(cameraAngle.x)*direction[MOVE_RIGHT])/PLAYER_MOVEMENT_SENSITIVITY;
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bool isMoving = false; // Required for swinging
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for (int i = 0; i < 6; i++) if (direction[i]) { isMoving = true; break; }
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// Camera orientation calculation
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cameraAngle.x += (mousePositionDelta.x*-CAMERA_MOUSE_MOVE_SENSITIVITY);
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cameraAngle.y += (mousePositionDelta.y*-CAMERA_MOUSE_MOVE_SENSITIVITY);
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if (cameraMode == CAMERA_THIRD_PERSON)
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{
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// Angle clamp
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if (cameraAngle.y > CAMERA_THIRD_PERSON_MIN_CLAMP*DEG2RAD) cameraAngle.y = CAMERA_THIRD_PERSON_MIN_CLAMP*DEG2RAD;
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else if (cameraAngle.y < CAMERA_THIRD_PERSON_MAX_CLAMP*DEG2RAD) cameraAngle.y = CAMERA_THIRD_PERSON_MAX_CLAMP*DEG2RAD;
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// Camera zoom
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cameraTargetDistance -= (mouseWheelMove*CAMERA_MOUSE_SCROLL_SENSITIVITY);
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// Camera distance clamp
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if (cameraTargetDistance < CAMERA_THIRD_PERSON_DISTANCE_CLAMP) cameraTargetDistance = CAMERA_THIRD_PERSON_DISTANCE_CLAMP;
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// Camera is always looking at player
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camera->target.x = camera->position.x + CAMERA_THIRD_PERSON_OFFSET.x*cosf(cameraAngle.x) + CAMERA_THIRD_PERSON_OFFSET.z*sinf(cameraAngle.x);
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camera->target.y = camera->position.y + CAMERA_THIRD_PERSON_OFFSET.y;
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camera->target.z = camera->position.z + CAMERA_THIRD_PERSON_OFFSET.z*sinf(cameraAngle.x) - CAMERA_THIRD_PERSON_OFFSET.x*sinf(cameraAngle.x);
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}
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else // CAMERA_FIRST_PERSON
|
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{
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// Angle clamp
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if (cameraAngle.y > CAMERA_FIRST_PERSON_MIN_CLAMP*DEG2RAD) cameraAngle.y = CAMERA_FIRST_PERSON_MIN_CLAMP*DEG2RAD;
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else if (cameraAngle.y < CAMERA_FIRST_PERSON_MAX_CLAMP*DEG2RAD) cameraAngle.y = CAMERA_FIRST_PERSON_MAX_CLAMP*DEG2RAD;
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|
|
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// Camera is always looking at player
|
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camera->target.x = camera->position.x - sinf(cameraAngle.x)*CAMERA_FIRST_PERSON_FOCUS_DISTANCE;
|
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camera->target.y = camera->position.y + sinf(cameraAngle.y)*CAMERA_FIRST_PERSON_FOCUS_DISTANCE;
|
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camera->target.z = camera->position.z - cosf(cameraAngle.x)*CAMERA_FIRST_PERSON_FOCUS_DISTANCE;
|
|
|
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if (isMoving) swingCounter++;
|
|
|
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// Camera position update
|
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// NOTE: On CAMERA_FIRST_PERSON player Y-movement is limited to player 'eyes position'
|
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camera->position.y = playerEyesPosition - sinf(swingCounter/CAMERA_FIRST_PERSON_STEP_TRIGONOMETRIC_DIVIDER)/CAMERA_FIRST_PERSON_STEP_DIVIDER;
|
|
|
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camera->up.x = sinf(swingCounter/(CAMERA_FIRST_PERSON_STEP_TRIGONOMETRIC_DIVIDER*2))/CAMERA_FIRST_PERSON_WAVING_DIVIDER;
|
|
camera->up.z = -sinf(swingCounter/(CAMERA_FIRST_PERSON_STEP_TRIGONOMETRIC_DIVIDER*2))/CAMERA_FIRST_PERSON_WAVING_DIVIDER;
|
|
}
|
|
} break;
|
|
default: break;
|
|
}
|
|
|
|
// Update camera position with changes
|
|
if ((cameraMode == CAMERA_FREE) ||
|
|
(cameraMode == CAMERA_ORBITAL) ||
|
|
(cameraMode == CAMERA_THIRD_PERSON))
|
|
{
|
|
// TODO: It seems camera->position is not correctly updated or some rounding issue makes the camera move straight to camera->target...
|
|
camera->position.x = sinf(cameraAngle.x)*cameraTargetDistance*cosf(cameraAngle.y) + camera->target.x;
|
|
if (cameraAngle.y <= 0.0f) camera->position.y = sinf(cameraAngle.y)*cameraTargetDistance*sinf(cameraAngle.y) + camera->target.y;
|
|
else camera->position.y = -sinf(cameraAngle.y)*cameraTargetDistance*sinf(cameraAngle.y) + camera->target.y;
|
|
camera->position.z = cosf(cameraAngle.x)*cameraTargetDistance*cosf(cameraAngle.y) + camera->target.z;
|
|
}
|
|
}
|
|
|
|
// Set camera pan key to combine with mouse movement (free camera)
|
|
void SetCameraPanControl(int panKey) { cameraPanControlKey = panKey; }
|
|
|
|
// Set camera alt key to combine with mouse movement (free camera)
|
|
void SetCameraAltControl(int altKey) { cameraAltControlKey = altKey; }
|
|
|
|
// Set camera smooth zoom key to combine with mouse (free camera)
|
|
void SetCameraSmoothZoomControl(int szKey) { cameraSmoothZoomControlKey = szKey; }
|
|
|
|
// Set camera move controls (1st person and 3rd person cameras)
|
|
void SetCameraMoveControls(int frontKey, int backKey, int rightKey, int leftKey, int upKey, int downKey)
|
|
{
|
|
cameraMoveControl[MOVE_FRONT] = frontKey;
|
|
cameraMoveControl[MOVE_BACK] = backKey;
|
|
cameraMoveControl[MOVE_RIGHT] = rightKey;
|
|
cameraMoveControl[MOVE_LEFT] = leftKey;
|
|
cameraMoveControl[MOVE_UP] = upKey;
|
|
cameraMoveControl[MOVE_DOWN] = downKey;
|
|
}
|
|
|
|
#endif // CAMERA_IMPLEMENTATION
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