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@@ -410,8 +410,7 @@ void UpdateCamera(Camera *camera)
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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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+ {
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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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@@ -433,7 +432,7 @@ void UpdateCamera(Camera *camera)
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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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-
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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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@@ -442,28 +441,60 @@ void UpdateCamera(Camera *camera)
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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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-
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- if (cameraMode == CAMERA_FIRST_PERSON)
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- {
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- if (isMoving) swingCounter++;
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+
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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 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;
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- camera->up.z = -sinf(swingCounter/(CAMERA_FIRST_PERSON_STEP_TRIGONOMETRIC_DIVIDER*2))/CAMERA_FIRST_PERSON_WAVING_DIVIDER;
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- }
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- else if (cameraMode == CAMERA_THIRD_PERSON)
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- {
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- // Camera zoom
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- cameraTargetDistance -= (mouseWheelMove*CAMERA_MOUSE_SCROLL_SENSITIVITY);
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- if (cameraTargetDistance < CAMERA_THIRD_PERSON_DISTANCE_CLAMP) cameraTargetDistance = CAMERA_THIRD_PERSON_DISTANCE_CLAMP;
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- }
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+ camera->up.x = sinf(swingCounter/(CAMERA_FIRST_PERSON_STEP_TRIGONOMETRIC_DIVIDER*2))/CAMERA_FIRST_PERSON_WAVING_DIVIDER;
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+ camera->up.z = -sinf(swingCounter/(CAMERA_FIRST_PERSON_STEP_TRIGONOMETRIC_DIVIDER*2))/CAMERA_FIRST_PERSON_WAVING_DIVIDER;
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+
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+ } break;
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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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+
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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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+
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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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+
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+ bool isMoving = false; // Required for swinging
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+
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+ for (int i = 0; i < 6; i++) if (direction[i]) { isMoving = true; break; }
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+
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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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+
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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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+
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+ // Camera zoom
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+ cameraTargetDistance -= (mouseWheelMove*CAMERA_MOUSE_SCROLL_SENSITIVITY);
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+
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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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+
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+ // TODO: It seems camera->position is not correctly updated or some rounding issue makes the camera move straight to camera->target...
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+ camera->position.x = sinf(cameraAngle.x)*cameraTargetDistance*cosf(cameraAngle.y) + camera->target.x;
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+ if (cameraAngle.y <= 0.0f) camera->position.y = sinf(cameraAngle.y)*cameraTargetDistance*sinf(cameraAngle.y) + camera->target.y;
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+ else camera->position.y = -sinf(cameraAngle.y)*cameraTargetDistance*sinf(cameraAngle.y) + camera->target.y;
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+ camera->position.z = cosf(cameraAngle.x)*cameraTargetDistance*cosf(cameraAngle.y) + camera->target.z;
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} break;
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default: break;
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- }
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+ }
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}
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// Set camera pan key to combine with mouse movement (free camera)
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