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@@ -1,8 +1,6 @@
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/**********************************************************************************************
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*
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-* raylib.camera
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-*
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-* Camera Modes Setup and Control Functions
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+* raylib Camera System - Camera Modes Setup and Control Functions
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*
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* Copyright (c) 2015 Marc Palau and Ramon Santamaria
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*
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@@ -23,7 +21,14 @@
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*
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**********************************************************************************************/
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-#include "camera.h"
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+//#define CAMERA_STANDALONE // NOTE: To use the camera module as standalone lib, just uncomment this line
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+ // NOTE: ProcessCamera() should be reviewed to adapt inputs to other systems
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+
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+#if defined(CAMERA_STANDALONE)
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+ #include "camera.h"
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+#else
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+ #include "raylib.h"
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+#endif
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#include <math.h>
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@@ -49,7 +54,7 @@
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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_MAX_CLAMP -85
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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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@@ -61,7 +66,7 @@
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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_MAX_CLAMP -85
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#define THIRD_PERSON_OFFSET (Vector3){ 0.4, 0, 0 }
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// PLAYER (used by camera)
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@@ -70,23 +75,27 @@
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#define PLAYER_DEPTH 0.4
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#define PLAYER_MOVEMENT_DIVIDER 20.0
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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_LEFT, MOVE_BACK, MOVE_RIGHT, MOVE_UP, MOVE_DOWN } CameraMove;
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+
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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 float cameraTargetDistance = 5;
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-static Vector3 resetingPosition = { 0, 0, 0 };
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-static int resetingKey = 'Z';
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static Vector2 cameraMousePosition = { 0, 0 };
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static Vector2 cameraMouseVariation = { 0, 0 };
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static float mouseSensitivity = 0.003;
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-static int cameraMovementController[6] = { 'W', 'A', 'S', 'D', 'E', 'Q' };
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-static int cameraMovementCounter = 0;
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-static bool cameraUseGravity = true;
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-static int pawnControllingKey = MOUSE_MIDDLE_BUTTON;
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-static int fnControllingKey = KEY_LEFT_ALT;
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-static int smoothZoomControllingKey = KEY_LEFT_CONTROL;
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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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+static int cameraUseGravity = 1;
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+static int panControlKey = 2; // raylib: MOUSE_MIDDLE_BUTTON
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+static int altControlKey = 342; // raylib: KEY_LEFT_ALT
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+static int smoothZoomControlKey = 341; // raylib: KEY_LEFT_CONTROL
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static int cameraMode = CAMERA_CUSTOM;
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@@ -95,6 +104,20 @@ static int cameraMode = CAMERA_CUSTOM;
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//----------------------------------------------------------------------------------
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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 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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//----------------------------------------------------------------------------------
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// Module Functions Definition
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//----------------------------------------------------------------------------------
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@@ -145,48 +168,37 @@ Camera UpdateCamera(Vector3 *position)
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return internalCamera;
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}
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-
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-void SetCameraControls(int frontKey, int leftKey, int backKey, int rightKey, int upKey, int downKey)
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+void SetCameraMoveControls(int frontKey, int backKey, int leftKey, int rightKey, int upKey, int downKey)
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{
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- cameraMovementController[0] = frontKey;
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- cameraMovementController[1] = leftKey;
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- cameraMovementController[2] = backKey;
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- cameraMovementController[3] = rightKey;
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- cameraMovementController[4] = upKey;
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- cameraMovementController[5] = downKey;
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+ cameraMoveControl[MOVE_FRONT] = frontKey;
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+ cameraMoveControl[MOVE_LEFT] = leftKey;
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+ cameraMoveControl[MOVE_BACK] = backKey;
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+ cameraMoveControl[MOVE_RIGHT] = rightKey;
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+ cameraMoveControl[MOVE_UP] = upKey;
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+ cameraMoveControl[MOVE_DOWN] = downKey;
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}
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void SetCameraMouseSensitivity(float sensitivity)
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{
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mouseSensitivity = (sensitivity / 10000.0);
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}
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-
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-void SetCameraResetPosition(Vector3 resetPosition)
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-{
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- resetingPosition = resetPosition;
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-}
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-
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-void SetCameraResetControl(int resetKey)
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-{
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- resetingKey = resetKey;
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-}
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-void SetCameraPawnControl(int pawnControlKey)
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+void SetCameraPanControl(int panKey)
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{
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- pawnControllingKey = pawnControlKey;
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+ panControlKey = panKey;
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}
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-void SetCameraFnControl(int fnControlKey)
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+void SetCameraAltControl(int altKey)
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{
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- fnControllingKey = fnControlKey;
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+ altControlKey = altKey;
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}
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-void SetCameraSmoothZoomControl(int smoothZoomControlKey)
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+void SetCameraSmoothZoomControl(int szKey)
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{
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- smoothZoomControllingKey = smoothZoomControlKey;
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+ smoothZoomControlKey = szKey;
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}
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-void SetCameraOrbitalTarget(Vector3 target)
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+void SetCameraTarget(Vector3 target)
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{
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internalCamera.target = target;
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}
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@@ -197,33 +209,43 @@ void SetCameraOrbitalTarget(Vector3 target)
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//----------------------------------------------------------------------------------
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// Process desired camera mode and controls
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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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static void ProcessCamera(Camera *camera, Vector3 *playerPosition)
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{
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-#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB) || defined(PLATFORM_RPI)
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// Mouse movement detection
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+ Vector2 mousePosition = GetMousePosition();
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+ int mouseWheelMove = GetMouseWheelMove();
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+ int panKey = IsMouseButtonDown(panControlKey); // bool value
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+
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+ int screenWidth = GetScreenWidth();
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+ int screenHeight = GetScreenHeight();
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+
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if ((cameraMode != CAMERA_FREE) && (cameraMode != CAMERA_ORBITAL))
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{
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HideCursor();
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-
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- if (GetMousePosition().x < GetScreenHeight() / 3) SetMousePosition((Vector2){ GetScreenWidth() - GetScreenHeight() / 3, GetMousePosition().y});
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- else if (GetMousePosition().y < GetScreenHeight() / 3) SetMousePosition((Vector2){ GetMousePosition().x, GetScreenHeight() - GetScreenHeight() / 3});
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- else if (GetMousePosition().x > GetScreenWidth() - GetScreenHeight() / 3) SetMousePosition((Vector2) { GetScreenHeight() / 3, GetMousePosition().y});
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- else if (GetMousePosition().y > GetScreenHeight() - GetScreenHeight() / 3) SetMousePosition((Vector2){ GetMousePosition().x, GetScreenHeight() / 3});
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+
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+ if (mousePosition.x < screenHeight/3) SetMousePosition((Vector2){ screenWidth - screenHeight/3, mousePosition.y});
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+ else if (mousePosition.y < screenHeight/3) SetMousePosition((Vector2){ mousePosition.x, screenHeight - screenHeight/3});
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+ else if (mousePosition.x > screenWidth - screenHeight/3) SetMousePosition((Vector2) { screenHeight/3, mousePosition.y});
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+ else if (mousePosition.y > screenHeight - screenHeight/3) SetMousePosition((Vector2){ mousePosition.x, screenHeight/3});
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else
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{
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- cameraMouseVariation.x = GetMousePosition().x - cameraMousePosition.x;
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- cameraMouseVariation.y = GetMousePosition().y - cameraMousePosition.y;
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+ cameraMouseVariation.x = mousePosition.x - cameraMousePosition.x;
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+ cameraMouseVariation.y = mousePosition.y - cameraMousePosition.y;
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}
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}
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else
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{
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ShowCursor();
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-
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- cameraMouseVariation.x = GetMousePosition().x - cameraMousePosition.x;
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- cameraMouseVariation.y = GetMousePosition().y - cameraMousePosition.y;
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+
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+ cameraMouseVariation.x = mousePosition.x - cameraMousePosition.x;
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+ cameraMouseVariation.y = mousePosition.y - cameraMousePosition.y;
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}
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- cameraMousePosition = GetMousePosition();
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+ cameraMousePosition = mousePosition;
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// Support for multiple automatic camera modes
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switch (cameraMode)
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@@ -231,92 +253,93 @@ static void ProcessCamera(Camera *camera, Vector3 *playerPosition)
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case CAMERA_FREE:
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{
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// Camera zoom
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- if ((cameraTargetDistance < FREE_CAMERA_DISTANCE_MAX_CLAMP) && (GetMouseWheelMove() < 0))
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+ if ((cameraTargetDistance < FREE_CAMERA_DISTANCE_MAX_CLAMP) && (mouseWheelMove < 0))
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{
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- cameraTargetDistance -= (GetMouseWheelMove() * CAMERA_SCROLL_SENSITIVITY);
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+ cameraTargetDistance -= (mouseWheelMove*CAMERA_SCROLL_SENSITIVITY);
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if (cameraTargetDistance > FREE_CAMERA_DISTANCE_MAX_CLAMP) cameraTargetDistance = FREE_CAMERA_DISTANCE_MAX_CLAMP;
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}
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// Camera looking down
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- else if ((camera->position.y > camera->target.y) && (cameraTargetDistance == FREE_CAMERA_DISTANCE_MAX_CLAMP) && (GetMouseWheelMove() < 0))
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+ else if ((camera->position.y > camera->target.y) && (cameraTargetDistance == FREE_CAMERA_DISTANCE_MAX_CLAMP) && (mouseWheelMove < 0))
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{
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- camera->target.x += GetMouseWheelMove() * (camera->target.x - camera->position.x) * CAMERA_SCROLL_SENSITIVITY / cameraTargetDistance;
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- camera->target.y += GetMouseWheelMove() * (camera->target.y - camera->position.y) * CAMERA_SCROLL_SENSITIVITY / cameraTargetDistance;
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- camera->target.z += GetMouseWheelMove() * (camera->target.z - camera->position.z) * CAMERA_SCROLL_SENSITIVITY / cameraTargetDistance;
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+ camera->target.x += mouseWheelMove*(camera->target.x - camera->position.x)*CAMERA_SCROLL_SENSITIVITY/cameraTargetDistance;
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+ camera->target.y += mouseWheelMove*(camera->target.y - camera->position.y)*CAMERA_SCROLL_SENSITIVITY/cameraTargetDistance;
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+ camera->target.z += mouseWheelMove*(camera->target.z - camera->position.z)*CAMERA_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 += GetMouseWheelMove() * (camera->target.x - camera->position.x) * CAMERA_SCROLL_SENSITIVITY / cameraTargetDistance;
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- camera->target.y += GetMouseWheelMove() * (camera->target.y - camera->position.y) * CAMERA_SCROLL_SENSITIVITY / cameraTargetDistance;
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- camera->target.z += GetMouseWheelMove() * (camera->target.z - camera->position.z) * CAMERA_SCROLL_SENSITIVITY / cameraTargetDistance;
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+ camera->target.x += mouseWheelMove*(camera->target.x - camera->position.x)*CAMERA_SCROLL_SENSITIVITY/cameraTargetDistance;
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+ camera->target.y += mouseWheelMove*(camera->target.y - camera->position.y)*CAMERA_SCROLL_SENSITIVITY/cameraTargetDistance;
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+ camera->target.z += mouseWheelMove*(camera->target.z - camera->position.z)*CAMERA_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) && (GetMouseWheelMove() > 0))
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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 -= (GetMouseWheelMove() * CAMERA_SCROLL_SENSITIVITY);
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+ cameraTargetDistance -= (mouseWheelMove*CAMERA_SCROLL_SENSITIVITY);
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if (cameraTargetDistance < FREE_CAMERA_DISTANCE_MIN_CLAMP) cameraTargetDistance = FREE_CAMERA_DISTANCE_MIN_CLAMP;
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}
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// Camera looking up
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- else if ((camera->position.y < camera->target.y) && (cameraTargetDistance == FREE_CAMERA_DISTANCE_MAX_CLAMP) && (GetMouseWheelMove() < 0))
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+ else if ((camera->position.y < camera->target.y) && (cameraTargetDistance == FREE_CAMERA_DISTANCE_MAX_CLAMP) && (mouseWheelMove < 0))
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{
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- camera->target.x += GetMouseWheelMove() * (camera->target.x - camera->position.x) * CAMERA_SCROLL_SENSITIVITY / cameraTargetDistance;
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- camera->target.y += GetMouseWheelMove() * (camera->target.y - camera->position.y) * CAMERA_SCROLL_SENSITIVITY / cameraTargetDistance;
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- camera->target.z += GetMouseWheelMove() * (camera->target.z - camera->position.z) * CAMERA_SCROLL_SENSITIVITY / cameraTargetDistance;
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+ camera->target.x += mouseWheelMove*(camera->target.x - camera->position.x)*CAMERA_SCROLL_SENSITIVITY/cameraTargetDistance;
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+ camera->target.y += mouseWheelMove*(camera->target.y - camera->position.y)*CAMERA_SCROLL_SENSITIVITY/cameraTargetDistance;
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+ camera->target.z += mouseWheelMove*(camera->target.z - camera->position.z)*CAMERA_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 += GetMouseWheelMove() * (camera->target.x - camera->position.x) * CAMERA_SCROLL_SENSITIVITY / cameraTargetDistance;
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- camera->target.y += GetMouseWheelMove() * (camera->target.y - camera->position.y) * CAMERA_SCROLL_SENSITIVITY / cameraTargetDistance;
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- camera->target.z += GetMouseWheelMove() * (camera->target.z - camera->position.z) * CAMERA_SCROLL_SENSITIVITY / cameraTargetDistance;
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+ camera->target.x += mouseWheelMove*(camera->target.x - camera->position.x)*CAMERA_SCROLL_SENSITIVITY/cameraTargetDistance;
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+ camera->target.y += mouseWheelMove*(camera->target.y - camera->position.y)*CAMERA_SCROLL_SENSITIVITY/cameraTargetDistance;
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+ camera->target.z += mouseWheelMove*(camera->target.z - camera->position.z)*CAMERA_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) && (GetMouseWheelMove() > 0))
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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 -= (GetMouseWheelMove() * CAMERA_SCROLL_SENSITIVITY);
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+ cameraTargetDistance -= (mouseWheelMove * CAMERA_SCROLL_SENSITIVITY);
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if (cameraTargetDistance < FREE_CAMERA_DISTANCE_MIN_CLAMP) cameraTargetDistance = FREE_CAMERA_DISTANCE_MIN_CLAMP;
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}
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// Inputs
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- if (IsKeyDown(fnControllingKey))
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+ if (IsKeyDown(altControlKey))
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{
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- if (IsKeyDown(smoothZoomControllingKey))
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+ if (IsKeyDown(smoothZoomControlKey))
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{
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// Camera smooth zoom
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- if (IsMouseButtonDown(pawnControllingKey)) cameraTargetDistance += (cameraMouseVariation.y * FREE_CAMERA_SMOOTH_ZOOM_SENSITIVITY);
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+ if (panKey) cameraTargetDistance += (cameraMouseVariation.y*FREE_CAMERA_SMOOTH_ZOOM_SENSITIVITY);
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}
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// Camera orientation calculation
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- else if (IsMouseButtonDown(pawnControllingKey))
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+ else if (panKey)
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{
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// Camera orientation calculation
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// Get the mouse sensitivity
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- cameraAngle.x += cameraMouseVariation.x * -FREE_CAMERA_MOUSE_SENSITIVITY;
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- cameraAngle.y += cameraMouseVariation.y * -FREE_CAMERA_MOUSE_SENSITIVITY;
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+ cameraAngle.x += cameraMouseVariation.x*-FREE_CAMERA_MOUSE_SENSITIVITY;
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+ cameraAngle.y += cameraMouseVariation.y*-FREE_CAMERA_MOUSE_SENSITIVITY;
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// Angle clamp
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- if (cameraAngle.y > FREE_CAMERA_MIN_CLAMP * DEG2RAD) cameraAngle.y = FREE_CAMERA_MIN_CLAMP * DEG2RAD;
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- else if (cameraAngle.y < FREE_CAMERA_MAX_CLAMP * DEG2RAD) cameraAngle.y = FREE_CAMERA_MAX_CLAMP * DEG2RAD;
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+ if (cameraAngle.y > FREE_CAMERA_MIN_CLAMP*DEG2RAD) cameraAngle.y = FREE_CAMERA_MIN_CLAMP*DEG2RAD;
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+ else if (cameraAngle.y < FREE_CAMERA_MAX_CLAMP*DEG2RAD) cameraAngle.y = FREE_CAMERA_MAX_CLAMP*DEG2RAD;
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}
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}
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// Paning
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- else if (IsMouseButtonDown(pawnControllingKey))
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+ else if (panKey)
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{
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- camera->target.x += ((cameraMouseVariation.x * -FREE_CAMERA_MOUSE_SENSITIVITY) * cos(cameraAngle.x) + (cameraMouseVariation.y * FREE_CAMERA_MOUSE_SENSITIVITY) * sin(cameraAngle.x) * sin(cameraAngle.y)) * (cameraTargetDistance / FREE_CAMERA_PANNING_DIVIDER);
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- camera->target.y += ((cameraMouseVariation.y * FREE_CAMERA_MOUSE_SENSITIVITY) * cos(cameraAngle.y)) * (cameraTargetDistance / FREE_CAMERA_PANNING_DIVIDER);
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- camera->target.z += ((cameraMouseVariation.x * FREE_CAMERA_MOUSE_SENSITIVITY) * sin(cameraAngle.x) + (cameraMouseVariation.y * FREE_CAMERA_MOUSE_SENSITIVITY) * cos(cameraAngle.x) * sin(cameraAngle.y)) * (cameraTargetDistance / FREE_CAMERA_PANNING_DIVIDER);
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+ camera->target.x += ((cameraMouseVariation.x*-FREE_CAMERA_MOUSE_SENSITIVITY)*cos(cameraAngle.x) + (cameraMouseVariation.y*FREE_CAMERA_MOUSE_SENSITIVITY)*sin(cameraAngle.x)*sin(cameraAngle.y))*(cameraTargetDistance/FREE_CAMERA_PANNING_DIVIDER);
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+ camera->target.y += ((cameraMouseVariation.y*FREE_CAMERA_MOUSE_SENSITIVITY)*cos(cameraAngle.y))*(cameraTargetDistance/FREE_CAMERA_PANNING_DIVIDER);
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+ camera->target.z += ((cameraMouseVariation.x*FREE_CAMERA_MOUSE_SENSITIVITY)*sin(cameraAngle.x) + (cameraMouseVariation.y*FREE_CAMERA_MOUSE_SENSITIVITY)*cos(cameraAngle.x)*sin(cameraAngle.y))*(cameraTargetDistance/FREE_CAMERA_PANNING_DIVIDER);
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}
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// Focus to center
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- if (IsKeyDown(resetingKey)) camera->target = resetingPosition;
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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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// Camera position update
|
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- camera->position.x = sin(cameraAngle.x) * cameraTargetDistance * cos(cameraAngle.y) + camera->target.x;
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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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- else camera->position.y = -sin(cameraAngle.y) * cameraTargetDistance * sin(cameraAngle.y) + camera->target.y;
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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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+ 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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+ camera->position.z = cos(cameraAngle.x)*cameraTargetDistance*cos(cameraAngle.y) + camera->target.z;
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} break;
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|
case CAMERA_ORBITAL:
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@@ -324,126 +347,126 @@ static void ProcessCamera(Camera *camera, Vector3 *playerPosition)
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cameraAngle.x += ORBITAL_CAMERA_SPEED;
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// Camera zoom
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- cameraTargetDistance -= (GetMouseWheelMove() * CAMERA_SCROLL_SENSITIVITY);
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+ cameraTargetDistance -= (mouseWheelMove*CAMERA_SCROLL_SENSITIVITY);
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+
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// Camera distance clamp
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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, 0, 0 };
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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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+ 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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- else camera->position.y = -sin(cameraAngle.y) * cameraTargetDistance * sin(cameraAngle.y) + camera->target.y;
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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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+ 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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+ camera->position.z = cos(cameraAngle.x)*cameraTargetDistance*cos(cameraAngle.y) + camera->target.z;
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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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|
- bool isMoving = false;
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|
+ int isMoving = 0;
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// Keyboard inputs
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- if (IsKeyDown(cameraMovementController[0]))
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+ if (IsKeyDown(cameraMoveControl[MOVE_FRONT]))
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{
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- playerPosition->x -= sin(cameraAngle.x) / PLAYER_MOVEMENT_DIVIDER;
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- playerPosition->z -= cos(cameraAngle.x) / PLAYER_MOVEMENT_DIVIDER;
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|
- if (!cameraUseGravity) camera->position.y += sin(cameraAngle.y) / PLAYER_MOVEMENT_DIVIDER;
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+ playerPosition->x -= sin(cameraAngle.x)/PLAYER_MOVEMENT_DIVIDER;
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|
+ playerPosition->z -= cos(cameraAngle.x)/PLAYER_MOVEMENT_DIVIDER;
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+
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+ if (!cameraUseGravity) camera->position.y += sin(cameraAngle.y)/PLAYER_MOVEMENT_DIVIDER;
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|
|
- isMoving = true;
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+ isMoving = 1;
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|
}
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- else if (IsKeyDown(cameraMovementController[2]))
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+ else if (IsKeyDown(cameraMoveControl[MOVE_BACK]))
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{
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- playerPosition->x += sin(cameraAngle.x) / PLAYER_MOVEMENT_DIVIDER;
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|
- playerPosition->z += cos(cameraAngle.x) / PLAYER_MOVEMENT_DIVIDER;
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|
- if (!cameraUseGravity) camera->position.y -= sin(cameraAngle.y) / PLAYER_MOVEMENT_DIVIDER;
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|
+ playerPosition->x += sin(cameraAngle.x)/PLAYER_MOVEMENT_DIVIDER;
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|
+ playerPosition->z += cos(cameraAngle.x)/PLAYER_MOVEMENT_DIVIDER;
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+
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|
+ if (!cameraUseGravity) camera->position.y -= sin(cameraAngle.y)/PLAYER_MOVEMENT_DIVIDER;
|
|
|
|
|
|
- isMoving = true;
|
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|
+ isMoving = 1;
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|
}
|
|
|
|
|
|
- if (IsKeyDown(cameraMovementController[1]))
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|
+ if (IsKeyDown(cameraMoveControl[MOVE_LEFT]))
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|
{
|
|
|
- playerPosition->x -= cos(cameraAngle.x) / PLAYER_MOVEMENT_DIVIDER;
|
|
|
- playerPosition->z += sin(cameraAngle.x) / PLAYER_MOVEMENT_DIVIDER;
|
|
|
+ playerPosition->x -= cos(cameraAngle.x)/PLAYER_MOVEMENT_DIVIDER;
|
|
|
+ playerPosition->z += sin(cameraAngle.x)/PLAYER_MOVEMENT_DIVIDER;
|
|
|
|
|
|
- isMoving = true;
|
|
|
+ isMoving = 1;
|
|
|
}
|
|
|
- else if (IsKeyDown(cameraMovementController[3]))
|
|
|
+ else if (IsKeyDown(cameraMoveControl[MOVE_RIGHT]))
|
|
|
{
|
|
|
- playerPosition->x += cos(cameraAngle.x) / PLAYER_MOVEMENT_DIVIDER;
|
|
|
- playerPosition->z -= sin(cameraAngle.x) / PLAYER_MOVEMENT_DIVIDER;
|
|
|
+ playerPosition->x += cos(cameraAngle.x)/PLAYER_MOVEMENT_DIVIDER;
|
|
|
+ playerPosition->z -= sin(cameraAngle.x)/PLAYER_MOVEMENT_DIVIDER;
|
|
|
|
|
|
- isMoving = true;
|
|
|
+ isMoving = 1;
|
|
|
}
|
|
|
|
|
|
- if (IsKeyDown(cameraMovementController[4]))
|
|
|
+ if (IsKeyDown(cameraMoveControl[MOVE_UP]))
|
|
|
{
|
|
|
- if (!cameraUseGravity) playerPosition->y += 1 / PLAYER_MOVEMENT_DIVIDER;
|
|
|
+ if (!cameraUseGravity) playerPosition->y += 1/PLAYER_MOVEMENT_DIVIDER;
|
|
|
}
|
|
|
- else if (IsKeyDown(cameraMovementController[5]))
|
|
|
+ else if (IsKeyDown(cameraMoveControl[MOVE_DOWN]))
|
|
|
{
|
|
|
- if (!cameraUseGravity) playerPosition->y -= 1 / PLAYER_MOVEMENT_DIVIDER;
|
|
|
+ if (!cameraUseGravity) playerPosition->y -= 1/PLAYER_MOVEMENT_DIVIDER;
|
|
|
}
|
|
|
|
|
|
if (cameraMode == CAMERA_THIRD_PERSON)
|
|
|
{
|
|
|
// Camera orientation calculation
|
|
|
- // Get the mouse sensitivity
|
|
|
- cameraAngle.x += cameraMouseVariation.x * -mouseSensitivity;
|
|
|
- cameraAngle.y += cameraMouseVariation.y * -mouseSensitivity;
|
|
|
+ cameraAngle.x += cameraMouseVariation.x*-mouseSensitivity;
|
|
|
+ cameraAngle.y += cameraMouseVariation.y*-mouseSensitivity;
|
|
|
|
|
|
// Angle clamp
|
|
|
- if (cameraAngle.y > THIRD_PERSON_MIN_CLAMP * DEG2RAD) cameraAngle.y = THIRD_PERSON_MIN_CLAMP * DEG2RAD;
|
|
|
- else if (cameraAngle.y < THIRD_PERSON_MAX_CLAMP * DEG2RAD) cameraAngle.y = THIRD_PERSON_MAX_CLAMP * DEG2RAD;
|
|
|
+ if (cameraAngle.y > THIRD_PERSON_MIN_CLAMP*DEG2RAD) cameraAngle.y = THIRD_PERSON_MIN_CLAMP*DEG2RAD;
|
|
|
+ else if (cameraAngle.y < THIRD_PERSON_MAX_CLAMP*DEG2RAD) cameraAngle.y = THIRD_PERSON_MAX_CLAMP*DEG2RAD;
|
|
|
|
|
|
// Camera zoom
|
|
|
- cameraTargetDistance -= (GetMouseWheelMove() * CAMERA_SCROLL_SENSITIVITY);
|
|
|
+ cameraTargetDistance -= (mouseWheelMove*CAMERA_SCROLL_SENSITIVITY);
|
|
|
|
|
|
// Camera distance clamp
|
|
|
if (cameraTargetDistance < THIRD_PERSON_DISTANCE_CLAMP) cameraTargetDistance = THIRD_PERSON_DISTANCE_CLAMP;
|
|
|
|
|
|
// Camera is always looking at player
|
|
|
- camera->target.x = playerPosition->x + THIRD_PERSON_OFFSET.x * cos(cameraAngle.x) + THIRD_PERSON_OFFSET.z * sin(cameraAngle.x);
|
|
|
- camera->target.y = playerPosition->y + PLAYER_HEIGHT * FIRST_PERSON_HEIGHT_RELATIVE_EYES_POSITION + THIRD_PERSON_OFFSET.y;
|
|
|
- camera->target.z = playerPosition->z + THIRD_PERSON_OFFSET.z * sin(cameraAngle.x) - THIRD_PERSON_OFFSET.x * sin(cameraAngle.x);
|
|
|
+ camera->target.x = playerPosition->x + THIRD_PERSON_OFFSET.x*cos(cameraAngle.x) + THIRD_PERSON_OFFSET.z*sin(cameraAngle.x);
|
|
|
+ camera->target.y = playerPosition->y + PLAYER_HEIGHT*FIRST_PERSON_HEIGHT_RELATIVE_EYES_POSITION + THIRD_PERSON_OFFSET.y;
|
|
|
+ camera->target.z = playerPosition->z + THIRD_PERSON_OFFSET.z*sin(cameraAngle.x) - THIRD_PERSON_OFFSET.x*sin(cameraAngle.x);
|
|
|
|
|
|
// Camera position update
|
|
|
- camera->position.x = sin(cameraAngle.x) * cameraTargetDistance * cos(cameraAngle.y) + camera->target.x;
|
|
|
+ camera->position.x = sin(cameraAngle.x)*cameraTargetDistance*cos(cameraAngle.y) + camera->target.x;
|
|
|
|
|
|
- if (cameraAngle.y <= 0) camera->position.y = sin(cameraAngle.y) * cameraTargetDistance * sin(cameraAngle.y) + camera->target.y;
|
|
|
- else camera->position.y = -sin(cameraAngle.y) * cameraTargetDistance * sin(cameraAngle.y) + camera->target.y;
|
|
|
+ if (cameraAngle.y <= 0) camera->position.y = sin(cameraAngle.y)*cameraTargetDistance*sin(cameraAngle.y) + camera->target.y;
|
|
|
+ else camera->position.y = -sin(cameraAngle.y)*cameraTargetDistance*sin(cameraAngle.y) + camera->target.y;
|
|
|
|
|
|
- camera->position.z = cos(cameraAngle.x) * cameraTargetDistance * cos(cameraAngle.y) + camera->target.z;
|
|
|
+ camera->position.z = cos(cameraAngle.x)*cameraTargetDistance*cos(cameraAngle.y) + camera->target.z;
|
|
|
}
|
|
|
- else
|
|
|
+ else // CAMERA_FIRST_PERSON
|
|
|
{
|
|
|
- if (isMoving) cameraMovementCounter++;
|
|
|
+ if (isMoving) cameraMoveCounter++;
|
|
|
|
|
|
// Camera orientation calculation
|
|
|
- // Get the mouse sensitivity
|
|
|
- cameraAngle.x += cameraMouseVariation.x * -mouseSensitivity;
|
|
|
- cameraAngle.y += cameraMouseVariation.y * -mouseSensitivity;
|
|
|
+ cameraAngle.x += cameraMouseVariation.x*-mouseSensitivity;
|
|
|
+ cameraAngle.y += cameraMouseVariation.y*-mouseSensitivity;
|
|
|
|
|
|
// Angle clamp
|
|
|
- if (cameraAngle.y > FIRST_PERSON_MIN_CLAMP * DEG2RAD) cameraAngle.y = FIRST_PERSON_MIN_CLAMP * DEG2RAD;
|
|
|
- else if (cameraAngle.y < FIRST_PERSON_MAX_CLAMP * DEG2RAD) cameraAngle.y = FIRST_PERSON_MAX_CLAMP * DEG2RAD;
|
|
|
+ if (cameraAngle.y > FIRST_PERSON_MIN_CLAMP*DEG2RAD) cameraAngle.y = FIRST_PERSON_MIN_CLAMP*DEG2RAD;
|
|
|
+ else if (cameraAngle.y < FIRST_PERSON_MAX_CLAMP*DEG2RAD) cameraAngle.y = FIRST_PERSON_MAX_CLAMP*DEG2RAD;
|
|
|
|
|
|
// Camera is always looking at player
|
|
|
- camera->target.x = camera->position.x - sin(cameraAngle.x) * FIRST_PERSON_FOCUS_DISTANCE;
|
|
|
- camera->target.y = camera->position.y + sin(cameraAngle.y) * FIRST_PERSON_FOCUS_DISTANCE;
|
|
|
- camera->target.z = camera->position.z - cos(cameraAngle.x) * FIRST_PERSON_FOCUS_DISTANCE;
|
|
|
+ camera->target.x = camera->position.x - sin(cameraAngle.x)*FIRST_PERSON_FOCUS_DISTANCE;
|
|
|
+ camera->target.y = camera->position.y + sin(cameraAngle.y)*FIRST_PERSON_FOCUS_DISTANCE;
|
|
|
+ camera->target.z = camera->position.z - cos(cameraAngle.x)*FIRST_PERSON_FOCUS_DISTANCE;
|
|
|
|
|
|
camera->position.x = playerPosition->x;
|
|
|
- camera->position.y = (playerPosition->y + PLAYER_HEIGHT * FIRST_PERSON_HEIGHT_RELATIVE_EYES_POSITION) - sin(cameraMovementCounter / FIRST_PERSON_STEP_TRIGONOMETRIC_DIVIDER) / FIRST_PERSON_STEP_DIVIDER;
|
|
|
+ camera->position.y = (playerPosition->y + PLAYER_HEIGHT*FIRST_PERSON_HEIGHT_RELATIVE_EYES_POSITION) - sin(cameraMoveCounter/FIRST_PERSON_STEP_TRIGONOMETRIC_DIVIDER)/FIRST_PERSON_STEP_DIVIDER;
|
|
|
camera->position.z = playerPosition->z;
|
|
|
|
|
|
- camera->up.x = sin(cameraMovementCounter / (FIRST_PERSON_STEP_TRIGONOMETRIC_DIVIDER * 2)) / FIRST_PERSON_WAVING_DIVIDER;
|
|
|
- camera->up.z = -sin(cameraMovementCounter / (FIRST_PERSON_STEP_TRIGONOMETRIC_DIVIDER * 2)) / FIRST_PERSON_WAVING_DIVIDER;
|
|
|
+ camera->up.x = sin(cameraMoveCounter/(FIRST_PERSON_STEP_TRIGONOMETRIC_DIVIDER*2))/FIRST_PERSON_WAVING_DIVIDER;
|
|
|
+ camera->up.z = -sin(cameraMoveCounter/(FIRST_PERSON_STEP_TRIGONOMETRIC_DIVIDER*2))/FIRST_PERSON_WAVING_DIVIDER;
|
|
|
}
|
|
|
} break;
|
|
|
default: break;
|
|
|
}
|
|
|
-#endif
|
|
|
-}
|
|
|
+}
|