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@@ -47,7 +47,13 @@
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//----------------------------------------------------------------------------------
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#if defined(CAMERA_STANDALONE)
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// Camera modes
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- typedef enum { CAMERA_CUSTOM = 0, CAMERA_FREE, CAMERA_ORBITAL, CAMERA_FIRST_PERSON, CAMERA_THIRD_PERSON } CameraMode;
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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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@@ -67,6 +73,7 @@
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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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@@ -83,22 +90,16 @@ extern "C" { // Prevents name mangling of functions
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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(int mode); // Set camera mode (multiple camera modes available)
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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 (player position is ignored)
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-void UpdateCameraPlayer(Camera *camera, Vector3 *position); // Update camera and player position (1st person and 3rd person cameras)
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-
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-void SetCameraPosition(Vector3 position); // Set internal camera position
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-void SetCameraTarget(Vector3 target); // Set internal camera target
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-void SetCameraFovy(float fovy); // Set internal camera field-of-view-y
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+// TODO: Do we really need all those functions?
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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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-
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void SetCameraMoveControls(int frontKey, int backKey,
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int leftKey, int rightKey,
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int upKey, int downKey); // Set camera move controls (1st person and 3rd person cameras)
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-void SetCameraMouseSensitivity(float sensitivity); // Set camera mouse sensitivity (1st person and 3rd person cameras)
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#endif
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#ifdef __cplusplus
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@@ -133,8 +134,10 @@ void SetCameraMouseSensitivity(float sensitivity); // Set camera mouse
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//----------------------------------------------------------------------------------
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// Defines and Macros
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//----------------------------------------------------------------------------------
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-// CAMERA_GENERIC
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-#define CAMERA_SCROLL_SENSITIVITY 1.5f
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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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+
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// FREE_CAMERA
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#define CAMERA_FREE_MOUSE_SENSITIVITY 0.01f
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@@ -182,20 +185,15 @@ typedef enum { MOVE_FRONT = 0, MOVE_LEFT, MOVE_BACK, MOVE_RIGHT, MOVE_UP, MOVE_D
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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 };
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-static float cameraTargetDistance = 5.0f; // TODO: Remove! Use predefined camera->target to camera->position distance
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-static Vector2 cameraMousePosition = { 0.0f, 0.0f };
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-static Vector2 cameraMouseVariation = { 0.0f, 0.0f };
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+static Vector2 cameraAngle = { 0.0f, 0.0f }; // TODO: Remove! Compute it in UpdateCamera() using camera->target and camera->position
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+static float cameraTargetDistance = 5.0f; // TODO: Remove! Compute it in UpdateCamera() using camera->target and camera->position
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static int cameraMoveControl[6] = { 'W', 'A', 'S', 'D', '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 cameraMoveCounter = 0; // Used for 1st person swinging movement
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-static float cameraMouseSensitivity = 0.003f; // How sensible is camera movement to mouse movement
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-
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-static int cameraMode = CAMERA_CUSTOM; // Current internal camera mode
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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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@@ -219,45 +217,21 @@ static int IsKeyDown(int key) { return 0; }
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//----------------------------------------------------------------------------------
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// Select camera mode (multiple camera modes available)
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-// TODO: Review hardcoded values when changing modes...
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-void SetCameraMode(int mode)
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+void SetCameraMode(Camera camera, int mode)
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{
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- if ((cameraMode == CAMERA_FIRST_PERSON) && (mode == CAMERA_FREE))
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- {
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- cameraTargetDistance = 5.0f; // TODO: Review hardcode!
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- cameraAngle.y = -40*DEG2RAD;
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- }
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- else if ((cameraMode == CAMERA_FIRST_PERSON) && (mode == CAMERA_ORBITAL))
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- {
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- cameraTargetDistance = 5.0f; // TODO: Review hardcode!
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- cameraAngle.y = -40*DEG2RAD;
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- }
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- else if ((cameraMode == CAMERA_CUSTOM) && (mode == CAMERA_FREE))
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- {
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- cameraTargetDistance = 10.0f; // TODO: Review hardcode!
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- cameraAngle.x = 45*DEG2RAD;
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- cameraAngle.y = -40*DEG2RAD;
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-
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- ShowCursor();
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- }
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- else if ((cameraMode == CAMERA_CUSTOM) && (mode == CAMERA_ORBITAL))
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- {
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- //cameraTargetDistance = 10.0f; // TODO: Review hardcode!
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- cameraAngle.x = 225*DEG2RAD;
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- cameraAngle.y = -40*DEG2RAD;
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- }
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-
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- /*
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- Vector3 v1 = internalCamera.position;
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- Vector3 v2 = internalCamera.target;
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+ // TODO: cameraTargetDistance and cameraAngle should be
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+ // calculated using camera parameters on UpdateCamera()
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+
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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 = sqrt(dx*dx + dy*dy + dz*dz);
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- */
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-
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+ cameraAngle.y = -40*DEG2RAD;
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+
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cameraMode = mode;
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}
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@@ -266,48 +240,73 @@ void SetCameraMode(int mode)
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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: Consider touch inputs for camera!
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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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+
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+ // TODO: Compute cameraTargetDistance and cameraAngle
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+ // NOTE: If cameraTargetDistance and cameraAngle change, camera->position is accordingly updated
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/*
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- if (cameraMode != CAMERA_CUSTOM)
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- {
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-
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- }
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+ Vector2 cameraAngle = { 0.0f, 0.0f };
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+ float cameraTargetDistance = 0.0f;
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+
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+ float dx = camera->target.x - camera->position.x;
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+ float dy = camera->target.y - camera->position.y;
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+ float dz = camera->target.z - camera->position.z;
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+
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+ cameraTargetDistance = sqrt(dx*dx + dy*dy + dz*dz);
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+
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+ Vector2 distance = { 0.0f, 0.0f };
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+ distance.x = sqrt(dx*dx + dy*dy);
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+ distance.y = sqrt(dx*dx + dz*dz);
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+
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+ cameraAngle.x = asin(fabs(dx)/distance.x);
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+ cameraAngle.y = asin(fabs(dz)/distance.y);
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*/
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+
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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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int panKey = IsMouseButtonDown(cameraPanControlKey); // bool value
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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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+ if (cameraMode != CAMERA_CUSTOM)
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{
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- HideCursor();
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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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+
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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 < 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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+ 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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+ 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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- cameraMouseVariation.x = mousePosition.x - cameraMousePosition.x;
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- cameraMouseVariation.y = mousePosition.y - cameraMousePosition.y;
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+ ShowCursor();
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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
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- {
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- ShowCursor();
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- cameraMouseVariation.x = mousePosition.x - cameraMousePosition.x;
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- cameraMouseVariation.y = mousePosition.y - cameraMousePosition.y;
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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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- // 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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- cameraMousePosition = 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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@@ -316,48 +315,48 @@ void UpdateCamera(Camera *camera)
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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_SCROLL_SENSITIVITY);
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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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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_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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+ 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_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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+ 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_SCROLL_SENSITIVITY);
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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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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_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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+ 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_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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+ 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_SCROLL_SENSITIVITY);
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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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@@ -367,15 +366,15 @@ void UpdateCamera(Camera *camera)
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if (IsKeyDown(cameraSmoothZoomControlKey))
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{
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// Camera smooth zoom
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- if (panKey) cameraTargetDistance += (cameraMouseVariation.y*CAMERA_FREE_SMOOTH_ZOOM_SENSITIVITY);
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+ if (panKey) cameraTargetDistance += (mousePositionDelta.y*CAMERA_FREE_SMOOTH_ZOOM_SENSITIVITY);
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}
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// Camera orientation calculation
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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*-CAMERA_FREE_MOUSE_SENSITIVITY;
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- cameraAngle.y += cameraMouseVariation.y*-CAMERA_FREE_MOUSE_SENSITIVITY;
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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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@@ -385,9 +384,9 @@ void UpdateCamera(Camera *camera)
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// Paning
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else if (panKey)
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{
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- camera->target.x += ((cameraMouseVariation.x*-CAMERA_FREE_MOUSE_SENSITIVITY)*cos(cameraAngle.x) + (cameraMouseVariation.y*CAMERA_FREE_MOUSE_SENSITIVITY)*sin(cameraAngle.x)*sin(cameraAngle.y))*(cameraTargetDistance/CAMERA_FREE_PANNING_DIVIDER);
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- camera->target.y += ((cameraMouseVariation.y*CAMERA_FREE_MOUSE_SENSITIVITY)*cos(cameraAngle.y))*(cameraTargetDistance/CAMERA_FREE_PANNING_DIVIDER);
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- camera->target.z += ((cameraMouseVariation.x*CAMERA_FREE_MOUSE_SENSITIVITY)*sin(cameraAngle.x) + (cameraMouseVariation.y*CAMERA_FREE_MOUSE_SENSITIVITY)*cos(cameraAngle.x)*sin(cameraAngle.y))*(cameraTargetDistance/CAMERA_FREE_PANNING_DIVIDER);
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+ camera->target.x += ((mousePositionDelta.x*-CAMERA_FREE_MOUSE_SENSITIVITY)*cos(cameraAngle.x) + (mousePositionDelta.y*CAMERA_FREE_MOUSE_SENSITIVITY)*sin(cameraAngle.x)*sin(cameraAngle.y))*(cameraTargetDistance/CAMERA_FREE_PANNING_DIVIDER);
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+ camera->target.y += ((mousePositionDelta.y*CAMERA_FREE_MOUSE_SENSITIVITY)*cos(cameraAngle.y))*(cameraTargetDistance/CAMERA_FREE_PANNING_DIVIDER);
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+ camera->target.z += ((mousePositionDelta.x*CAMERA_FREE_MOUSE_SENSITIVITY)*sin(cameraAngle.x) + (mousePositionDelta.y*CAMERA_FREE_MOUSE_SENSITIVITY)*cos(cameraAngle.x)*sin(cameraAngle.y))*(cameraTargetDistance/CAMERA_FREE_PANNING_DIVIDER);
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}
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// Focus to center
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@@ -396,10 +395,8 @@ void UpdateCamera(Camera *camera)
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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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-
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if (cameraAngle.y <= 0.0f) 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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-
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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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@@ -408,7 +405,7 @@ void UpdateCamera(Camera *camera)
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cameraAngle.x += CAMERA_ORBITAL_SPEED;
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// Camera zoom
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- cameraTargetDistance -= (mouseWheelMove*CAMERA_SCROLL_SENSITIVITY);
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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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@@ -417,19 +414,20 @@ void UpdateCamera(Camera *camera)
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if (IsKeyDown('Z')) camera->target = (Vector3){ 0.0f, 0.0f, 0.0f };
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// Camera position update
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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 = sin(cameraAngle.x)*cameraTargetDistance*cos(cameraAngle.y) + camera->target.x;
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-
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if (cameraAngle.y <= 0.0f) 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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-
|
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camera->position.z = cos(cameraAngle.x)*cameraTargetDistance*cos(cameraAngle.y) + camera->target.z;
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|
|
|
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|
} break;
|
|
|
case CAMERA_FIRST_PERSON:
|
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|
case CAMERA_THIRD_PERSON:
|
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|
{
|
|
|
- bool isMoving = false;
|
|
|
+ bool isMoving = false; // TODO: Really required for swinging?
|
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|
|
|
|
+ // TODO: Get movement direction value [-1, 0, 1] in XZ and just multiply
|
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|
+
|
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|
// Keyboard inputs
|
|
|
if (IsKeyDown(cameraMoveControl[MOVE_FRONT]))
|
|
|
{
|
|
@@ -469,15 +467,15 @@ void UpdateCamera(Camera *camera)
|
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|
if (cameraMode == CAMERA_THIRD_PERSON)
|
|
|
{
|
|
|
// Camera orientation calculation
|
|
|
- cameraAngle.x += cameraMouseVariation.x*-cameraMouseSensitivity;
|
|
|
- cameraAngle.y += cameraMouseVariation.y*-cameraMouseSensitivity;
|
|
|
+ cameraAngle.x += mousePositionDelta.x*-CAMERA_MOUSE_MOVE_SENSITIVITY;
|
|
|
+ cameraAngle.y += mousePositionDelta.y*-CAMERA_MOUSE_MOVE_SENSITIVITY;
|
|
|
|
|
|
// Angle clamp
|
|
|
if (cameraAngle.y > CAMERA_THIRD_PERSON_MIN_CLAMP*DEG2RAD) cameraAngle.y = CAMERA_THIRD_PERSON_MIN_CLAMP*DEG2RAD;
|
|
|
else if (cameraAngle.y < CAMERA_THIRD_PERSON_MAX_CLAMP*DEG2RAD) cameraAngle.y = CAMERA_THIRD_PERSON_MAX_CLAMP*DEG2RAD;
|
|
|
|
|
|
// Camera zoom
|
|
|
- cameraTargetDistance -= (mouseWheelMove*CAMERA_SCROLL_SENSITIVITY);
|
|
|
+ cameraTargetDistance -= (mouseWheelMove*CAMERA_MOUSE_SCROLL_SENSITIVITY);
|
|
|
|
|
|
// Camera distance clamp
|
|
|
if (cameraTargetDistance < CAMERA_THIRD_PERSON_DISTANCE_CLAMP) cameraTargetDistance = CAMERA_THIRD_PERSON_DISTANCE_CLAMP;
|
|
@@ -489,19 +487,17 @@ void UpdateCamera(Camera *camera)
|
|
|
|
|
|
// Camera position update
|
|
|
camera->position.x = sin(cameraAngle.x)*cameraTargetDistance*cos(cameraAngle.y) + camera->target.x;
|
|
|
-
|
|
|
if (cameraAngle.y <= 0.0f) 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;
|
|
|
}
|
|
|
else // CAMERA_FIRST_PERSON
|
|
|
{
|
|
|
- if (isMoving) cameraMoveCounter++;
|
|
|
+ if (isMoving) swingCounter++;
|
|
|
|
|
|
// Camera orientation calculation
|
|
|
- cameraAngle.x += (cameraMouseVariation.x*-cameraMouseSensitivity);
|
|
|
- cameraAngle.y += (cameraMouseVariation.y*-cameraMouseSensitivity);
|
|
|
+ cameraAngle.x += (mousePositionDelta.x*-CAMERA_MOUSE_MOVE_SENSITIVITY);
|
|
|
+ cameraAngle.y += (mousePositionDelta.y*-CAMERA_MOUSE_MOVE_SENSITIVITY);
|
|
|
|
|
|
// Angle clamp
|
|
|
if (cameraAngle.y > CAMERA_FIRST_PERSON_MIN_CLAMP*DEG2RAD) cameraAngle.y = CAMERA_FIRST_PERSON_MIN_CLAMP*DEG2RAD;
|
|
@@ -514,67 +510,27 @@ void UpdateCamera(Camera *camera)
|
|
|
|
|
|
// Camera position update
|
|
|
//camera->position.y = (playerPosition.y + PLAYER_HEIGHT*CAMERA_FIRST_PERSON_HEIGHT_RELATIVE_EYES_POSITION)
|
|
|
- // - sin(cameraMoveCounter/CAMERA_FIRST_PERSON_STEP_TRIGONOMETRIC_DIVIDER)/CAMERA_FIRST_PERSON_STEP_DIVIDER;
|
|
|
+ // - sin(swingCounter/CAMERA_FIRST_PERSON_STEP_TRIGONOMETRIC_DIVIDER)/CAMERA_FIRST_PERSON_STEP_DIVIDER;
|
|
|
|
|
|
// TODO: Review limits, avoid moving under the ground (y = 0.0f) and over the 'eyes position', weird movement (rounding issues...)
|
|
|
- camera->position.y -= sin(cameraMoveCounter/CAMERA_FIRST_PERSON_STEP_TRIGONOMETRIC_DIVIDER)/CAMERA_FIRST_PERSON_STEP_DIVIDER;
|
|
|
+ camera->position.y -= sin(swingCounter/CAMERA_FIRST_PERSON_STEP_TRIGONOMETRIC_DIVIDER)/CAMERA_FIRST_PERSON_STEP_DIVIDER;
|
|
|
|
|
|
- camera->up.x = sin(cameraMoveCounter/(CAMERA_FIRST_PERSON_STEP_TRIGONOMETRIC_DIVIDER*2))/CAMERA_FIRST_PERSON_WAVING_DIVIDER;
|
|
|
- camera->up.z = -sin(cameraMoveCounter/(CAMERA_FIRST_PERSON_STEP_TRIGONOMETRIC_DIVIDER*2))/CAMERA_FIRST_PERSON_WAVING_DIVIDER;
|
|
|
+ camera->up.x = sin(swingCounter/(CAMERA_FIRST_PERSON_STEP_TRIGONOMETRIC_DIVIDER*2))/CAMERA_FIRST_PERSON_WAVING_DIVIDER;
|
|
|
+ camera->up.z = -sin(swingCounter/(CAMERA_FIRST_PERSON_STEP_TRIGONOMETRIC_DIVIDER*2))/CAMERA_FIRST_PERSON_WAVING_DIVIDER;
|
|
|
}
|
|
|
} break;
|
|
|
default: break;
|
|
|
}
|
|
|
}
|
|
|
|
|
|
-/*
|
|
|
-// Set internal camera position
|
|
|
-void SetCameraPosition(Vector3 position)
|
|
|
-{
|
|
|
- internalCamera.position = position;
|
|
|
-
|
|
|
- Vector3 v1 = internalCamera.position;
|
|
|
- Vector3 v2 = internalCamera.target;
|
|
|
-
|
|
|
- float dx = v2.x - v1.x;
|
|
|
- float dy = v2.y - v1.y;
|
|
|
- float dz = v2.z - v1.z;
|
|
|
-
|
|
|
- cameraTargetDistance = sqrt(dx*dx + dy*dy + dz*dz);
|
|
|
-}
|
|
|
-
|
|
|
-// Set internal camera target
|
|
|
-void SetCameraTarget(Vector3 target)
|
|
|
-{
|
|
|
- internalCamera.target = target;
|
|
|
-
|
|
|
- Vector3 v1 = internalCamera.position;
|
|
|
- Vector3 v2 = internalCamera.target;
|
|
|
-
|
|
|
- float dx = v2.x - v1.x;
|
|
|
- float dy = v2.y - v1.y;
|
|
|
- float dz = v2.z - v1.z;
|
|
|
-
|
|
|
- cameraTargetDistance = sqrt(dx*dx + dy*dy + dz*dz);
|
|
|
-}
|
|
|
-*/
|
|
|
// Set camera pan key to combine with mouse movement (free camera)
|
|
|
-void SetCameraPanControl(int panKey)
|
|
|
-{
|
|
|
- cameraPanControlKey = panKey;
|
|
|
-}
|
|
|
+void SetCameraPanControl(int panKey) { cameraPanControlKey = panKey; }
|
|
|
|
|
|
// Set camera alt key to combine with mouse movement (free camera)
|
|
|
-void SetCameraAltControl(int altKey)
|
|
|
-{
|
|
|
- cameraAltControlKey = altKey;
|
|
|
-}
|
|
|
+void SetCameraAltControl(int altKey) { cameraAltControlKey = altKey; }
|
|
|
|
|
|
// Set camera smooth zoom key to combine with mouse (free camera)
|
|
|
-void SetCameraSmoothZoomControl(int szKey)
|
|
|
-{
|
|
|
- cameraSmoothZoomControlKey = szKey;
|
|
|
-}
|
|
|
+void SetCameraSmoothZoomControl(int szKey) { cameraSmoothZoomControlKey = szKey; }
|
|
|
|
|
|
// Set camera move controls (1st person and 3rd person cameras)
|
|
|
void SetCameraMoveControls(int frontKey, int backKey, int leftKey, int rightKey, int upKey, int downKey)
|
|
@@ -587,10 +543,4 @@ void SetCameraMoveControls(int frontKey, int backKey, int leftKey, int rightKey,
|
|
|
cameraMoveControl[MOVE_DOWN] = downKey;
|
|
|
}
|
|
|
|
|
|
-// Set camera mouse sensitivity (1st person and 3rd person cameras)
|
|
|
-void SetCameraMouseSensitivity(float sensitivity)
|
|
|
-{
|
|
|
- cameraMouseSensitivity = (sensitivity/10000.0f);
|
|
|
-}
|
|
|
-
|
|
|
#endif // CAMERA_IMPLEMENTATION
|