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@@ -172,7 +172,7 @@ Matrix GetCameraProjectionMatrix(Camera* camera, float aspect);
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#define CAMERA_MOUSE_MOVE_SENSITIVITY 0.003f // TODO: it should be independant of framerate
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#define CAMERA_MOUSE_SCROLL_SENSITIVITY 1.5f
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-#define CAMERA_ORBITAL_SPEED 0.01f // Radians per frame
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+#define CAMERA_ORBITAL_SPEED 0.5f // Radians per second
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#define CAMERA_FIRST_PERSON_STEP_TRIGONOMETRIC_DIVIDER 8.0f
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@@ -418,30 +418,44 @@ void UpdateCamera(Camera *camera, int mode)
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bool rotateAroundTarget = mode == CAMERA_THIRD_PERSON || mode == CAMERA_ORBITAL;
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bool lockView = mode == CAMERA_FIRST_PERSON || mode == CAMERA_THIRD_PERSON || mode == CAMERA_ORBITAL;
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bool rotateUp = mode == CAMERA_FREE;
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-
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- // Camera rotation
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- if (IsKeyDown(KEY_DOWN)) CameraPitch(camera, -CAMERA_ROTATION_SPEED, lockView, rotateAroundTarget, rotateUp);
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- if (IsKeyDown(KEY_UP)) CameraPitch(camera, CAMERA_ROTATION_SPEED, lockView, rotateAroundTarget, rotateUp);
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- if (IsKeyDown(KEY_RIGHT)) CameraYaw(camera, -CAMERA_ROTATION_SPEED, rotateAroundTarget);
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- if (IsKeyDown(KEY_LEFT)) CameraYaw(camera, CAMERA_ROTATION_SPEED, rotateAroundTarget);
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- if (IsKeyDown(KEY_Q)) CameraRoll(camera, -CAMERA_ROTATION_SPEED);
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- if (IsKeyDown(KEY_E)) CameraRoll(camera, CAMERA_ROTATION_SPEED);
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-
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- CameraYaw(camera, -mousePositionDelta.x*CAMERA_MOUSE_MOVE_SENSITIVITY, rotateAroundTarget);
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- CameraPitch(camera, -mousePositionDelta.y*CAMERA_MOUSE_MOVE_SENSITIVITY, lockView, rotateAroundTarget, rotateUp);
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-
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- // Camera movement
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- if (IsKeyDown(KEY_W)) CameraMoveForward(camera, CAMERA_MOVE_SPEED, moveInWorldPlane);
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- if (IsKeyDown(KEY_A)) CameraMoveRight(camera, -CAMERA_MOVE_SPEED, moveInWorldPlane);
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- if (IsKeyDown(KEY_S)) CameraMoveForward(camera, -CAMERA_MOVE_SPEED, moveInWorldPlane);
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- if (IsKeyDown(KEY_D)) CameraMoveRight(camera, CAMERA_MOVE_SPEED, moveInWorldPlane);
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- //if (IsKeyDown(KEY_SPACE)) CameraMoveUp(camera, CAMERA_MOVE_SPEED);
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- //if (IsKeyDown(KEY_LEFT_CONTROL)) CameraMoveUp(camera, -CAMERA_MOVE_SPEED);
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- // Zoom target distance
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- CameraMoveToTarget(camera, -GetMouseWheelMove());
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- if (IsKeyPressed(KEY_KP_SUBTRACT)) CameraMoveToTarget(camera, 2.0f);
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- if (IsKeyPressed(KEY_KP_ADD)) CameraMoveToTarget(camera, -2.0f);
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+ if (mode == CAMERA_ORBITAL)
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+ {
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+ // Obital can just orbit
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+ Matrix rotatation = MatrixRotate(GetCameraUp(camera), CAMERA_ORBITAL_SPEED * GetFrameTime());
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+ Vector3 viewVector = Vector3Subtract(camera->position, camera->target);
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+ viewVector = Vector3Transform(viewVector, rotatation);
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+ camera->position = Vector3Add(camera->target, viewVector);
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+ }
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+ else
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+ {
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+ // Camera rotation
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+ if (IsKeyDown(KEY_DOWN)) CameraPitch(camera, -CAMERA_ROTATION_SPEED, lockView, rotateAroundTarget, rotateUp);
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+ if (IsKeyDown(KEY_UP)) CameraPitch(camera, CAMERA_ROTATION_SPEED, lockView, rotateAroundTarget, rotateUp);
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+ if (IsKeyDown(KEY_RIGHT)) CameraYaw(camera, -CAMERA_ROTATION_SPEED, rotateAroundTarget);
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+ if (IsKeyDown(KEY_LEFT)) CameraYaw(camera, CAMERA_ROTATION_SPEED, rotateAroundTarget);
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+ if (IsKeyDown(KEY_Q)) CameraRoll(camera, -CAMERA_ROTATION_SPEED);
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+ if (IsKeyDown(KEY_E)) CameraRoll(camera, CAMERA_ROTATION_SPEED);
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+
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+ CameraYaw(camera, -mousePositionDelta.x * CAMERA_MOUSE_MOVE_SENSITIVITY, rotateAroundTarget);
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+ CameraPitch(camera, -mousePositionDelta.y * CAMERA_MOUSE_MOVE_SENSITIVITY, lockView, rotateAroundTarget, rotateUp);
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+
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+ // Camera movement
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+ if (IsKeyDown(KEY_W)) CameraMoveForward(camera, CAMERA_MOVE_SPEED, moveInWorldPlane);
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+ if (IsKeyDown(KEY_A)) CameraMoveRight(camera, -CAMERA_MOVE_SPEED, moveInWorldPlane);
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+ if (IsKeyDown(KEY_S)) CameraMoveForward(camera, -CAMERA_MOVE_SPEED, moveInWorldPlane);
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+ if (IsKeyDown(KEY_D)) CameraMoveRight(camera, CAMERA_MOVE_SPEED, moveInWorldPlane);
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+ //if (IsKeyDown(KEY_SPACE)) CameraMoveUp(camera, CAMERA_MOVE_SPEED);
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+ //if (IsKeyDown(KEY_LEFT_CONTROL)) CameraMoveUp(camera, -CAMERA_MOVE_SPEED);
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+ }
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+
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+ if (mode == CAMERA_THIRD_PERSON || mode == CAMERA_ORBITAL)
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+ {
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+ // Zoom target distance
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+ CameraMoveToTarget(camera, -GetMouseWheelMove());
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+ if (IsKeyPressed(KEY_KP_SUBTRACT)) CameraMoveToTarget(camera, 2.0f);
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+ if (IsKeyPressed(KEY_KP_ADD)) CameraMoveToTarget(camera, -2.0f);
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+ }
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}
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#endif // !CAMERA_STANDALONE
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