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authorRay <[email protected]>2019-06-04 23:46:01 +0200
committerGitHub <[email protected]>2019-06-04 23:46:01 +0200
commit0b7373446d199600db1770374cfa48ec91008dc3 (patch)
treebabc4fc8de67eaa1e9ee2e1d42144bffde5f10f3
parent6f9c176d939c8035b0f14836de80e916826c0325 (diff)
parent767ac9bc3e64fd6df8e9bda46b695266c92e018b (diff)
downloadraylib-0b7373446d199600db1770374cfa48ec91008dc3.tar.gz
raylib-0b7373446d199600db1770374cfa48ec91008dc3.zip
Merge pull request #866 from PompPenguin/master
Update camera.h
-rw-r--r--src/camera.h71
1 files changed, 51 insertions, 20 deletions
diff --git a/src/camera.h b/src/camera.h
index d80f8346..18e1e4b7 100644
--- a/src/camera.h
+++ b/src/camera.h
@@ -410,8 +410,7 @@ void UpdateCamera(Camera *camera)
} break;
case CAMERA_FIRST_PERSON:
- case CAMERA_THIRD_PERSON:
- {
+ {
camera->position.x += (sinf(cameraAngle.x)*direction[MOVE_BACK] -
sinf(cameraAngle.x)*direction[MOVE_FRONT] -
cosf(cameraAngle.x)*direction[MOVE_LEFT] +
@@ -433,7 +432,7 @@ void UpdateCamera(Camera *camera)
// Camera orientation calculation
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;
else if (cameraAngle.y < CAMERA_FIRST_PERSON_MAX_CLAMP*DEG2RAD) cameraAngle.y = CAMERA_FIRST_PERSON_MAX_CLAMP*DEG2RAD;
@@ -442,28 +441,60 @@ void UpdateCamera(Camera *camera)
camera->target.x = camera->position.x - sinf(cameraAngle.x)*CAMERA_FIRST_PERSON_FOCUS_DISTANCE;
camera->target.y = camera->position.y + sinf(cameraAngle.y)*CAMERA_FIRST_PERSON_FOCUS_DISTANCE;
camera->target.z = camera->position.z - cosf(cameraAngle.x)*CAMERA_FIRST_PERSON_FOCUS_DISTANCE;
-
- if (cameraMode == CAMERA_FIRST_PERSON)
- {
- if (isMoving) swingCounter++;
+
+ if (isMoving) swingCounter++;
- // Camera position update
- // NOTE: On CAMERA_FIRST_PERSON player Y-movement is limited to player 'eyes position'
- camera->position.y = playerEyesPosition - sinf(swingCounter/CAMERA_FIRST_PERSON_STEP_TRIGONOMETRIC_DIVIDER)/CAMERA_FIRST_PERSON_STEP_DIVIDER;
+ // Camera position update
+ // NOTE: On CAMERA_FIRST_PERSON player Y-movement is limited to player 'eyes position'
+ camera->position.y = playerEyesPosition - sinf(swingCounter/CAMERA_FIRST_PERSON_STEP_TRIGONOMETRIC_DIVIDER)/CAMERA_FIRST_PERSON_STEP_DIVIDER;
- camera->up.x = sinf(swingCounter/(CAMERA_FIRST_PERSON_STEP_TRIGONOMETRIC_DIVIDER*2))/CAMERA_FIRST_PERSON_WAVING_DIVIDER;
- camera->up.z = -sinf(swingCounter/(CAMERA_FIRST_PERSON_STEP_TRIGONOMETRIC_DIVIDER*2))/CAMERA_FIRST_PERSON_WAVING_DIVIDER;
- }
- else if (cameraMode == CAMERA_THIRD_PERSON)
- {
- // Camera zoom
- cameraTargetDistance -= (mouseWheelMove*CAMERA_MOUSE_SCROLL_SENSITIVITY);
- if (cameraTargetDistance < CAMERA_THIRD_PERSON_DISTANCE_CLAMP) cameraTargetDistance = CAMERA_THIRD_PERSON_DISTANCE_CLAMP;
- }
+ camera->up.x = sinf(swingCounter/(CAMERA_FIRST_PERSON_STEP_TRIGONOMETRIC_DIVIDER*2))/CAMERA_FIRST_PERSON_WAVING_DIVIDER;
+ camera->up.z = -sinf(swingCounter/(CAMERA_FIRST_PERSON_STEP_TRIGONOMETRIC_DIVIDER*2))/CAMERA_FIRST_PERSON_WAVING_DIVIDER;
+
} break;
+ case CAMERA_THIRD_PERSON:
+ {
+ camera->position.x += (sinf(cameraAngle.x)*direction[MOVE_BACK] -
+ sinf(cameraAngle.x)*direction[MOVE_FRONT] -
+ cosf(cameraAngle.x)*direction[MOVE_LEFT] +
+ cosf(cameraAngle.x)*direction[MOVE_RIGHT])/PLAYER_MOVEMENT_SENSITIVITY;
+
+ camera->position.y += (sinf(cameraAngle.y)*direction[MOVE_FRONT] -
+ sinf(cameraAngle.y)*direction[MOVE_BACK] +
+ 1.0f*direction[MOVE_UP] - 1.0f*direction[MOVE_DOWN])/PLAYER_MOVEMENT_SENSITIVITY;
+
+ camera->position.z += (cosf(cameraAngle.x)*direction[MOVE_BACK] -
+ cosf(cameraAngle.x)*direction[MOVE_FRONT] +
+ sinf(cameraAngle.x)*direction[MOVE_LEFT] -
+ sinf(cameraAngle.x)*direction[MOVE_RIGHT])/PLAYER_MOVEMENT_SENSITIVITY;
+
+ bool isMoving = false; // Required for swinging
+
+ for (int i = 0; i < 6; i++) if (direction[i]) { isMoving = true; break; }
+
+ // Camera orientation calculation
+ 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_MOUSE_SCROLL_SENSITIVITY);
+
+ // Camera distance clamp
+ if (cameraTargetDistance < CAMERA_THIRD_PERSON_DISTANCE_CLAMP) cameraTargetDistance = CAMERA_THIRD_PERSON_DISTANCE_CLAMP;
+
+ // TODO: It seems camera->position is not correctly updated or some rounding issue makes the camera move straight to camera->target...
+ camera->position.x = sinf(cameraAngle.x)*cameraTargetDistance*cosf(cameraAngle.y) + camera->target.x;
+ if (cameraAngle.y <= 0.0f) camera->position.y = sinf(cameraAngle.y)*cameraTargetDistance*sinf(cameraAngle.y) + camera->target.y;
+ else camera->position.y = -sinf(cameraAngle.y)*cameraTargetDistance*sinf(cameraAngle.y) + camera->target.y;
+ camera->position.z = cosf(cameraAngle.x)*cameraTargetDistance*cosf(cameraAngle.y) + camera->target.z;
+ } break;
default: break;
- }
+ }
}
// Set camera pan key to combine with mouse movement (free camera)