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-rw-r--r--examples/models/models_billboard.c2
-rw-r--r--examples/models/models_cubicmap.c2
-rw-r--r--examples/models/models_heightmap.c2
-rw-r--r--examples/models/models_loading_vox.c2
-rw-r--r--examples/models/models_mesh_generation.c2
-rw-r--r--examples/models/models_rlgl_solar_system.c2
-rw-r--r--examples/shaders/shaders_basic_lighting.c1
-rw-r--r--examples/shaders/shaders_fog.c1
-rw-r--r--examples/shaders/shaders_hybrid_render.c1
-rw-r--r--examples/shaders/shaders_mesh_instancing.c1
-rw-r--r--examples/shaders/shaders_postprocessing.c1
-rw-r--r--examples/shaders/shaders_write_depth.c1
-rw-r--r--src/rcamera.h62
13 files changed, 38 insertions, 42 deletions
diff --git a/examples/models/models_billboard.c b/examples/models/models_billboard.c
index 596a09d3..9b02a8af 100644
--- a/examples/models/models_billboard.c
+++ b/examples/models/models_billboard.c
@@ -55,8 +55,6 @@ int main(void)
float distanceRotating;
float rotation = 0.0f;
- DisableCursor(); // Limit cursor to relative movement inside the window
-
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
diff --git a/examples/models/models_cubicmap.c b/examples/models/models_cubicmap.c
index 714918e4..e0a2b308 100644
--- a/examples/models/models_cubicmap.c
+++ b/examples/models/models_cubicmap.c
@@ -47,8 +47,6 @@ int main(void)
UnloadImage(image); // Unload cubesmap image from RAM, already uploaded to VRAM
- DisableCursor(); // Limit cursor to relative movement inside the window
-
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
diff --git a/examples/models/models_heightmap.c b/examples/models/models_heightmap.c
index 8f32de9f..e1c3e4fb 100644
--- a/examples/models/models_heightmap.c
+++ b/examples/models/models_heightmap.c
@@ -44,8 +44,6 @@ int main(void)
UnloadImage(image); // Unload heightmap image from RAM, already uploaded to VRAM
- DisableCursor(); // Limit cursor to relative movement inside the window
-
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
diff --git a/examples/models/models_loading_vox.c b/examples/models/models_loading_vox.c
index d17fd6ee..e148fd91 100644
--- a/examples/models/models_loading_vox.c
+++ b/examples/models/models_loading_vox.c
@@ -69,8 +69,6 @@ int main(void)
int currentModel = 0;
- DisableCursor(); // Limit cursor to relative movement inside the window
-
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
diff --git a/examples/models/models_mesh_generation.c b/examples/models/models_mesh_generation.c
index 6189fb46..d17a20a1 100644
--- a/examples/models/models_mesh_generation.c
+++ b/examples/models/models_mesh_generation.c
@@ -68,8 +68,6 @@ int main(void)
int currentModel = 0;
- DisableCursor(); // Limit cursor to relative movement inside the window
-
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
diff --git a/examples/models/models_rlgl_solar_system.c b/examples/models/models_rlgl_solar_system.c
index fc2a1f02..e458036f 100644
--- a/examples/models/models_rlgl_solar_system.c
+++ b/examples/models/models_rlgl_solar_system.c
@@ -56,8 +56,6 @@ int main(void)
float moonRotation = 0.0f; // Rotation of moon around itself
float moonOrbitRotation = 0.0f; // Rotation of moon around earth in degrees
- DisableCursor(); // Limit cursor to relative movement inside the window
-
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
diff --git a/examples/shaders/shaders_basic_lighting.c b/examples/shaders/shaders_basic_lighting.c
index 49dc1e7d..61cec2e8 100644
--- a/examples/shaders/shaders_basic_lighting.c
+++ b/examples/shaders/shaders_basic_lighting.c
@@ -80,7 +80,6 @@ int main(void)
lights[2] = CreateLight(LIGHT_POINT, (Vector3){ -2, 1, 2 }, Vector3Zero(), GREEN, shader);
lights[3] = CreateLight(LIGHT_POINT, (Vector3){ 2, 1, -2 }, Vector3Zero(), BLUE, shader);
- DisableCursor(); // Limit cursor to relative movement inside the window
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
diff --git a/examples/shaders/shaders_fog.c b/examples/shaders/shaders_fog.c
index ddd721d4..24a1c106 100644
--- a/examples/shaders/shaders_fog.c
+++ b/examples/shaders/shaders_fog.c
@@ -85,7 +85,6 @@ int main(void)
// Using just 1 point lights
CreateLight(LIGHT_POINT, (Vector3){ 0, 2, 6 }, Vector3Zero(), WHITE, shader);
- DisableCursor(); // Limit cursor to relative movement inside the window
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
diff --git a/examples/shaders/shaders_hybrid_render.c b/examples/shaders/shaders_hybrid_render.c
index 0f30680c..f07917fb 100644
--- a/examples/shaders/shaders_hybrid_render.c
+++ b/examples/shaders/shaders_hybrid_render.c
@@ -86,7 +86,6 @@ int main(void)
// Camera FOV is pre-calculated in the camera Distance.
double camDist = 1.0/(tan(camera.fovy*0.5*DEG2RAD));
- DisableCursor(); // Limit cursor to relative movement inside the window
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
diff --git a/examples/shaders/shaders_mesh_instancing.c b/examples/shaders/shaders_mesh_instancing.c
index 02a7ee8f..7789f2cb 100644
--- a/examples/shaders/shaders_mesh_instancing.c
+++ b/examples/shaders/shaders_mesh_instancing.c
@@ -94,7 +94,6 @@ int main(void)
Material matDefault = LoadMaterialDefault();
matDefault.maps[MATERIAL_MAP_DIFFUSE].color = BLUE;
- DisableCursor(); // Limit cursor to relative movement inside the window
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
diff --git a/examples/shaders/shaders_postprocessing.c b/examples/shaders/shaders_postprocessing.c
index 991e9839..7f6bd009 100644
--- a/examples/shaders/shaders_postprocessing.c
+++ b/examples/shaders/shaders_postprocessing.c
@@ -112,7 +112,6 @@ int main(void)
// Create a RenderTexture2D to be used for render to texture
RenderTexture2D target = LoadRenderTexture(screenWidth, screenHeight);
- DisableCursor(); // Limit cursor to relative movement inside the window
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
diff --git a/examples/shaders/shaders_write_depth.c b/examples/shaders/shaders_write_depth.c
index b7f69ddb..048e297a 100644
--- a/examples/shaders/shaders_write_depth.c
+++ b/examples/shaders/shaders_write_depth.c
@@ -59,7 +59,6 @@ int main(void)
.projection = CAMERA_PERSPECTIVE // Camera projection type
};
- DisableCursor(); // Limit cursor to relative movement inside the window
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
diff --git a/src/rcamera.h b/src/rcamera.h
index 8184e625..c0c28209 100644
--- a/src/rcamera.h
+++ b/src/rcamera.h
@@ -172,7 +172,7 @@ Matrix GetCameraProjectionMatrix(Camera* camera, float aspect);
#define CAMERA_MOUSE_MOVE_SENSITIVITY 0.003f // TODO: it should be independant of framerate
#define CAMERA_MOUSE_SCROLL_SENSITIVITY 1.5f
-#define CAMERA_ORBITAL_SPEED 0.01f // Radians per frame
+#define CAMERA_ORBITAL_SPEED 0.5f // Radians per second
#define CAMERA_FIRST_PERSON_STEP_TRIGONOMETRIC_DIVIDER 8.0f
@@ -418,30 +418,44 @@ void UpdateCamera(Camera *camera, int mode)
bool rotateAroundTarget = mode == CAMERA_THIRD_PERSON || mode == CAMERA_ORBITAL;
bool lockView = mode == CAMERA_FIRST_PERSON || mode == CAMERA_THIRD_PERSON || mode == CAMERA_ORBITAL;
bool rotateUp = mode == CAMERA_FREE;
-
- // Camera rotation
- if (IsKeyDown(KEY_DOWN)) CameraPitch(camera, -CAMERA_ROTATION_SPEED, lockView, rotateAroundTarget, rotateUp);
- if (IsKeyDown(KEY_UP)) CameraPitch(camera, CAMERA_ROTATION_SPEED, lockView, rotateAroundTarget, rotateUp);
- if (IsKeyDown(KEY_RIGHT)) CameraYaw(camera, -CAMERA_ROTATION_SPEED, rotateAroundTarget);
- if (IsKeyDown(KEY_LEFT)) CameraYaw(camera, CAMERA_ROTATION_SPEED, rotateAroundTarget);
- if (IsKeyDown(KEY_Q)) CameraRoll(camera, -CAMERA_ROTATION_SPEED);
- if (IsKeyDown(KEY_E)) CameraRoll(camera, CAMERA_ROTATION_SPEED);
-
- CameraYaw(camera, -mousePositionDelta.x*CAMERA_MOUSE_MOVE_SENSITIVITY, rotateAroundTarget);
- CameraPitch(camera, -mousePositionDelta.y*CAMERA_MOUSE_MOVE_SENSITIVITY, lockView, rotateAroundTarget, rotateUp);
-
- // Camera movement
- if (IsKeyDown(KEY_W)) CameraMoveForward(camera, CAMERA_MOVE_SPEED, moveInWorldPlane);
- if (IsKeyDown(KEY_A)) CameraMoveRight(camera, -CAMERA_MOVE_SPEED, moveInWorldPlane);
- if (IsKeyDown(KEY_S)) CameraMoveForward(camera, -CAMERA_MOVE_SPEED, moveInWorldPlane);
- if (IsKeyDown(KEY_D)) CameraMoveRight(camera, CAMERA_MOVE_SPEED, moveInWorldPlane);
- //if (IsKeyDown(KEY_SPACE)) CameraMoveUp(camera, CAMERA_MOVE_SPEED);
- //if (IsKeyDown(KEY_LEFT_CONTROL)) CameraMoveUp(camera, -CAMERA_MOVE_SPEED);
- // Zoom target distance
- CameraMoveToTarget(camera, -GetMouseWheelMove());
- if (IsKeyPressed(KEY_KP_SUBTRACT)) CameraMoveToTarget(camera, 2.0f);
- if (IsKeyPressed(KEY_KP_ADD)) CameraMoveToTarget(camera, -2.0f);
+ if (mode == CAMERA_ORBITAL)
+ {
+ // Obital can just orbit
+ Matrix rotatation = MatrixRotate(GetCameraUp(camera), CAMERA_ORBITAL_SPEED * GetFrameTime());
+ Vector3 viewVector = Vector3Subtract(camera->position, camera->target);
+ viewVector = Vector3Transform(viewVector, rotatation);
+ camera->position = Vector3Add(camera->target, viewVector);
+ }
+ else
+ {
+ // Camera rotation
+ if (IsKeyDown(KEY_DOWN)) CameraPitch(camera, -CAMERA_ROTATION_SPEED, lockView, rotateAroundTarget, rotateUp);
+ if (IsKeyDown(KEY_UP)) CameraPitch(camera, CAMERA_ROTATION_SPEED, lockView, rotateAroundTarget, rotateUp);
+ if (IsKeyDown(KEY_RIGHT)) CameraYaw(camera, -CAMERA_ROTATION_SPEED, rotateAroundTarget);
+ if (IsKeyDown(KEY_LEFT)) CameraYaw(camera, CAMERA_ROTATION_SPEED, rotateAroundTarget);
+ if (IsKeyDown(KEY_Q)) CameraRoll(camera, -CAMERA_ROTATION_SPEED);
+ if (IsKeyDown(KEY_E)) CameraRoll(camera, CAMERA_ROTATION_SPEED);
+
+ CameraYaw(camera, -mousePositionDelta.x * CAMERA_MOUSE_MOVE_SENSITIVITY, rotateAroundTarget);
+ CameraPitch(camera, -mousePositionDelta.y * CAMERA_MOUSE_MOVE_SENSITIVITY, lockView, rotateAroundTarget, rotateUp);
+
+ // Camera movement
+ if (IsKeyDown(KEY_W)) CameraMoveForward(camera, CAMERA_MOVE_SPEED, moveInWorldPlane);
+ if (IsKeyDown(KEY_A)) CameraMoveRight(camera, -CAMERA_MOVE_SPEED, moveInWorldPlane);
+ if (IsKeyDown(KEY_S)) CameraMoveForward(camera, -CAMERA_MOVE_SPEED, moveInWorldPlane);
+ if (IsKeyDown(KEY_D)) CameraMoveRight(camera, CAMERA_MOVE_SPEED, moveInWorldPlane);
+ //if (IsKeyDown(KEY_SPACE)) CameraMoveUp(camera, CAMERA_MOVE_SPEED);
+ //if (IsKeyDown(KEY_LEFT_CONTROL)) CameraMoveUp(camera, -CAMERA_MOVE_SPEED);
+ }
+
+ if (mode == CAMERA_THIRD_PERSON || mode == CAMERA_ORBITAL)
+ {
+ // Zoom target distance
+ CameraMoveToTarget(camera, -GetMouseWheelMove());
+ if (IsKeyPressed(KEY_KP_SUBTRACT)) CameraMoveToTarget(camera, 2.0f);
+ if (IsKeyPressed(KEY_KP_ADD)) CameraMoveToTarget(camera, -2.0f);
+ }
}
#endif // !CAMERA_STANDALONE