#include "cameras.h" #include "game.h" #include "world.h" // First person camera indeed. void initFirstPersonCamera(Game * game, Camera3D * camera) { *camera = (Camera3D){ .fovy = 90.0, .projection = CAMERA_PERSPECTIVE }; } void updateFirstPersonCamera(Game * game, Camera3D * camera) { Entity * player = getEntityFromWorld(game->world, 0); Vector3 direction = Vector3RotateByQuaternion((Vector3){0.0, 0.0, 1.0}, player->rotation); camera->position = Vector3Add(player->position, Vector3Scale(direction, FIRST_PERSON_CAMERA_DISTANCE)); camera->target = Vector3Add(camera->position, direction); camera->up = Vector3RotateByQuaternion((Vector3){0.0, 1.0, 0.0}, player->rotation); } void initThirdPersonCamera(Game * game, Camera3D * camera) { *camera = (Camera3D){ .fovy = 90.0, .projection = CAMERA_PERSPECTIVE }; } void updateThirdPersonCamera(Game * game, Camera3D * camera) { Entity * player = getEntityFromWorld(game->world, 0); Vector3 direction = Vector3RotateByQuaternion(THIRD_PERSON_CAMERA_DISTANCE, player->rotation); camera->position = Vector3Add(player->position, direction); camera->target = player->position; camera->up = Vector3RotateByQuaternion((Vector3){0.0, 1.0, 0.0}, player->rotation); } // Callbacks indeed. const CameraInitCb cameraInitCallbacks[CAMERA_COUNT] = { initFirstPersonCamera, initThirdPersonCamera }; const CameraCb cameraCallbacks[CAMERA_COUNT] = { updateFirstPersonCamera, updateThirdPersonCamera }; void initCameras(Game * game, Cameras cameras) { int i; for (i = 0; i < CAMERA_COUNT; ++i) cameraInitCallbacks[i](game, &cameras[i]); } void runCameraUpdate(Game * game, Cameras cameras, CameraId id) { cameraCallbacks[id](game, &cameras[id]); }