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<div id="projectname">Platform játék
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<div id="projectbrief">3D-s megjelenítés, véletlenszerű pályagenerálás, jutalmazó játékélmény</div>
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<li class="navelem"><a class="el" href="dir_e05d7e2b1ecd646af5bb94391405f3b5.html">modules</a></li> </ul>
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<div class="title">camera.h</div> </div>
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<a href="camera_8h.html">Go to the documentation of this file.</a><div class="fragment"><div class="line"><a name="l00001"></a><span class="lineno"> 1</span> <span class="preprocessor">#ifndef CAMERA_H_INCLUDED</span></div><div class="line"><a name="l00002"></a><span class="lineno"> 2</span> <span class="preprocessor">#define CAMERA_H_INCLUDED</span></div><div class="line"><a name="l00003"></a><span class="lineno"> 3</span> </div><div class="line"><a name="l00004"></a><span class="lineno"> 4</span> <span class="preprocessor"> #include "<a class="code" href="global_8h.html">global.h</a>"</span></div><div class="line"><a name="l00005"></a><span class="lineno"> 5</span> </div><div class="line"><a name="l00006"></a><span class="lineno"> 6</span> <span class="preprocessor"> #include "<a class="code" href="floaters_8h.html">floaters.h</a>"</span></div><div class="line"><a name="l00007"></a><span class="lineno"> 7</span> <span class="preprocessor"> #include "<a class="code" href="player_8h.html">player.h</a>"</span></div><div class="line"><a name="l00008"></a><span class="lineno"> 8</span> <span class="preprocessor"> #include "<a class="code" href="map_8h.html">map.h</a>"</span></div><div class="line"><a name="l00009"></a><span class="lineno"> 9</span> <span class="preprocessor"> #include "<a class="code" href="particles_8h.html">particles.h</a>"</span></div><div class="line"><a name="l00010"></a><span class="lineno"> 10</span> </div><div class="line"><a name="l00011"></a><span class="lineno"><a class="line" href="camera_8h.html#a4ed283a97ecafbfc810ce43bf2df0203"> 11</a></span> <span class="preprocessor"> #define cameraDeltaZDistanceStart 25 </span></div><div class="line"><a name="l00012"></a><span class="lineno"><a class="line" href="camera_8h.html#a9fb8b91b5ad2da975d8398b6e35557c4"> 12</a></span> <span class="preprocessor"> #define cameraDeltaZDistanceEnd 14 </span></div><div class="line"><a name="l00013"></a><span class="lineno"><a class="line" href="camera_8h.html#a7174e251fe2949ba08b64ea3069c94a0"> 13</a></span> <span class="preprocessor"> #define cameraDollyTime 3250 </span></div><div class="line"><a name="l00015"></a><span class="lineno"> 15</span> <span class="preprocessor"> void freeRenderMap();</span></div><div class="line"><a name="l00016"></a><span class="lineno"> 16</span>  <span class="keywordtype">void</span> <a class="code" href="camera_8h.html#a15b05a44c3fabf37c06114ab1c0d6f7e">followPlayerWithCamera</a>();</div><div class="line"><a name="l00017"></a><span class="lineno"> 17</span>  <span class="keywordtype">void</span> <a class="code" href="camera_8h.html#a555b8a2e0ebe839d7fc6ebe6a7244741">menuCamera</a>(<span class="keywordtype">int</span>* <a class="code" href="camera_8h.html#a6e9094a53fd8a44ad7a061abae461e5c">getColumns</a>, <span class="keywordtype">int</span>* getRows);</div><div class="line"><a name="l00018"></a><span class="lineno"> 18</span>  <span class="keywordtype">int</span> <a class="code" href="camera_8h.html#a6e9094a53fd8a44ad7a061abae461e5c">getColumns</a>();</div><div class="line"><a name="l00019"></a><span class="lineno"> 19</span>  <span class="keywordtype">bool</span> <a class="code" href="camera_8h.html#ad795e49999debbd7478208f79cd428a9">cameraDollyZ</a>(<span class="keywordtype">int</span> deltaTime, <span class="keywordtype">bool</span> restart);</div><div class="line"><a name="l00020"></a><span class="lineno"> 20</span>  intVector2D <a class="code" href="camera_8h.html#a132a011d37f693d827707dc368fd82c1">get2DPoint</a>(vector3D point);</div><div class="line"><a name="l00021"></a><span class="lineno"> 21</span>  <span class="keywordtype">void</span> <a class="code" href="camera_8h.html#a15750abcbd26bd6ea8e5c0da6c3d9a9f">drawCuboid</a>(renderObject <span class="keywordtype">object</span>, <span class="keywordtype">bool</span> sides[]);</div><div class="line"><a name="l00022"></a><span class="lineno"> 22</span>  <span class="keywordtype">void</span> <a class="code" href="camera_8h.html#a97d21cae0963069e12a1db25c14449f4">drawMap</a>(<span class="keywordtype">int</span> deltaTime);</div><div class="line"><a name="l00023"></a><span class="lineno"> 23</span> </div><div class="line"><a name="l00024"></a><span class="lineno"> 24</span> <span class="preprocessor">#endif // CAMERA_H_INCLUDED</span></div><div class="ttc" id="particles_8h_html"><div class="ttname"><a href="particles_8h.html">particles.h</a></div></div>
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<div class="ttc" id="camera_8h_html_a555b8a2e0ebe839d7fc6ebe6a7244741"><div class="ttname"><a href="camera_8h.html#a555b8a2e0ebe839d7fc6ebe6a7244741">menuCamera</a></div><div class="ttdeci">void menuCamera(int *getColumns, int *getRows)</div><div class="ttdoc">A menüben használt kamerát állítja be, visszaadja a columns-t és rows-t is. </div><div class="ttdef"><b>Definition:</b> camera.c:101</div></div>
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<div class="ttc" id="global_8h_html"><div class="ttname"><a href="global_8h.html">global.h</a></div></div>
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<div class="ttc" id="camera_8h_html_ad795e49999debbd7478208f79cd428a9"><div class="ttname"><a href="camera_8h.html#ad795e49999debbd7478208f79cd428a9">cameraDollyZ</a></div><div class="ttdeci">bool cameraDollyZ(int deltaTime, bool restart)</div><div class="ttdoc">A kamera dollyzását végzi, a kamerát mozgatja A dolly állását staticban tárolja, ezért új dolly esete...</div><div class="ttdef"><b>Definition:</b> camera.c:122</div></div>
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<div class="ttc" id="player_8h_html"><div class="ttname"><a href="player_8h.html">player.h</a></div></div>
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<div class="ttc" id="camera_8h_html_a15b05a44c3fabf37c06114ab1c0d6f7e"><div class="ttname"><a href="camera_8h.html#a15b05a44c3fabf37c06114ab1c0d6f7e">followPlayerWithCamera</a></div><div class="ttdeci">void followPlayerWithCamera()</div><div class="ttdoc">A játékost követi a kamerával, nem hagyja, hogy a pálya alá lásson. </div><div class="ttdef"><b>Definition:</b> camera.c:94</div></div>
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<div class="ttc" id="floaters_8h_html"><div class="ttname"><a href="floaters_8h.html">floaters.h</a></div></div>
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<div class="ttc" id="camera_8h_html_a6e9094a53fd8a44ad7a061abae461e5c"><div class="ttname"><a href="camera_8h.html#a6e9094a53fd8a44ad7a061abae461e5c">getColumns</a></div><div class="ttdeci">int getColumns()</div><div class="ttdoc">Visszaadja, hogy hány oszlop látszik a pályából. </div><div class="ttdef"><b>Definition:</b> camera.c:111</div></div>
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<div class="ttc" id="camera_8h_html_a97d21cae0963069e12a1db25c14449f4"><div class="ttname"><a href="camera_8h.html#a97d21cae0963069e12a1db25c14449f4">drawMap</a></div><div class="ttdeci">void drawMap(int deltaTime)</div><div class="ttdoc">Lerajzolja a teljes látható játékteret. A megfelelő rajzoláshoz figyelni kell a testek takarására...</div><div class="ttdef"><b>Definition:</b> camera.c:300</div></div>
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<div class="ttc" id="camera_8h_html_a15750abcbd26bd6ea8e5c0da6c3d9a9f"><div class="ttname"><a href="camera_8h.html#a15750abcbd26bd6ea8e5c0da6c3d9a9f">drawCuboid</a></div><div class="ttdeci">void drawCuboid(renderObject object, bool sides[])</div><div class="ttdoc">Lerajzol egy téglatestet A kamera modul lényege, a rajzolást végzi el az eddigi függvények segítségév...</div><div class="ttdef"><b>Definition:</b> camera.c:203</div></div>
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<div class="ttc" id="map_8h_html"><div class="ttname"><a href="map_8h.html">map.h</a></div></div>
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<div class="ttc" id="camera_8h_html_a132a011d37f693d827707dc368fd82c1"><div class="ttname"><a href="camera_8h.html#a132a011d37f693d827707dc368fd82c1">get2DPoint</a></div><div class="ttdeci">intVector2D get2DPoint(vector3D point)</div><div class="ttdoc">Térbeli pontból síkbelit képez. A 3D-s pont koordinátái és a kamera alapján kiszámolja, hogy a kamera 2D-s szenzorán hol jelenik meg a pont. Geometriailag leírva, a két ponton (point, cameraPosition) átmenő egyenes egyenletének, és a &#39;szenzor&#39; vízszintesének metszéspontja a keresett pontunk. A lent és a linken is látható egyenletet először a tér x-z, majd az y-z vetületére alkalmazzuk, és megkapjuk a térbeli pontunk megfelelő síkbeli leképezést. Ez interaktívan ábrázolva így néz ki: https://www.desmos.com/calculator/8qjvkptjmn. </div><div class="ttdef"><b>Definition:</b> camera.c:156</div></div>
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