2015-05-05 00:46:31 +03:00
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/**********************************************************************************************
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*
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* raylib.camera
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*
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* Camera Modes Setup and Control Functions
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*
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* Copyright (c) 2015 Marc Palau and Ramon Santamaria
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*
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* This software is provided "as-is", without any express or implied warranty. In no event
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* will the authors be held liable for any damages arising from the use of this software.
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*
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* Permission is granted to anyone to use this software for any purpose, including commercial
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* applications, and to alter it and redistribute it freely, subject to the following restrictions:
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*
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* 1. The origin of this software must not be misrepresented; you must not claim that you
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* wrote the original software. If you use this software in a product, an acknowledgment
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* in the product documentation would be appreciated but is not required.
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*
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* 2. Altered source versions must be plainly marked as such, and must not be misrepresented
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* as being the original software.
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*
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* 3. This notice may not be removed or altered from any source distribution.
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*
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**********************************************************************************************/
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#include "raylib.h"
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#include <math.h>
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//----------------------------------------------------------------------------------
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// Defines and Macros
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//----------------------------------------------------------------------------------
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// CAMERA_GENERIC
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#define CAMERA_SCROLL_SENSITIVITY 1.5
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// FREE_CAMERA
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#define FREE_CAMERA_MOUSE_SENSITIVITY 0.01
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#define FREE_CAMERA_DISTANCE_MIN_CLAMP 0.3
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2015-06-03 18:01:57 +03:00
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#define FREE_CAMERA_DISTANCE_MAX_CLAMP 120
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2015-05-05 00:46:31 +03:00
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#define FREE_CAMERA_MIN_CLAMP 85
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#define FREE_CAMERA_MAX_CLAMP -85
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#define FREE_CAMERA_SMOOTH_ZOOM_SENSITIVITY 0.05
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#define FREE_CAMERA_PANNING_DIVIDER 5.1
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// ORBITAL_CAMERA
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#define ORBITAL_CAMERA_SPEED 0.01
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// FIRST_PERSON
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//#define FIRST_PERSON_MOUSE_SENSITIVITY 0.003
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#define FIRST_PERSON_FOCUS_DISTANCE 25
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#define FIRST_PERSON_MIN_CLAMP 85
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#define FIRST_PERSON_MAX_CLAMP -85
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#define FIRST_PERSON_STEP_TRIGONOMETRIC_DIVIDER 5.0
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#define FIRST_PERSON_STEP_DIVIDER 30.0
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#define FIRST_PERSON_WAVING_DIVIDER 200.0
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#define FIRST_PERSON_HEIGHT_RELATIVE_EYES_POSITION 0.85
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// THIRD_PERSON
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//#define THIRD_PERSON_MOUSE_SENSITIVITY 0.003
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#define THIRD_PERSON_DISTANCE_CLAMP 1.2
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#define THIRD_PERSON_MIN_CLAMP 5
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#define THIRD_PERSON_MAX_CLAMP -85
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#define THIRD_PERSON_OFFSET (Vector3){ 0.4, 0, 0 }
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// PLAYER (used by camera)
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#define PLAYER_WIDTH 0.4
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#define PLAYER_HEIGHT 0.9
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#define PLAYER_DEPTH 0.4
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#define PLAYER_MOVEMENT_DIVIDER 20.0
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//----------------------------------------------------------------------------------
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// Global Variables Definition
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//----------------------------------------------------------------------------------
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static Camera internalCamera = {{2,0,2},{0,0,0},{0,1,0}};
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static Vector2 cameraAngle = { 0, 0 };
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static float cameraTargetDistance = 5;
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static Vector3 resetingPosition = { 0, 0, 0 };
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static int resetingKey = 'Z';
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static Vector2 cameraMousePosition = { 0, 0 };
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static Vector2 cameraMouseVariation = { 0, 0 };
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static float mouseSensitivity = 0.003;
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static int cameraMovementController[6] = { 'W', 'A', 'S', 'D', 'E', 'Q' };
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static int cameraMovementCounter = 0;
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static bool cameraUseGravity = true;
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static int pawnControllingKey = MOUSE_MIDDLE_BUTTON;
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static int fnControllingKey = KEY_LEFT_ALT;
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static int smoothZoomControllingKey = KEY_LEFT_CONTROL;
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static int cameraMode = CAMERA_CUSTOM;
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//----------------------------------------------------------------------------------
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// Module specific Functions Declaration
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//----------------------------------------------------------------------------------
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static void ProcessCamera(Camera *camera, Vector3 *playerPosition);
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//----------------------------------------------------------------------------------
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// Module Functions Definition
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//----------------------------------------------------------------------------------
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// Select camera mode (multiple camera modes available)
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void SetCameraMode(int mode)
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{
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if ((cameraMode == CAMERA_FIRST_PERSON) && (mode == CAMERA_FREE))
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{
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cameraMode = CAMERA_THIRD_PERSON;
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cameraTargetDistance = 5;
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cameraAngle.y = -40 * DEG2RAD;
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ProcessCamera(&internalCamera, &internalCamera.position);
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}
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else if ((cameraMode == CAMERA_FIRST_PERSON) && (mode == CAMERA_ORBITAL))
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{
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cameraMode = CAMERA_THIRD_PERSON;
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cameraTargetDistance = 5;
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cameraAngle.y = -40 * DEG2RAD;
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ProcessCamera(&internalCamera, &internalCamera.position);
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}
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else if ((cameraMode == CAMERA_CUSTOM) && (mode == CAMERA_FREE))
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{
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cameraTargetDistance = 10;
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cameraAngle.x = 45 * DEG2RAD;
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cameraAngle.y = -40 * DEG2RAD;
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internalCamera.target = (Vector3){ 0, 0, 0};
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ProcessCamera(&internalCamera, &internalCamera.position);
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}
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else if ((cameraMode == CAMERA_CUSTOM) && (mode == CAMERA_ORBITAL))
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{
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cameraTargetDistance = 10;
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cameraAngle.x = 225 * DEG2RAD;
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cameraAngle.y = -40 * DEG2RAD;
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internalCamera.target = (Vector3){ 3, 0, 3};
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ProcessCamera(&internalCamera, &internalCamera.position);
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}
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cameraMode = mode;
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}
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// Update camera with position
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Camera UpdateCamera(Vector3 *position)
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{
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// Calculate camera
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if (cameraMode != CAMERA_CUSTOM) ProcessCamera(&internalCamera, position);
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return internalCamera;
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}
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2015-07-05 19:19:18 +03:00
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void SetCameraControls(int frontKey, int leftKey, int backKey, int rightKey, int upKey, int downKey)
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{
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cameraMovementController[0] = frontKey;
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cameraMovementController[1] = leftKey;
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cameraMovementController[2] = backKey;
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cameraMovementController[3] = rightKey;
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cameraMovementController[4] = upKey;
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cameraMovementController[5] = downKey;
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}
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void SetCameraMouseSensitivity(float sensitivity)
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{
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mouseSensitivity = (sensitivity / 10000.0);
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}
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void SetCameraResetPosition(Vector3 resetPosition)
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{
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resetingPosition = resetPosition;
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}
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void SetCameraResetControl(int resetKey)
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{
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resetingKey = resetKey;
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}
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void SetCameraPawnControl(int pawnControlKey)
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{
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pawnControllingKey = pawnControlKey;
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}
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void SetCameraFnControl(int fnControlKey)
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{
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fnControllingKey = fnControlKey;
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}
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void SetCameraSmoothZoomControl(int smoothZoomControlKey)
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{
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smoothZoomControllingKey = smoothZoomControlKey;
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}
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void SetCameraOrbitalTarget(Vector3 target)
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{
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internalCamera.target = target;
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}
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2015-05-05 00:46:31 +03:00
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//----------------------------------------------------------------------------------
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// Module specific Functions Definition
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//----------------------------------------------------------------------------------
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// Process desired camera mode and controls
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static void ProcessCamera(Camera *camera, Vector3 *playerPosition)
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{
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#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB) || defined(PLATFORM_RPI)
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// Mouse movement detection
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2015-06-17 20:56:52 +03:00
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if ((cameraMode != CAMERA_FREE) && (cameraMode != CAMERA_ORBITAL))
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2015-05-05 00:46:31 +03:00
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{
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HideCursor();
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if (GetMousePosition().x < GetScreenHeight() / 3) SetMousePosition((Vector2){ GetScreenWidth() - GetScreenHeight() / 3, GetMousePosition().y});
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else if (GetMousePosition().y < GetScreenHeight() / 3) SetMousePosition((Vector2){ GetMousePosition().x, GetScreenHeight() - GetScreenHeight() / 3});
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else if (GetMousePosition().x > GetScreenWidth() - GetScreenHeight() / 3) SetMousePosition((Vector2) { GetScreenHeight() / 3, GetMousePosition().y});
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else if (GetMousePosition().y > GetScreenHeight() - GetScreenHeight() / 3) SetMousePosition((Vector2){ GetMousePosition().x, GetScreenHeight() / 3});
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else
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{
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cameraMouseVariation.x = GetMousePosition().x - cameraMousePosition.x;
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cameraMouseVariation.y = GetMousePosition().y - cameraMousePosition.y;
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}
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}
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else
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{
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ShowCursor();
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cameraMouseVariation.x = GetMousePosition().x - cameraMousePosition.x;
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cameraMouseVariation.y = GetMousePosition().y - cameraMousePosition.y;
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}
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cameraMousePosition = GetMousePosition();
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// Support for multiple automatic camera modes
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switch (cameraMode)
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{
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case CAMERA_FREE:
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{
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// Camera zoom
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if ((cameraTargetDistance < FREE_CAMERA_DISTANCE_MAX_CLAMP) && (GetMouseWheelMove() < 0))
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{
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cameraTargetDistance -= (GetMouseWheelMove() * CAMERA_SCROLL_SENSITIVITY);
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if (cameraTargetDistance > FREE_CAMERA_DISTANCE_MAX_CLAMP) cameraTargetDistance = FREE_CAMERA_DISTANCE_MAX_CLAMP;
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}
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// Camera looking down
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else if ((camera->position.y > camera->target.y) && (cameraTargetDistance == FREE_CAMERA_DISTANCE_MAX_CLAMP) && (GetMouseWheelMove() < 0))
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{
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camera->target.x += GetMouseWheelMove() * (camera->target.x - camera->position.x) * CAMERA_SCROLL_SENSITIVITY / cameraTargetDistance;
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camera->target.y += GetMouseWheelMove() * (camera->target.y - camera->position.y) * CAMERA_SCROLL_SENSITIVITY / cameraTargetDistance;
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camera->target.z += GetMouseWheelMove() * (camera->target.z - camera->position.z) * CAMERA_SCROLL_SENSITIVITY / cameraTargetDistance;
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}
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else if ((camera->position.y > camera->target.y) && (camera->target.y >= 0))
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{
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camera->target.x += GetMouseWheelMove() * (camera->target.x - camera->position.x) * CAMERA_SCROLL_SENSITIVITY / cameraTargetDistance;
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camera->target.y += GetMouseWheelMove() * (camera->target.y - camera->position.y) * CAMERA_SCROLL_SENSITIVITY / cameraTargetDistance;
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camera->target.z += GetMouseWheelMove() * (camera->target.z - camera->position.z) * CAMERA_SCROLL_SENSITIVITY / cameraTargetDistance;
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if (camera->target.y < 0) camera->target.y = -0.001;
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}
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else if ((camera->position.y > camera->target.y) && (camera->target.y < 0) && (GetMouseWheelMove() > 0))
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{
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cameraTargetDistance -= (GetMouseWheelMove() * CAMERA_SCROLL_SENSITIVITY);
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if (cameraTargetDistance < FREE_CAMERA_DISTANCE_MIN_CLAMP) cameraTargetDistance = FREE_CAMERA_DISTANCE_MIN_CLAMP;
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}
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// Camera looking up
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else if ((camera->position.y < camera->target.y) && (cameraTargetDistance == FREE_CAMERA_DISTANCE_MAX_CLAMP) && (GetMouseWheelMove() < 0))
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{
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camera->target.x += GetMouseWheelMove() * (camera->target.x - camera->position.x) * CAMERA_SCROLL_SENSITIVITY / cameraTargetDistance;
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camera->target.y += GetMouseWheelMove() * (camera->target.y - camera->position.y) * CAMERA_SCROLL_SENSITIVITY / cameraTargetDistance;
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camera->target.z += GetMouseWheelMove() * (camera->target.z - camera->position.z) * CAMERA_SCROLL_SENSITIVITY / cameraTargetDistance;
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}
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else if ((camera->position.y < camera->target.y) && (camera->target.y <= 0))
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{
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camera->target.x += GetMouseWheelMove() * (camera->target.x - camera->position.x) * CAMERA_SCROLL_SENSITIVITY / cameraTargetDistance;
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camera->target.y += GetMouseWheelMove() * (camera->target.y - camera->position.y) * CAMERA_SCROLL_SENSITIVITY / cameraTargetDistance;
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camera->target.z += GetMouseWheelMove() * (camera->target.z - camera->position.z) * CAMERA_SCROLL_SENSITIVITY / cameraTargetDistance;
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if (camera->target.y > 0) camera->target.y = 0.001;
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}
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else if ((camera->position.y < camera->target.y) && (camera->target.y > 0) && (GetMouseWheelMove() > 0))
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{
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cameraTargetDistance -= (GetMouseWheelMove() * CAMERA_SCROLL_SENSITIVITY);
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if (cameraTargetDistance < FREE_CAMERA_DISTANCE_MIN_CLAMP) cameraTargetDistance = FREE_CAMERA_DISTANCE_MIN_CLAMP;
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}
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// Inputs
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if (IsKeyDown(fnControllingKey))
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{
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if (IsKeyDown(smoothZoomControllingKey))
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{
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// Camera smooth zoom
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if (IsMouseButtonDown(pawnControllingKey)) cameraTargetDistance += (cameraMouseVariation.y * FREE_CAMERA_SMOOTH_ZOOM_SENSITIVITY);
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}
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// Camera orientation calculation
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else if (IsMouseButtonDown(pawnControllingKey))
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{
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// Camera orientation calculation
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// Get the mouse sensitivity
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cameraAngle.x += cameraMouseVariation.x * -FREE_CAMERA_MOUSE_SENSITIVITY;
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cameraAngle.y += cameraMouseVariation.y * -FREE_CAMERA_MOUSE_SENSITIVITY;
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// Angle clamp
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if (cameraAngle.y > FREE_CAMERA_MIN_CLAMP * DEG2RAD) cameraAngle.y = FREE_CAMERA_MIN_CLAMP * DEG2RAD;
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else if (cameraAngle.y < FREE_CAMERA_MAX_CLAMP * DEG2RAD) cameraAngle.y = FREE_CAMERA_MAX_CLAMP * DEG2RAD;
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}
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}
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// Paning
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else if (IsMouseButtonDown(pawnControllingKey))
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{
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camera->target.x += ((cameraMouseVariation.x * -FREE_CAMERA_MOUSE_SENSITIVITY) * cos(cameraAngle.x) + (cameraMouseVariation.y * FREE_CAMERA_MOUSE_SENSITIVITY) * sin(cameraAngle.x) * sin(cameraAngle.y)) * (cameraTargetDistance / FREE_CAMERA_PANNING_DIVIDER);
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camera->target.y += ((cameraMouseVariation.y * FREE_CAMERA_MOUSE_SENSITIVITY) * cos(cameraAngle.y)) * (cameraTargetDistance / FREE_CAMERA_PANNING_DIVIDER);
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camera->target.z += ((cameraMouseVariation.x * FREE_CAMERA_MOUSE_SENSITIVITY) * sin(cameraAngle.x) + (cameraMouseVariation.y * FREE_CAMERA_MOUSE_SENSITIVITY) * cos(cameraAngle.x) * sin(cameraAngle.y)) * (cameraTargetDistance / FREE_CAMERA_PANNING_DIVIDER);
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}
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// Focus to center
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if (IsKeyDown(resetingKey)) camera->target = resetingPosition;
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// Camera position update
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camera->position.x = sin(cameraAngle.x) * cameraTargetDistance * cos(cameraAngle.y) + camera->target.x;
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if (cameraAngle.y <= 0) camera->position.y = sin(cameraAngle.y) * cameraTargetDistance * sin(cameraAngle.y) + camera->target.y;
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else camera->position.y = -sin(cameraAngle.y) * cameraTargetDistance * sin(cameraAngle.y) + camera->target.y;
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camera->position.z = cos(cameraAngle.x) * cameraTargetDistance * cos(cameraAngle.y) + camera->target.z;
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|
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} break;
|
|
|
|
case CAMERA_ORBITAL:
|
|
|
|
{
|
|
|
|
cameraAngle.x += ORBITAL_CAMERA_SPEED;
|
|
|
|
|
|
|
|
// Camera zoom
|
|
|
|
cameraTargetDistance -= (GetMouseWheelMove() * CAMERA_SCROLL_SENSITIVITY);
|
|
|
|
// Camera distance clamp
|
|
|
|
if (cameraTargetDistance < THIRD_PERSON_DISTANCE_CLAMP) cameraTargetDistance = THIRD_PERSON_DISTANCE_CLAMP;
|
|
|
|
|
|
|
|
// Focus to center
|
|
|
|
if (IsKeyDown('Z')) camera->target = (Vector3) { 0, 0, 0 };
|
|
|
|
|
|
|
|
// Camera position update
|
|
|
|
camera->position.x = sin(cameraAngle.x) * cameraTargetDistance * cos(cameraAngle.y) + camera->target.x;
|
|
|
|
|
|
|
|
if (cameraAngle.y <= 0) camera->position.y = sin(cameraAngle.y) * cameraTargetDistance * sin(cameraAngle.y) + camera->target.y;
|
|
|
|
else camera->position.y = -sin(cameraAngle.y) * cameraTargetDistance * sin(cameraAngle.y) + camera->target.y;
|
|
|
|
|
|
|
|
camera->position.z = cos(cameraAngle.x) * cameraTargetDistance * cos(cameraAngle.y) + camera->target.z;
|
|
|
|
|
|
|
|
} break;
|
|
|
|
case CAMERA_FIRST_PERSON:
|
|
|
|
case CAMERA_THIRD_PERSON:
|
|
|
|
{
|
|
|
|
bool isMoving = false;
|
|
|
|
|
|
|
|
// Keyboard inputs
|
|
|
|
if (IsKeyDown(cameraMovementController[0]))
|
|
|
|
{
|
|
|
|
playerPosition->x -= sin(cameraAngle.x) / PLAYER_MOVEMENT_DIVIDER;
|
|
|
|
playerPosition->z -= cos(cameraAngle.x) / PLAYER_MOVEMENT_DIVIDER;
|
|
|
|
if (!cameraUseGravity) camera->position.y += sin(cameraAngle.y) / PLAYER_MOVEMENT_DIVIDER;
|
|
|
|
|
|
|
|
isMoving = true;
|
|
|
|
}
|
|
|
|
else if (IsKeyDown(cameraMovementController[2]))
|
|
|
|
{
|
|
|
|
playerPosition->x += sin(cameraAngle.x) / PLAYER_MOVEMENT_DIVIDER;
|
|
|
|
playerPosition->z += cos(cameraAngle.x) / PLAYER_MOVEMENT_DIVIDER;
|
|
|
|
if (!cameraUseGravity) camera->position.y -= sin(cameraAngle.y) / PLAYER_MOVEMENT_DIVIDER;
|
|
|
|
|
|
|
|
isMoving = true;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (IsKeyDown(cameraMovementController[1]))
|
|
|
|
{
|
|
|
|
playerPosition->x -= cos(cameraAngle.x) / PLAYER_MOVEMENT_DIVIDER;
|
|
|
|
playerPosition->z += sin(cameraAngle.x) / PLAYER_MOVEMENT_DIVIDER;
|
|
|
|
|
|
|
|
isMoving = true;
|
|
|
|
}
|
|
|
|
else if (IsKeyDown(cameraMovementController[3]))
|
|
|
|
{
|
|
|
|
playerPosition->x += cos(cameraAngle.x) / PLAYER_MOVEMENT_DIVIDER;
|
|
|
|
playerPosition->z -= sin(cameraAngle.x) / PLAYER_MOVEMENT_DIVIDER;
|
|
|
|
|
|
|
|
isMoving = true;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (IsKeyDown(cameraMovementController[4]))
|
|
|
|
{
|
|
|
|
if (!cameraUseGravity) playerPosition->y += 1 / PLAYER_MOVEMENT_DIVIDER;
|
|
|
|
}
|
|
|
|
else if (IsKeyDown(cameraMovementController[5]))
|
|
|
|
{
|
|
|
|
if (!cameraUseGravity) playerPosition->y -= 1 / PLAYER_MOVEMENT_DIVIDER;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (cameraMode == CAMERA_THIRD_PERSON)
|
|
|
|
{
|
|
|
|
// Camera orientation calculation
|
|
|
|
// Get the mouse sensitivity
|
|
|
|
cameraAngle.x += cameraMouseVariation.x * -mouseSensitivity;
|
|
|
|
cameraAngle.y += cameraMouseVariation.y * -mouseSensitivity;
|
|
|
|
|
|
|
|
// Angle clamp
|
|
|
|
if (cameraAngle.y > THIRD_PERSON_MIN_CLAMP * DEG2RAD) cameraAngle.y = THIRD_PERSON_MIN_CLAMP * DEG2RAD;
|
|
|
|
else if (cameraAngle.y < THIRD_PERSON_MAX_CLAMP * DEG2RAD) cameraAngle.y = THIRD_PERSON_MAX_CLAMP * DEG2RAD;
|
|
|
|
|
|
|
|
// Camera zoom
|
|
|
|
cameraTargetDistance -= (GetMouseWheelMove() * CAMERA_SCROLL_SENSITIVITY);
|
|
|
|
|
|
|
|
// Camera distance clamp
|
|
|
|
if (cameraTargetDistance < THIRD_PERSON_DISTANCE_CLAMP) cameraTargetDistance = THIRD_PERSON_DISTANCE_CLAMP;
|
|
|
|
|
|
|
|
// Camera is always looking at player
|
|
|
|
camera->target.x = playerPosition->x + THIRD_PERSON_OFFSET.x * cos(cameraAngle.x) + THIRD_PERSON_OFFSET.z * sin(cameraAngle.x);
|
|
|
|
camera->target.y = playerPosition->y + PLAYER_HEIGHT * FIRST_PERSON_HEIGHT_RELATIVE_EYES_POSITION + THIRD_PERSON_OFFSET.y;
|
|
|
|
camera->target.z = playerPosition->z + THIRD_PERSON_OFFSET.z * sin(cameraAngle.x) - THIRD_PERSON_OFFSET.x * sin(cameraAngle.x);
|
|
|
|
|
|
|
|
// Camera position update
|
|
|
|
camera->position.x = sin(cameraAngle.x) * cameraTargetDistance * cos(cameraAngle.y) + camera->target.x;
|
|
|
|
|
|
|
|
if (cameraAngle.y <= 0) camera->position.y = sin(cameraAngle.y) * cameraTargetDistance * sin(cameraAngle.y) + camera->target.y;
|
|
|
|
else camera->position.y = -sin(cameraAngle.y) * cameraTargetDistance * sin(cameraAngle.y) + camera->target.y;
|
|
|
|
|
|
|
|
camera->position.z = cos(cameraAngle.x) * cameraTargetDistance * cos(cameraAngle.y) + camera->target.z;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
if (isMoving) cameraMovementCounter++;
|
|
|
|
|
|
|
|
// Camera orientation calculation
|
|
|
|
// Get the mouse sensitivity
|
|
|
|
cameraAngle.x += cameraMouseVariation.x * -mouseSensitivity;
|
|
|
|
cameraAngle.y += cameraMouseVariation.y * -mouseSensitivity;
|
|
|
|
|
|
|
|
// Angle clamp
|
|
|
|
if (cameraAngle.y > FIRST_PERSON_MIN_CLAMP * DEG2RAD) cameraAngle.y = FIRST_PERSON_MIN_CLAMP * DEG2RAD;
|
|
|
|
else if (cameraAngle.y < FIRST_PERSON_MAX_CLAMP * DEG2RAD) cameraAngle.y = FIRST_PERSON_MAX_CLAMP * DEG2RAD;
|
|
|
|
|
|
|
|
// Camera is always looking at player
|
|
|
|
camera->target.x = camera->position.x - sin(cameraAngle.x) * FIRST_PERSON_FOCUS_DISTANCE;
|
|
|
|
camera->target.y = camera->position.y + sin(cameraAngle.y) * FIRST_PERSON_FOCUS_DISTANCE;
|
|
|
|
camera->target.z = camera->position.z - cos(cameraAngle.x) * FIRST_PERSON_FOCUS_DISTANCE;
|
|
|
|
|
|
|
|
camera->position.x = playerPosition->x;
|
|
|
|
camera->position.y = (playerPosition->y + PLAYER_HEIGHT * FIRST_PERSON_HEIGHT_RELATIVE_EYES_POSITION) - sin(cameraMovementCounter / FIRST_PERSON_STEP_TRIGONOMETRIC_DIVIDER) / FIRST_PERSON_STEP_DIVIDER;
|
|
|
|
camera->position.z = playerPosition->z;
|
|
|
|
|
|
|
|
camera->up.x = sin(cameraMovementCounter / (FIRST_PERSON_STEP_TRIGONOMETRIC_DIVIDER * 2)) / FIRST_PERSON_WAVING_DIVIDER;
|
|
|
|
camera->up.z = -sin(cameraMovementCounter / (FIRST_PERSON_STEP_TRIGONOMETRIC_DIVIDER * 2)) / FIRST_PERSON_WAVING_DIVIDER;
|
|
|
|
}
|
|
|
|
} break;
|
|
|
|
default: break;
|
|
|
|
}
|
|
|
|
#endif
|
|
|
|
}
|