raylib/src/camera.c

449 lines
21 KiB
C
Raw Normal View History

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