Ported camera module to header-only

This commit is contained in:
Ray 2016-08-10 12:55:54 +02:00
parent a1b6b217e4
commit 289e04a62a
4 changed files with 556 additions and 554 deletions

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@ -203,10 +203,6 @@ external/stb_vorbis.o: external/stb_vorbis.c external/stb_vorbis.h
utils.o : utils.c utils.h
$(CC) -c $< $(CFLAGS) $(INCLUDES) -D$(PLATFORM)
# compile camera module
camera.o : camera.c raylib.h
$(CC) -c $< $(CFLAGS) $(INCLUDES)
# It installs generated and needed files to compile projects using raylib.
# The installation works manually.
# TODO: add other platforms.

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@ -1,523 +0,0 @@
/**********************************************************************************************
*
* raylib Camera System - Camera Modes Setup and Control Functions
*
* Copyright (c) 2015 Marc Palau and Ramon Santamaria (@raysan5)
*
* 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.
*
**********************************************************************************************/
//#define CAMERA_STANDALONE // NOTE: To use the camera module as standalone lib, just uncomment this line
// NOTE: ProcessCamera() should be reviewed to adapt inputs to other systems
#if defined(CAMERA_STANDALONE)
#include "camera.h"
#else
#include "raylib.h"
#endif
#include <math.h> // Required for: sqrt(), sin(), cos()
//----------------------------------------------------------------------------------
// Defines and Macros
//----------------------------------------------------------------------------------
// CAMERA_GENERIC
#define CAMERA_SCROLL_SENSITIVITY 1.5f
// FREE_CAMERA
#define FREE_CAMERA_MOUSE_SENSITIVITY 0.01f
#define FREE_CAMERA_DISTANCE_MIN_CLAMP 0.3f
#define FREE_CAMERA_DISTANCE_MAX_CLAMP 120.0f
#define FREE_CAMERA_MIN_CLAMP 85.0f
#define FREE_CAMERA_MAX_CLAMP -85.0f
#define FREE_CAMERA_SMOOTH_ZOOM_SENSITIVITY 0.05f
#define FREE_CAMERA_PANNING_DIVIDER 5.1f
// ORBITAL_CAMERA
#define ORBITAL_CAMERA_SPEED 0.01f
// FIRST_PERSON
//#define FIRST_PERSON_MOUSE_SENSITIVITY 0.003f
#define FIRST_PERSON_FOCUS_DISTANCE 25.0f
#define FIRST_PERSON_MIN_CLAMP 85.0f
#define FIRST_PERSON_MAX_CLAMP -85.0f
#define FIRST_PERSON_STEP_TRIGONOMETRIC_DIVIDER 5.0f
#define FIRST_PERSON_STEP_DIVIDER 30.0f
#define FIRST_PERSON_WAVING_DIVIDER 200.0f
#define FIRST_PERSON_HEIGHT_RELATIVE_EYES_POSITION 0.85f
// THIRD_PERSON
//#define THIRD_PERSON_MOUSE_SENSITIVITY 0.003f
#define THIRD_PERSON_DISTANCE_CLAMP 1.2f
#define THIRD_PERSON_MIN_CLAMP 5.0f
#define THIRD_PERSON_MAX_CLAMP -85.0f
#define THIRD_PERSON_OFFSET (Vector3){ 0.4f, 0.0f, 0.0f }
// PLAYER (used by camera)
#define PLAYER_WIDTH 0.4f
#define PLAYER_HEIGHT 0.9f
#define PLAYER_DEPTH 0.4f
#define PLAYER_MOVEMENT_DIVIDER 20.0f
//----------------------------------------------------------------------------------
// Types and Structures Definition
//----------------------------------------------------------------------------------
// Camera move modes (first person and third person cameras)
typedef enum { MOVE_FRONT = 0, MOVE_LEFT, MOVE_BACK, MOVE_RIGHT, MOVE_UP, MOVE_DOWN } CameraMove;
//----------------------------------------------------------------------------------
// Global Variables Definition
//----------------------------------------------------------------------------------
static Camera internalCamera = {{ 2.0f, 0.0f, 2.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f };
static Vector2 cameraAngle = { 0.0f, 0.0f };
static float cameraTargetDistance = 5.0f;
static Vector2 cameraMousePosition = { 0.0f, 0.0f };
static Vector2 cameraMouseVariation = { 0.0f, 0.0f };
static float mouseSensitivity = 0.003f;
static int cameraMoveControl[6] = { 'W', 'A', 'S', 'D', 'E', 'Q' };
static int cameraMoveCounter = 0;
static int cameraUseGravity = 1;
static int panControlKey = 2; // raylib: MOUSE_MIDDLE_BUTTON
static int altControlKey = 342; // raylib: KEY_LEFT_ALT
static int smoothZoomControlKey = 341; // raylib: KEY_LEFT_CONTROL
static int cameraMode = CAMERA_CUSTOM;
//----------------------------------------------------------------------------------
// Module specific Functions Declaration
//----------------------------------------------------------------------------------
static void ProcessCamera(Camera *camera, Vector3 *playerPosition);
#if defined(CAMERA_STANDALONE)
// NOTE: Camera controls depend on some raylib input functions
// TODO: Set your own input functions (used in ProcessCamera())
static Vector2 GetMousePosition() { return (Vector2){ 0.0f, 0.0f }; }
static void SetMousePosition(Vector2 pos) {}
static int IsMouseButtonDown(int button) { return 0;}
static int GetMouseWheelMove() { return 0; }
static int GetScreenWidth() { return 1280; }
static int GetScreenHeight() { return 720; }
static void ShowCursor() {}
static void HideCursor() {}
static int IsKeyDown(int key) { return 0; }
#endif
//----------------------------------------------------------------------------------
// Module Functions Definition
//----------------------------------------------------------------------------------
// Select camera mode (multiple camera modes available)
// TODO: Review hardcoded values when changing modes...
void SetCameraMode(int mode)
{
if ((cameraMode == CAMERA_FIRST_PERSON) && (mode == CAMERA_FREE))
{
cameraMode = CAMERA_THIRD_PERSON;
cameraTargetDistance = 5.0f;
cameraAngle.y = -40*DEG2RAD;
ProcessCamera(&internalCamera, &internalCamera.position);
}
else if ((cameraMode == CAMERA_FIRST_PERSON) && (mode == CAMERA_ORBITAL))
{
cameraMode = CAMERA_THIRD_PERSON;
cameraTargetDistance = 5.0f;
cameraAngle.y = -40*DEG2RAD;
ProcessCamera(&internalCamera, &internalCamera.position);
}
else if ((cameraMode == CAMERA_CUSTOM) && (mode == CAMERA_FREE))
{
cameraTargetDistance = 10.0f;
cameraAngle.x = 45*DEG2RAD;
cameraAngle.y = -40*DEG2RAD;
internalCamera.target = (Vector3){ 0.0f, 0.0f, 0.0f };
ProcessCamera(&internalCamera, &internalCamera.position);
ShowCursor();
}
else if ((cameraMode == CAMERA_CUSTOM) && (mode == CAMERA_ORBITAL))
{
cameraTargetDistance = 10.0f;
cameraAngle.x = 225*DEG2RAD;
cameraAngle.y = -40*DEG2RAD;
internalCamera.target = (Vector3){ 0.0f, 0.0f, 0.0f };
ProcessCamera(&internalCamera, &internalCamera.position);
}
cameraMode = mode;
}
// Update camera (player position is ignored)
void UpdateCamera(Camera *camera)
{
Vector3 position = { 0.0f, 0.0f, 0.0f };
// Process internal camera and player position (if required)
if (cameraMode != CAMERA_CUSTOM) ProcessCamera(&internalCamera, &position);
*camera = internalCamera;
}
// Update camera and player position (1st person and 3rd person cameras)
void UpdateCameraPlayer(Camera *camera, Vector3 *position)
{
// Process internal camera and player position (if required)
if (cameraMode != CAMERA_CUSTOM) ProcessCamera(&internalCamera, position);
*camera = internalCamera;
}
// Set internal camera position
void SetCameraPosition(Vector3 position)
{
internalCamera.position = position;
Vector3 v1 = internalCamera.position;
Vector3 v2 = internalCamera.target;
float dx = v2.x - v1.x;
float dy = v2.y - v1.y;
float dz = v2.z - v1.z;
cameraTargetDistance = sqrt(dx*dx + dy*dy + dz*dz);
}
// Set internal camera target
void SetCameraTarget(Vector3 target)
{
internalCamera.target = target;
Vector3 v1 = internalCamera.position;
Vector3 v2 = internalCamera.target;
float dx = v2.x - v1.x;
float dy = v2.y - v1.y;
float dz = v2.z - v1.z;
cameraTargetDistance = sqrt(dx*dx + dy*dy + dz*dz);
}
// Set internal camera fovy
void SetCameraFovy(float fovy)
{
internalCamera.fovy = fovy;
}
// Set camera pan key to combine with mouse movement (free camera)
void SetCameraPanControl(int panKey)
{
panControlKey = panKey;
}
// Set camera alt key to combine with mouse movement (free camera)
void SetCameraAltControl(int altKey)
{
altControlKey = altKey;
}
// Set camera smooth zoom key to combine with mouse (free camera)
void SetCameraSmoothZoomControl(int szKey)
{
smoothZoomControlKey = szKey;
}
// Set camera move controls (1st person and 3rd person cameras)
void SetCameraMoveControls(int frontKey, int backKey, int leftKey, int rightKey, int upKey, int downKey)
{
cameraMoveControl[MOVE_FRONT] = frontKey;
cameraMoveControl[MOVE_LEFT] = leftKey;
cameraMoveControl[MOVE_BACK] = backKey;
cameraMoveControl[MOVE_RIGHT] = rightKey;
cameraMoveControl[MOVE_UP] = upKey;
cameraMoveControl[MOVE_DOWN] = downKey;
}
// Set camera mouse sensitivity (1st person and 3rd person cameras)
void SetCameraMouseSensitivity(float sensitivity)
{
mouseSensitivity = (sensitivity/10000.0f);
}
//----------------------------------------------------------------------------------
// Module specific Functions Definition
//----------------------------------------------------------------------------------
// Process desired camera mode and controls
// NOTE: Camera controls depend on some raylib functions:
// Mouse: GetMousePosition(), SetMousePosition(), IsMouseButtonDown(), GetMouseWheelMove()
// System: GetScreenWidth(), GetScreenHeight(), ShowCursor(), HideCursor()
// Keys: IsKeyDown()
static void ProcessCamera(Camera *camera, Vector3 *playerPosition)
{
// Mouse movement detection
Vector2 mousePosition = GetMousePosition();
int mouseWheelMove = GetMouseWheelMove();
int panKey = IsMouseButtonDown(panControlKey); // bool value
int screenWidth = GetScreenWidth();
int screenHeight = GetScreenHeight();
if ((cameraMode != CAMERA_FREE) && (cameraMode != CAMERA_ORBITAL))
{
HideCursor();
if (mousePosition.x < screenHeight/3) SetMousePosition((Vector2){ screenWidth - screenHeight/3, mousePosition.y});
else if (mousePosition.y < screenHeight/3) SetMousePosition((Vector2){ mousePosition.x, screenHeight - screenHeight/3});
else if (mousePosition.x > screenWidth - screenHeight/3) SetMousePosition((Vector2) { screenHeight/3, mousePosition.y});
else if (mousePosition.y > screenHeight - screenHeight/3) SetMousePosition((Vector2){ mousePosition.x, screenHeight/3});
else
{
cameraMouseVariation.x = mousePosition.x - cameraMousePosition.x;
cameraMouseVariation.y = mousePosition.y - cameraMousePosition.y;
}
}
else
{
ShowCursor();
cameraMouseVariation.x = mousePosition.x - cameraMousePosition.x;
cameraMouseVariation.y = mousePosition.y - cameraMousePosition.y;
}
// NOTE: We GetMousePosition() again because it can be modified by a previous SetMousePosition() call
// If using directly mousePosition variable we have problems on CAMERA_FIRST_PERSON and CAMERA_THIRD_PERSON
cameraMousePosition = GetMousePosition();
// Support for multiple automatic camera modes
switch (cameraMode)
{
case CAMERA_FREE:
{
// Camera zoom
if ((cameraTargetDistance < FREE_CAMERA_DISTANCE_MAX_CLAMP) && (mouseWheelMove < 0))
{
cameraTargetDistance -= (mouseWheelMove*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) && (mouseWheelMove < 0))
{
camera->target.x += mouseWheelMove*(camera->target.x - camera->position.x)*CAMERA_SCROLL_SENSITIVITY/cameraTargetDistance;
camera->target.y += mouseWheelMove*(camera->target.y - camera->position.y)*CAMERA_SCROLL_SENSITIVITY/cameraTargetDistance;
camera->target.z += mouseWheelMove*(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 += mouseWheelMove*(camera->target.x - camera->position.x)*CAMERA_SCROLL_SENSITIVITY/cameraTargetDistance;
camera->target.y += mouseWheelMove*(camera->target.y - camera->position.y)*CAMERA_SCROLL_SENSITIVITY/cameraTargetDistance;
camera->target.z += mouseWheelMove*(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) && (mouseWheelMove > 0))
{
cameraTargetDistance -= (mouseWheelMove*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) && (mouseWheelMove < 0))
{
camera->target.x += mouseWheelMove*(camera->target.x - camera->position.x)*CAMERA_SCROLL_SENSITIVITY/cameraTargetDistance;
camera->target.y += mouseWheelMove*(camera->target.y - camera->position.y)*CAMERA_SCROLL_SENSITIVITY/cameraTargetDistance;
camera->target.z += mouseWheelMove*(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 += mouseWheelMove*(camera->target.x - camera->position.x)*CAMERA_SCROLL_SENSITIVITY/cameraTargetDistance;
camera->target.y += mouseWheelMove*(camera->target.y - camera->position.y)*CAMERA_SCROLL_SENSITIVITY/cameraTargetDistance;
camera->target.z += mouseWheelMove*(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) && (mouseWheelMove > 0))
{
cameraTargetDistance -= (mouseWheelMove*CAMERA_SCROLL_SENSITIVITY);
if (cameraTargetDistance < FREE_CAMERA_DISTANCE_MIN_CLAMP) cameraTargetDistance = FREE_CAMERA_DISTANCE_MIN_CLAMP;
}
// Inputs
if (IsKeyDown(altControlKey))
{
if (IsKeyDown(smoothZoomControlKey))
{
// Camera smooth zoom
if (panKey) cameraTargetDistance += (cameraMouseVariation.y*FREE_CAMERA_SMOOTH_ZOOM_SENSITIVITY);
}
// Camera orientation calculation
else if (panKey)
{
// 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 (panKey)
{
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
// TODO: Move this function out of this module?
if (IsKeyDown('Z')) camera->target = (Vector3){ 0.0f, 0.0f, 0.0f };
// Camera position update
camera->position.x = sin(cameraAngle.x)*cameraTargetDistance*cos(cameraAngle.y) + camera->target.x;
if (cameraAngle.y <= 0.0f) 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 -= (mouseWheelMove*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){ 0.0f, 0.0f, 0.0f };
// Camera position update
camera->position.x = sin(cameraAngle.x)*cameraTargetDistance*cos(cameraAngle.y) + camera->target.x;
if (cameraAngle.y <= 0.0f) 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(cameraMoveControl[MOVE_FRONT]))
{
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(cameraMoveControl[MOVE_BACK]))
{
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(cameraMoveControl[MOVE_LEFT]))
{
playerPosition->x -= cos(cameraAngle.x)/PLAYER_MOVEMENT_DIVIDER;
playerPosition->z += sin(cameraAngle.x)/PLAYER_MOVEMENT_DIVIDER;
isMoving = true;
}
else if (IsKeyDown(cameraMoveControl[MOVE_RIGHT]))
{
playerPosition->x += cos(cameraAngle.x)/PLAYER_MOVEMENT_DIVIDER;
playerPosition->z -= sin(cameraAngle.x)/PLAYER_MOVEMENT_DIVIDER;
isMoving = true;
}
if (IsKeyDown(cameraMoveControl[MOVE_UP]))
{
if (!cameraUseGravity) playerPosition->y += 1.0f/PLAYER_MOVEMENT_DIVIDER;
}
else if (IsKeyDown(cameraMoveControl[MOVE_DOWN]))
{
if (!cameraUseGravity) playerPosition->y -= 1.0f/PLAYER_MOVEMENT_DIVIDER;
}
if (cameraMode == CAMERA_THIRD_PERSON)
{
// Camera orientation calculation
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 -= (mouseWheelMove*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 <= 0.0f) 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 // CAMERA_FIRST_PERSON
{
if (isMoving) cameraMoveCounter++;
// Camera orientation calculation
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(cameraMoveCounter/FIRST_PERSON_STEP_TRIGONOMETRIC_DIVIDER)/FIRST_PERSON_STEP_DIVIDER;
camera->position.z = playerPosition->z;
camera->up.x = sin(cameraMoveCounter/(FIRST_PERSON_STEP_TRIGONOMETRIC_DIVIDER*2))/FIRST_PERSON_WAVING_DIVIDER;
camera->up.z = -sin(cameraMoveCounter/(FIRST_PERSON_STEP_TRIGONOMETRIC_DIVIDER*2))/FIRST_PERSON_WAVING_DIVIDER;
}
} break;
default: break;
}
}

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@ -2,7 +2,19 @@
*
* raylib Camera System - Camera Modes Setup and Control Functions
*
* Copyright (c) 2015 Marc Palau and Ramon Santamaria
* #define CAMERA_IMPLEMENTATION
* Generates the implementation of the library into the included file.
* If not defined, the library is in header only mode and can be included in other headers
* or source files without problems. But only ONE file should hold the implementation.
*
* #define CAMERA_STANDALONE
* If defined, the library can be used as standalone as a camera system but some
* functions must be redefined to manage inputs accordingly.
*
* NOTE: Memory footprint of this library is aproximately 112 bytes
*
* Initial design by Marc Palau (2014)
* Reviewed by Ramon Santamaria (2015-2016)
*
* 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.
@ -24,13 +36,6 @@
#ifndef CAMERA_H
#define CAMERA_H
#ifndef PI
#define PI 3.14159265358979323846
#endif
#define DEG2RAD (PI/180.0f)
#define RAD2DEG (180.0f/PI)
//----------------------------------------------------------------------------------
// Defines and Macros
//----------------------------------------------------------------------------------
@ -40,28 +45,30 @@
// Types and Structures Definition
// NOTE: Below types are required for CAMERA_STANDALONE usage
//----------------------------------------------------------------------------------
// Camera modes
typedef enum { CAMERA_CUSTOM = 0, CAMERA_FREE, CAMERA_ORBITAL, CAMERA_FIRST_PERSON, CAMERA_THIRD_PERSON } CameraMode;
#if defined(CAMERA_STANDALONE)
// Camera modes
typedef enum { CAMERA_CUSTOM = 0, CAMERA_FREE, CAMERA_ORBITAL, CAMERA_FIRST_PERSON, CAMERA_THIRD_PERSON } CameraMode;
// Vector2 type
typedef struct Vector2 {
float x;
float y;
} Vector2;
// Vector2 type
typedef struct Vector2 {
float x;
float y;
} Vector2;
// Vector3 type
typedef struct Vector3 {
float x;
float y;
float z;
} Vector3;
// Vector3 type
typedef struct Vector3 {
float x;
float y;
float z;
} Vector3;
// Camera type, defines a camera position/orientation in 3d space
typedef struct Camera {
Vector3 position;
Vector3 target;
Vector3 up;
} Camera;
// Camera type, defines a camera position/orientation in 3d space
typedef struct Camera {
Vector3 position;
Vector3 target;
Vector3 up;
} Camera;
#endif
#ifdef __cplusplus
extern "C" { // Prevents name mangling of functions
@ -75,6 +82,7 @@ extern "C" { // Prevents name mangling of functions
//----------------------------------------------------------------------------------
// Module Functions Declaration
//----------------------------------------------------------------------------------
#if defined(CAMERA_STANDALONE)
void SetCameraMode(int mode); // Set camera mode (multiple camera modes available)
void UpdateCamera(Camera *camera); // Update camera (player position is ignored)
void UpdateCameraPlayer(Camera *camera, Vector3 *position); // Update camera and player position (1st person and 3rd person cameras)
@ -91,9 +99,527 @@ void SetCameraMoveControls(int frontKey, int backKey,
int leftKey, int rightKey,
int upKey, int downKey); // Set camera move controls (1st person and 3rd person cameras)
void SetCameraMouseSensitivity(float sensitivity); // Set camera mouse sensitivity (1st person and 3rd person cameras)
#endif
#ifdef __cplusplus
}
#endif
#endif // CAMERA_H
/***********************************************************************************
*
* CAMERA IMPLEMENTATION
*
************************************************************************************/
#if defined(CAMERA_IMPLEMENTATION)
#include <math.h> // Required for: sqrt(), sin(), cos()
#ifndef PI
#define PI 3.14159265358979323846
#endif
#ifndef DEG2RAD
#define DEG2RAD (PI/180.0f)
#endif
#ifndef RAD2DEG
#define RAD2DEG (180.0f/PI)
#endif
//----------------------------------------------------------------------------------
// Defines and Macros
//----------------------------------------------------------------------------------
// CAMERA_GENERIC
#define CAMERA_SCROLL_SENSITIVITY 1.5f
// FREE_CAMERA
#define CAMERA_FREE_MOUSE_SENSITIVITY 0.01f
#define CAMERA_FREE_DISTANCE_MIN_CLAMP 0.3f
#define CAMERA_FREE_DISTANCE_MAX_CLAMP 120.0f
#define CAMERA_FREE_MIN_CLAMP 85.0f
#define CAMERA_FREE_MAX_CLAMP -85.0f
#define CAMERA_FREE_SMOOTH_ZOOM_SENSITIVITY 0.05f
#define CAMERA_FREE_PANNING_DIVIDER 5.1f
// ORBITAL_CAMERA
#define CAMERA_ORBITAL_SPEED 0.01f
// FIRST_PERSON
//#define CAMERA_FIRST_PERSON_MOUSE_SENSITIVITY 0.003f
#define CAMERA_FIRST_PERSON_FOCUS_DISTANCE 25.0f
#define CAMERA_FIRST_PERSON_MIN_CLAMP 85.0f
#define CAMERA_FIRST_PERSON_MAX_CLAMP -85.0f
#define CAMERA_FIRST_PERSON_STEP_TRIGONOMETRIC_DIVIDER 5.0f
#define CAMERA_FIRST_PERSON_STEP_DIVIDER 30.0f
#define CAMERA_FIRST_PERSON_WAVING_DIVIDER 200.0f
#define CAMERA_FIRST_PERSON_HEIGHT_RELATIVE_EYES_POSITION 0.85f
// THIRD_PERSON
//#define CAMERA_THIRD_PERSON_MOUSE_SENSITIVITY 0.003f
#define CAMERA_THIRD_PERSON_DISTANCE_CLAMP 1.2f
#define CAMERA_THIRD_PERSON_MIN_CLAMP 5.0f
#define CAMERA_THIRD_PERSON_MAX_CLAMP -85.0f
#define CAMERA_THIRD_PERSON_OFFSET (Vector3){ 0.4f, 0.0f, 0.0f }
// PLAYER (used by camera)
#define PLAYER_WIDTH 0.4f
#define PLAYER_HEIGHT 0.9f
#define PLAYER_DEPTH 0.4f
#define PLAYER_MOVEMENT_DIVIDER 20.0f
//----------------------------------------------------------------------------------
// Types and Structures Definition
//----------------------------------------------------------------------------------
// Camera move modes (first person and third person cameras)
typedef enum { MOVE_FRONT = 0, MOVE_LEFT, MOVE_BACK, MOVE_RIGHT, MOVE_UP, MOVE_DOWN } CameraMove;
//----------------------------------------------------------------------------------
// Global Variables Definition
//----------------------------------------------------------------------------------
static Camera internalCamera = {{ 2.0f, 0.0f, 2.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f };
static Vector2 cameraAngle = { 0.0f, 0.0f };
static float cameraTargetDistance = 5.0f;
static Vector2 cameraMousePosition = { 0.0f, 0.0f };
static Vector2 cameraMouseVariation = { 0.0f, 0.0f };
static int cameraMoveControl[6] = { 'W', 'A', 'S', 'D', 'E', 'Q' };
static int cameraPanControlKey = 2; // raylib: MOUSE_MIDDLE_BUTTON
static int cameraAltControlKey = 342; // raylib: KEY_LEFT_ALT
static int cameraSmoothZoomControlKey = 341; // raylib: KEY_LEFT_CONTROL
static int cameraMoveCounter = 0; // Used for 1st person swinging movement
static float cameraMouseSensitivity = 0.003f; // How sensible is camera movement to mouse movement
static int cameraMode = CAMERA_CUSTOM; // Current internal camera mode
//----------------------------------------------------------------------------------
// Module specific Functions Declaration
//----------------------------------------------------------------------------------
static void ProcessCamera(Camera *camera, Vector3 *playerPosition);
#if defined(CAMERA_STANDALONE)
// NOTE: Camera controls depend on some raylib input functions
// TODO: Set your own input functions (used in ProcessCamera())
static Vector2 GetMousePosition() { return (Vector2){ 0.0f, 0.0f }; }
static void SetMousePosition(Vector2 pos) {}
static int IsMouseButtonDown(int button) { return 0;}
static int GetMouseWheelMove() { return 0; }
static int GetScreenWidth() { return 1280; }
static int GetScreenHeight() { return 720; }
static void ShowCursor() {}
static void HideCursor() {}
static int IsKeyDown(int key) { return 0; }
#endif
//----------------------------------------------------------------------------------
// Module Functions Definition
//----------------------------------------------------------------------------------
// Select camera mode (multiple camera modes available)
// TODO: Review hardcoded values when changing modes...
void SetCameraMode(int mode)
{
if ((cameraMode == CAMERA_FIRST_PERSON) && (mode == CAMERA_FREE))
{
cameraMode = CAMERA_THIRD_PERSON;
cameraTargetDistance = 5.0f;
cameraAngle.y = -40*DEG2RAD;
ProcessCamera(&internalCamera, &internalCamera.position);
}
else if ((cameraMode == CAMERA_FIRST_PERSON) && (mode == CAMERA_ORBITAL))
{
cameraMode = CAMERA_THIRD_PERSON;
cameraTargetDistance = 5.0f;
cameraAngle.y = -40*DEG2RAD;
ProcessCamera(&internalCamera, &internalCamera.position);
}
else if ((cameraMode == CAMERA_CUSTOM) && (mode == CAMERA_FREE))
{
cameraTargetDistance = 10.0f;
cameraAngle.x = 45*DEG2RAD;
cameraAngle.y = -40*DEG2RAD;
internalCamera.target = (Vector3){ 0.0f, 0.0f, 0.0f };
ProcessCamera(&internalCamera, &internalCamera.position);
ShowCursor();
}
else if ((cameraMode == CAMERA_CUSTOM) && (mode == CAMERA_ORBITAL))
{
cameraTargetDistance = 10.0f;
cameraAngle.x = 225*DEG2RAD;
cameraAngle.y = -40*DEG2RAD;
internalCamera.target = (Vector3){ 0.0f, 0.0f, 0.0f };
ProcessCamera(&internalCamera, &internalCamera.position);
}
cameraMode = mode;
}
// Update camera (player position is ignored)
void UpdateCamera(Camera *camera)
{
Vector3 position = { 0.0f, 0.0f, 0.0f };
// Process internal camera and player position (if required)
if (cameraMode != CAMERA_CUSTOM) ProcessCamera(&internalCamera, &position);
*camera = internalCamera;
}
// Update camera and player position (1st person and 3rd person cameras)
void UpdateCameraPlayer(Camera *camera, Vector3 *position)
{
// Process internal camera and player position (if required)
if (cameraMode != CAMERA_CUSTOM) ProcessCamera(&internalCamera, position);
*camera = internalCamera;
}
// Set internal camera position
void SetCameraPosition(Vector3 position)
{
internalCamera.position = position;
Vector3 v1 = internalCamera.position;
Vector3 v2 = internalCamera.target;
float dx = v2.x - v1.x;
float dy = v2.y - v1.y;
float dz = v2.z - v1.z;
cameraTargetDistance = sqrt(dx*dx + dy*dy + dz*dz);
}
// Set internal camera target
void SetCameraTarget(Vector3 target)
{
internalCamera.target = target;
Vector3 v1 = internalCamera.position;
Vector3 v2 = internalCamera.target;
float dx = v2.x - v1.x;
float dy = v2.y - v1.y;
float dz = v2.z - v1.z;
cameraTargetDistance = sqrt(dx*dx + dy*dy + dz*dz);
}
// Set internal camera fovy
void SetCameraFovy(float fovy)
{
internalCamera.fovy = fovy;
}
// Set camera pan key to combine with mouse movement (free camera)
void SetCameraPanControl(int panKey)
{
cameraPanControlKey = panKey;
}
// Set camera alt key to combine with mouse movement (free camera)
void SetCameraAltControl(int altKey)
{
cameraAltControlKey = altKey;
}
// Set camera smooth zoom key to combine with mouse (free camera)
void SetCameraSmoothZoomControl(int szKey)
{
cameraSmoothZoomControlKey = szKey;
}
// Set camera move controls (1st person and 3rd person cameras)
void SetCameraMoveControls(int frontKey, int backKey, int leftKey, int rightKey, int upKey, int downKey)
{
cameraMoveControl[MOVE_FRONT] = frontKey;
cameraMoveControl[MOVE_LEFT] = leftKey;
cameraMoveControl[MOVE_BACK] = backKey;
cameraMoveControl[MOVE_RIGHT] = rightKey;
cameraMoveControl[MOVE_UP] = upKey;
cameraMoveControl[MOVE_DOWN] = downKey;
}
// Set camera mouse sensitivity (1st person and 3rd person cameras)
void SetCameracameraMouseSensitivity(float sensitivity)
{
cameraMouseSensitivity = (sensitivity/10000.0f);
}
//----------------------------------------------------------------------------------
// Module specific Functions Definition
//----------------------------------------------------------------------------------
// Process desired camera mode and controls
// NOTE: Camera controls depend on some raylib functions:
// Mouse: GetMousePosition(), SetMousePosition(), IsMouseButtonDown(), GetMouseWheelMove()
// System: GetScreenWidth(), GetScreenHeight(), ShowCursor(), HideCursor()
// Keys: IsKeyDown()
static void ProcessCamera(Camera *camera, Vector3 *playerPosition)
{
// Mouse movement detection
Vector2 mousePosition = GetMousePosition();
int mouseWheelMove = GetMouseWheelMove();
int panKey = IsMouseButtonDown(cameraPanControlKey); // bool value
int screenWidth = GetScreenWidth();
int screenHeight = GetScreenHeight();
if ((cameraMode != CAMERA_FREE) && (cameraMode != CAMERA_ORBITAL))
{
HideCursor();
if (mousePosition.x < screenHeight/3) SetMousePosition((Vector2){ screenWidth - screenHeight/3, mousePosition.y});
else if (mousePosition.y < screenHeight/3) SetMousePosition((Vector2){ mousePosition.x, screenHeight - screenHeight/3});
else if (mousePosition.x > screenWidth - screenHeight/3) SetMousePosition((Vector2) { screenHeight/3, mousePosition.y});
else if (mousePosition.y > screenHeight - screenHeight/3) SetMousePosition((Vector2){ mousePosition.x, screenHeight/3});
else
{
cameraMouseVariation.x = mousePosition.x - cameraMousePosition.x;
cameraMouseVariation.y = mousePosition.y - cameraMousePosition.y;
}
}
else
{
ShowCursor();
cameraMouseVariation.x = mousePosition.x - cameraMousePosition.x;
cameraMouseVariation.y = mousePosition.y - cameraMousePosition.y;
}
// NOTE: We GetMousePosition() again because it can be modified by a previous SetMousePosition() call
// If using directly mousePosition variable we have problems on CAMERA_FIRST_PERSON and CAMERA_THIRD_PERSON
cameraMousePosition = GetMousePosition();
// Support for multiple automatic camera modes
switch (cameraMode)
{
case CAMERA_FREE:
{
// Camera zoom
if ((cameraTargetDistance < CAMERA_FREE_DISTANCE_MAX_CLAMP) && (mouseWheelMove < 0))
{
cameraTargetDistance -= (mouseWheelMove*CAMERA_SCROLL_SENSITIVITY);
if (cameraTargetDistance > CAMERA_FREE_DISTANCE_MAX_CLAMP) cameraTargetDistance = CAMERA_FREE_DISTANCE_MAX_CLAMP;
}
// Camera looking down
else if ((camera->position.y > camera->target.y) && (cameraTargetDistance == CAMERA_FREE_DISTANCE_MAX_CLAMP) && (mouseWheelMove < 0))
{
camera->target.x += mouseWheelMove*(camera->target.x - camera->position.x)*CAMERA_SCROLL_SENSITIVITY/cameraTargetDistance;
camera->target.y += mouseWheelMove*(camera->target.y - camera->position.y)*CAMERA_SCROLL_SENSITIVITY/cameraTargetDistance;
camera->target.z += mouseWheelMove*(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 += mouseWheelMove*(camera->target.x - camera->position.x)*CAMERA_SCROLL_SENSITIVITY/cameraTargetDistance;
camera->target.y += mouseWheelMove*(camera->target.y - camera->position.y)*CAMERA_SCROLL_SENSITIVITY/cameraTargetDistance;
camera->target.z += mouseWheelMove*(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) && (mouseWheelMove > 0))
{
cameraTargetDistance -= (mouseWheelMove*CAMERA_SCROLL_SENSITIVITY);
if (cameraTargetDistance < CAMERA_FREE_DISTANCE_MIN_CLAMP) cameraTargetDistance = CAMERA_FREE_DISTANCE_MIN_CLAMP;
}
// Camera looking up
else if ((camera->position.y < camera->target.y) && (cameraTargetDistance == CAMERA_FREE_DISTANCE_MAX_CLAMP) && (mouseWheelMove < 0))
{
camera->target.x += mouseWheelMove*(camera->target.x - camera->position.x)*CAMERA_SCROLL_SENSITIVITY/cameraTargetDistance;
camera->target.y += mouseWheelMove*(camera->target.y - camera->position.y)*CAMERA_SCROLL_SENSITIVITY/cameraTargetDistance;
camera->target.z += mouseWheelMove*(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 += mouseWheelMove*(camera->target.x - camera->position.x)*CAMERA_SCROLL_SENSITIVITY/cameraTargetDistance;
camera->target.y += mouseWheelMove*(camera->target.y - camera->position.y)*CAMERA_SCROLL_SENSITIVITY/cameraTargetDistance;
camera->target.z += mouseWheelMove*(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) && (mouseWheelMove > 0))
{
cameraTargetDistance -= (mouseWheelMove*CAMERA_SCROLL_SENSITIVITY);
if (cameraTargetDistance < CAMERA_FREE_DISTANCE_MIN_CLAMP) cameraTargetDistance = CAMERA_FREE_DISTANCE_MIN_CLAMP;
}
// Inputs
if (IsKeyDown(cameraAltControlKey))
{
if (IsKeyDown(cameraSmoothZoomControlKey))
{
// Camera smooth zoom
if (panKey) cameraTargetDistance += (cameraMouseVariation.y*CAMERA_FREE_SMOOTH_ZOOM_SENSITIVITY);
}
// Camera orientation calculation
else if (panKey)
{
// Camera orientation calculation
// Get the mouse sensitivity
cameraAngle.x += cameraMouseVariation.x*-CAMERA_FREE_MOUSE_SENSITIVITY;
cameraAngle.y += cameraMouseVariation.y*-CAMERA_FREE_MOUSE_SENSITIVITY;
// Angle clamp
if (cameraAngle.y > CAMERA_FREE_MIN_CLAMP*DEG2RAD) cameraAngle.y = CAMERA_FREE_MIN_CLAMP*DEG2RAD;
else if (cameraAngle.y < CAMERA_FREE_MAX_CLAMP*DEG2RAD) cameraAngle.y = CAMERA_FREE_MAX_CLAMP*DEG2RAD;
}
}
// Paning
else if (panKey)
{
camera->target.x += ((cameraMouseVariation.x*-CAMERA_FREE_MOUSE_SENSITIVITY)*cos(cameraAngle.x) + (cameraMouseVariation.y*CAMERA_FREE_MOUSE_SENSITIVITY)*sin(cameraAngle.x)*sin(cameraAngle.y))*(cameraTargetDistance/CAMERA_FREE_PANNING_DIVIDER);
camera->target.y += ((cameraMouseVariation.y*CAMERA_FREE_MOUSE_SENSITIVITY)*cos(cameraAngle.y))*(cameraTargetDistance/CAMERA_FREE_PANNING_DIVIDER);
camera->target.z += ((cameraMouseVariation.x*CAMERA_FREE_MOUSE_SENSITIVITY)*sin(cameraAngle.x) + (cameraMouseVariation.y*CAMERA_FREE_MOUSE_SENSITIVITY)*cos(cameraAngle.x)*sin(cameraAngle.y))*(cameraTargetDistance/CAMERA_FREE_PANNING_DIVIDER);
}
// Focus to center
// TODO: Move this function out of this module?
if (IsKeyDown('Z')) camera->target = (Vector3){ 0.0f, 0.0f, 0.0f };
// Camera position update
camera->position.x = sin(cameraAngle.x)*cameraTargetDistance*cos(cameraAngle.y) + camera->target.x;
if (cameraAngle.y <= 0.0f) 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 += CAMERA_ORBITAL_SPEED;
// Camera zoom
cameraTargetDistance -= (mouseWheelMove*CAMERA_SCROLL_SENSITIVITY);
// Camera distance clamp
if (cameraTargetDistance < CAMERA_THIRD_PERSON_DISTANCE_CLAMP) cameraTargetDistance = CAMERA_THIRD_PERSON_DISTANCE_CLAMP;
// Focus to center
if (IsKeyDown('Z')) camera->target = (Vector3){ 0.0f, 0.0f, 0.0f };
// Camera position update
camera->position.x = sin(cameraAngle.x)*cameraTargetDistance*cos(cameraAngle.y) + camera->target.x;
if (cameraAngle.y <= 0.0f) 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(cameraMoveControl[MOVE_FRONT]))
{
playerPosition->x -= sin(cameraAngle.x)/PLAYER_MOVEMENT_DIVIDER;
playerPosition->z -= cos(cameraAngle.x)/PLAYER_MOVEMENT_DIVIDER;
camera->position.y += sin(cameraAngle.y)/PLAYER_MOVEMENT_DIVIDER;
isMoving = true;
}
else if (IsKeyDown(cameraMoveControl[MOVE_BACK]))
{
playerPosition->x += sin(cameraAngle.x)/PLAYER_MOVEMENT_DIVIDER;
playerPosition->z += cos(cameraAngle.x)/PLAYER_MOVEMENT_DIVIDER;
camera->position.y -= sin(cameraAngle.y)/PLAYER_MOVEMENT_DIVIDER;
isMoving = true;
}
if (IsKeyDown(cameraMoveControl[MOVE_LEFT]))
{
playerPosition->x -= cos(cameraAngle.x)/PLAYER_MOVEMENT_DIVIDER;
playerPosition->z += sin(cameraAngle.x)/PLAYER_MOVEMENT_DIVIDER;
isMoving = true;
}
else if (IsKeyDown(cameraMoveControl[MOVE_RIGHT]))
{
playerPosition->x += cos(cameraAngle.x)/PLAYER_MOVEMENT_DIVIDER;
playerPosition->z -= sin(cameraAngle.x)/PLAYER_MOVEMENT_DIVIDER;
isMoving = true;
}
if (IsKeyDown(cameraMoveControl[MOVE_UP]))
{
playerPosition->y += 1.0f/PLAYER_MOVEMENT_DIVIDER;
}
else if (IsKeyDown(cameraMoveControl[MOVE_DOWN]))
{
playerPosition->y -= 1.0f/PLAYER_MOVEMENT_DIVIDER;
}
if (cameraMode == CAMERA_THIRD_PERSON)
{
// Camera orientation calculation
cameraAngle.x += cameraMouseVariation.x*-cameraMouseSensitivity;
cameraAngle.y += cameraMouseVariation.y*-cameraMouseSensitivity;
// Angle clamp
if (cameraAngle.y > CAMERA_THIRD_PERSON_MIN_CLAMP*DEG2RAD) cameraAngle.y = CAMERA_THIRD_PERSON_MIN_CLAMP*DEG2RAD;
else if (cameraAngle.y < CAMERA_THIRD_PERSON_MAX_CLAMP*DEG2RAD) cameraAngle.y = CAMERA_THIRD_PERSON_MAX_CLAMP*DEG2RAD;
// Camera zoom
cameraTargetDistance -= (mouseWheelMove*CAMERA_SCROLL_SENSITIVITY);
// Camera distance clamp
if (cameraTargetDistance < CAMERA_THIRD_PERSON_DISTANCE_CLAMP) cameraTargetDistance = CAMERA_THIRD_PERSON_DISTANCE_CLAMP;
// Camera is always looking at player
camera->target.x = playerPosition->x + CAMERA_THIRD_PERSON_OFFSET.x*cos(cameraAngle.x) + CAMERA_THIRD_PERSON_OFFSET.z*sin(cameraAngle.x);
camera->target.y = playerPosition->y + PLAYER_HEIGHT*CAMERA_FIRST_PERSON_HEIGHT_RELATIVE_EYES_POSITION + CAMERA_THIRD_PERSON_OFFSET.y;
camera->target.z = playerPosition->z + CAMERA_THIRD_PERSON_OFFSET.z*sin(cameraAngle.x) - CAMERA_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 <= 0.0f) 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 // CAMERA_FIRST_PERSON
{
if (isMoving) cameraMoveCounter++;
// Camera orientation calculation
cameraAngle.x += (cameraMouseVariation.x*-cameraMouseSensitivity);
cameraAngle.y += (cameraMouseVariation.y*-cameraMouseSensitivity);
// Angle clamp
if (cameraAngle.y > CAMERA_FIRST_PERSON_MIN_CLAMP*DEG2RAD) cameraAngle.y = CAMERA_FIRST_PERSON_MIN_CLAMP*DEG2RAD;
else if (cameraAngle.y < CAMERA_FIRST_PERSON_MAX_CLAMP*DEG2RAD) cameraAngle.y = CAMERA_FIRST_PERSON_MAX_CLAMP*DEG2RAD;
// Camera is always looking at player
camera->target.x = camera->position.x - sin(cameraAngle.x)*CAMERA_FIRST_PERSON_FOCUS_DISTANCE;
camera->target.y = camera->position.y + sin(cameraAngle.y)*CAMERA_FIRST_PERSON_FOCUS_DISTANCE;
camera->target.z = camera->position.z - cos(cameraAngle.x)*CAMERA_FIRST_PERSON_FOCUS_DISTANCE;
camera->position.x = playerPosition->x;
camera->position.y = (playerPosition->y + PLAYER_HEIGHT*CAMERA_FIRST_PERSON_HEIGHT_RELATIVE_EYES_POSITION) - sin(cameraMoveCounter/CAMERA_FIRST_PERSON_STEP_TRIGONOMETRIC_DIVIDER)/CAMERA_FIRST_PERSON_STEP_DIVIDER;
camera->position.z = playerPosition->z;
camera->up.x = sin(cameraMoveCounter/(CAMERA_FIRST_PERSON_STEP_TRIGONOMETRIC_DIVIDER*2))/CAMERA_FIRST_PERSON_WAVING_DIVIDER;
camera->up.z = -sin(cameraMoveCounter/(CAMERA_FIRST_PERSON_STEP_TRIGONOMETRIC_DIVIDER*2))/CAMERA_FIRST_PERSON_WAVING_DIVIDER;
}
} break;
default: break;
}
}
#endif // CAMERA_IMPLEMENTATION

View File

@ -48,6 +48,9 @@
#define GESTURES_IMPLEMENTATION
#include "gestures.h" // Gestures detection functionality
#define CAMERA_IMPLEMENTATION
#include "camera.h" // Camera system functionality
#include <stdio.h> // Standard input / output lib
#include <stdlib.h> // Declares malloc() and free() for memory management, rand(), atexit()
#include <stdint.h> // Required for typedef unsigned long long int uint64_t, used by hi-res timer