Ported camera module to header-only
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a1b6b217e4
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@ -203,10 +203,6 @@ external/stb_vorbis.o: external/stb_vorbis.c external/stb_vorbis.h
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utils.o : utils.c utils.h
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$(CC) -c $< $(CFLAGS) $(INCLUDES) -D$(PLATFORM)
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# compile camera module
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camera.o : camera.c raylib.h
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$(CC) -c $< $(CFLAGS) $(INCLUDES)
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# It installs generated and needed files to compile projects using raylib.
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# The installation works manually.
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# TODO: add other platforms.
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523
src/camera.c
523
src/camera.c
@ -1,523 +0,0 @@
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/**********************************************************************************************
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*
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* raylib Camera System - Camera Modes Setup and Control Functions
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*
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* Copyright (c) 2015 Marc Palau and Ramon Santamaria (@raysan5)
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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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//#define CAMERA_STANDALONE // NOTE: To use the camera module as standalone lib, just uncomment this line
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// NOTE: ProcessCamera() should be reviewed to adapt inputs to other systems
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#if defined(CAMERA_STANDALONE)
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#include "camera.h"
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#else
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#include "raylib.h"
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#endif
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#include <math.h> // Required for: sqrt(), sin(), cos()
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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 1.5f
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// FREE_CAMERA
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#define FREE_CAMERA_MOUSE_SENSITIVITY 0.01f
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#define FREE_CAMERA_DISTANCE_MIN_CLAMP 0.3f
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#define FREE_CAMERA_DISTANCE_MAX_CLAMP 120.0f
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#define FREE_CAMERA_MIN_CLAMP 85.0f
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#define FREE_CAMERA_MAX_CLAMP -85.0f
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#define FREE_CAMERA_SMOOTH_ZOOM_SENSITIVITY 0.05f
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#define FREE_CAMERA_PANNING_DIVIDER 5.1f
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// ORBITAL_CAMERA
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#define ORBITAL_CAMERA_SPEED 0.01f
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// FIRST_PERSON
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//#define FIRST_PERSON_MOUSE_SENSITIVITY 0.003f
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#define FIRST_PERSON_FOCUS_DISTANCE 25.0f
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#define FIRST_PERSON_MIN_CLAMP 85.0f
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#define FIRST_PERSON_MAX_CLAMP -85.0f
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#define FIRST_PERSON_STEP_TRIGONOMETRIC_DIVIDER 5.0f
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#define FIRST_PERSON_STEP_DIVIDER 30.0f
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#define FIRST_PERSON_WAVING_DIVIDER 200.0f
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#define FIRST_PERSON_HEIGHT_RELATIVE_EYES_POSITION 0.85f
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// THIRD_PERSON
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//#define THIRD_PERSON_MOUSE_SENSITIVITY 0.003f
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#define THIRD_PERSON_DISTANCE_CLAMP 1.2f
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#define THIRD_PERSON_MIN_CLAMP 5.0f
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#define THIRD_PERSON_MAX_CLAMP -85.0f
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#define THIRD_PERSON_OFFSET (Vector3){ 0.4f, 0.0f, 0.0f }
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// PLAYER (used by camera)
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#define PLAYER_WIDTH 0.4f
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#define PLAYER_HEIGHT 0.9f
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#define PLAYER_DEPTH 0.4f
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#define PLAYER_MOVEMENT_DIVIDER 20.0f
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//----------------------------------------------------------------------------------
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// Types and Structures Definition
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//----------------------------------------------------------------------------------
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// Camera move modes (first person and third person cameras)
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typedef enum { MOVE_FRONT = 0, MOVE_LEFT, MOVE_BACK, MOVE_RIGHT, MOVE_UP, MOVE_DOWN } CameraMove;
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//----------------------------------------------------------------------------------
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// Global Variables Definition
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//----------------------------------------------------------------------------------
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static Camera internalCamera = {{ 2.0f, 0.0f, 2.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f };
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static Vector2 cameraAngle = { 0.0f, 0.0f };
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static float cameraTargetDistance = 5.0f;
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static Vector2 cameraMousePosition = { 0.0f, 0.0f };
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static Vector2 cameraMouseVariation = { 0.0f, 0.0f };
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static float mouseSensitivity = 0.003f;
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static int cameraMoveControl[6] = { 'W', 'A', 'S', 'D', 'E', 'Q' };
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static int cameraMoveCounter = 0;
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static int cameraUseGravity = 1;
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static int panControlKey = 2; // raylib: MOUSE_MIDDLE_BUTTON
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static int altControlKey = 342; // raylib: KEY_LEFT_ALT
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static int smoothZoomControlKey = 341; // raylib: 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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#if defined(CAMERA_STANDALONE)
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// NOTE: Camera controls depend on some raylib input functions
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// TODO: Set your own input functions (used in ProcessCamera())
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static Vector2 GetMousePosition() { return (Vector2){ 0.0f, 0.0f }; }
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static void SetMousePosition(Vector2 pos) {}
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static int IsMouseButtonDown(int button) { return 0;}
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static int GetMouseWheelMove() { return 0; }
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static int GetScreenWidth() { return 1280; }
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static int GetScreenHeight() { return 720; }
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static void ShowCursor() {}
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static void HideCursor() {}
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static int IsKeyDown(int key) { return 0; }
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#endif
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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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// TODO: Review hardcoded values when changing modes...
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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 = 5.0f;
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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 = 5.0f;
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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 = 10.0f;
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cameraAngle.x = 45*DEG2RAD;
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cameraAngle.y = -40*DEG2RAD;
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internalCamera.target = (Vector3){ 0.0f, 0.0f, 0.0f };
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ProcessCamera(&internalCamera, &internalCamera.position);
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ShowCursor();
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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 = 10.0f;
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cameraAngle.x = 225*DEG2RAD;
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cameraAngle.y = -40*DEG2RAD;
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internalCamera.target = (Vector3){ 0.0f, 0.0f, 0.0f };
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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 (player position is ignored)
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void UpdateCamera(Camera *camera)
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{
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Vector3 position = { 0.0f, 0.0f, 0.0f };
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// Process internal camera and player position (if required)
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if (cameraMode != CAMERA_CUSTOM) ProcessCamera(&internalCamera, &position);
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*camera = internalCamera;
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}
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// Update camera and player position (1st person and 3rd person cameras)
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void UpdateCameraPlayer(Camera *camera, Vector3 *position)
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{
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// Process internal camera and player position (if required)
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if (cameraMode != CAMERA_CUSTOM) ProcessCamera(&internalCamera, position);
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*camera = internalCamera;
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}
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// Set internal camera position
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void SetCameraPosition(Vector3 position)
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{
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internalCamera.position = position;
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Vector3 v1 = internalCamera.position;
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Vector3 v2 = internalCamera.target;
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float dx = v2.x - v1.x;
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float dy = v2.y - v1.y;
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float dz = v2.z - v1.z;
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cameraTargetDistance = sqrt(dx*dx + dy*dy + dz*dz);
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}
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// Set internal camera target
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void SetCameraTarget(Vector3 target)
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{
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internalCamera.target = target;
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Vector3 v1 = internalCamera.position;
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Vector3 v2 = internalCamera.target;
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float dx = v2.x - v1.x;
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float dy = v2.y - v1.y;
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float dz = v2.z - v1.z;
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cameraTargetDistance = sqrt(dx*dx + dy*dy + dz*dz);
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}
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// Set internal camera fovy
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void SetCameraFovy(float fovy)
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{
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internalCamera.fovy = fovy;
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}
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// Set camera pan key to combine with mouse movement (free camera)
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void SetCameraPanControl(int panKey)
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{
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panControlKey = panKey;
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}
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// Set camera alt key to combine with mouse movement (free camera)
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void SetCameraAltControl(int altKey)
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{
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altControlKey = altKey;
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}
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// Set camera smooth zoom key to combine with mouse (free camera)
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void SetCameraSmoothZoomControl(int szKey)
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{
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smoothZoomControlKey = szKey;
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}
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// Set camera move controls (1st person and 3rd person cameras)
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void SetCameraMoveControls(int frontKey, int backKey, int leftKey, int rightKey, int upKey, int downKey)
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{
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cameraMoveControl[MOVE_FRONT] = frontKey;
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cameraMoveControl[MOVE_LEFT] = leftKey;
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cameraMoveControl[MOVE_BACK] = backKey;
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cameraMoveControl[MOVE_RIGHT] = rightKey;
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cameraMoveControl[MOVE_UP] = upKey;
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cameraMoveControl[MOVE_DOWN] = downKey;
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}
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// Set camera mouse sensitivity (1st person and 3rd person cameras)
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void SetCameraMouseSensitivity(float sensitivity)
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{
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mouseSensitivity = (sensitivity/10000.0f);
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}
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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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// NOTE: Camera controls depend on some raylib functions:
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// Mouse: GetMousePosition(), SetMousePosition(), IsMouseButtonDown(), GetMouseWheelMove()
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// System: GetScreenWidth(), GetScreenHeight(), ShowCursor(), HideCursor()
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// Keys: IsKeyDown()
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static void ProcessCamera(Camera *camera, Vector3 *playerPosition)
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{
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// Mouse movement detection
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Vector2 mousePosition = GetMousePosition();
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int mouseWheelMove = GetMouseWheelMove();
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int panKey = IsMouseButtonDown(panControlKey); // bool value
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int screenWidth = GetScreenWidth();
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int screenHeight = GetScreenHeight();
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if ((cameraMode != CAMERA_FREE) && (cameraMode != CAMERA_ORBITAL))
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{
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HideCursor();
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if (mousePosition.x < screenHeight/3) SetMousePosition((Vector2){ screenWidth - screenHeight/3, mousePosition.y});
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else if (mousePosition.y < screenHeight/3) SetMousePosition((Vector2){ mousePosition.x, screenHeight - screenHeight/3});
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else if (mousePosition.x > screenWidth - screenHeight/3) SetMousePosition((Vector2) { screenHeight/3, mousePosition.y});
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else if (mousePosition.y > screenHeight - screenHeight/3) SetMousePosition((Vector2){ mousePosition.x, screenHeight/3});
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else
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{
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cameraMouseVariation.x = mousePosition.x - cameraMousePosition.x;
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cameraMouseVariation.y = mousePosition.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 = mousePosition.x - cameraMousePosition.x;
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cameraMouseVariation.y = mousePosition.y - cameraMousePosition.y;
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}
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// NOTE: We GetMousePosition() again because it can be modified by a previous SetMousePosition() call
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// If using directly mousePosition variable we have problems on CAMERA_FIRST_PERSON and CAMERA_THIRD_PERSON
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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) && (mouseWheelMove < 0))
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{
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cameraTargetDistance -= (mouseWheelMove*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) && (mouseWheelMove < 0))
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{
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camera->target.x += mouseWheelMove*(camera->target.x - camera->position.x)*CAMERA_SCROLL_SENSITIVITY/cameraTargetDistance;
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camera->target.y += mouseWheelMove*(camera->target.y - camera->position.y)*CAMERA_SCROLL_SENSITIVITY/cameraTargetDistance;
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camera->target.z += mouseWheelMove*(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 += mouseWheelMove*(camera->target.x - camera->position.x)*CAMERA_SCROLL_SENSITIVITY/cameraTargetDistance;
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camera->target.y += mouseWheelMove*(camera->target.y - camera->position.y)*CAMERA_SCROLL_SENSITIVITY/cameraTargetDistance;
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camera->target.z += mouseWheelMove*(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) && (mouseWheelMove > 0))
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{
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cameraTargetDistance -= (mouseWheelMove*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) && (mouseWheelMove < 0))
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{
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camera->target.x += mouseWheelMove*(camera->target.x - camera->position.x)*CAMERA_SCROLL_SENSITIVITY/cameraTargetDistance;
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camera->target.y += mouseWheelMove*(camera->target.y - camera->position.y)*CAMERA_SCROLL_SENSITIVITY/cameraTargetDistance;
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camera->target.z += mouseWheelMove*(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 += mouseWheelMove*(camera->target.x - camera->position.x)*CAMERA_SCROLL_SENSITIVITY/cameraTargetDistance;
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camera->target.y += mouseWheelMove*(camera->target.y - camera->position.y)*CAMERA_SCROLL_SENSITIVITY/cameraTargetDistance;
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camera->target.z += mouseWheelMove*(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) && (mouseWheelMove > 0))
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{
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cameraTargetDistance -= (mouseWheelMove*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(altControlKey))
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{
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if (IsKeyDown(smoothZoomControlKey))
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{
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// Camera smooth zoom
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if (panKey) 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 (panKey)
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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 (panKey)
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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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// TODO: Move this function out of this module?
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if (IsKeyDown('Z')) camera->target = (Vector3){ 0.0f, 0.0f, 0.0f };
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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 <= 0.0f) 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;
|
||||
|
||||
} 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;
|
||||
}
|
||||
}
|
580
src/camera.h
580
src/camera.h
@ -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
|
||||
|
@ -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
|
||||
|
Loading…
Reference in New Issue
Block a user