More review on camera system...
Sincerely, don't like it... it should be ported to quaternions... the way it manages cameraTargetDistange and cameraAngle is confusing...
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src/camera.h
82
src/camera.h
@ -147,7 +147,7 @@ void SetCameraMoveControls(int frontKey, int backKey,
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#define CAMERA_FREE_PANNING_DIVIDER 5.1f
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// ORBITAL_CAMERA
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#define CAMERA_ORBITAL_SPEED 0.01f
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#define CAMERA_ORBITAL_SPEED 0.01f // Radians per frame
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// FIRST_PERSON
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//#define CAMERA_FIRST_PERSON_MOUSE_SENSITIVITY 0.003f
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@ -159,8 +159,6 @@ void SetCameraMoveControls(int frontKey, int backKey,
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#define CAMERA_FIRST_PERSON_STEP_DIVIDER 30.0f
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#define CAMERA_FIRST_PERSON_WAVING_DIVIDER 200.0f
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#define CAMERA_FIRST_PERSON_HEIGHT_RELATIVE_EYES_POSITION 0.85f
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// THIRD_PERSON
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//#define CAMERA_THIRD_PERSON_MOUSE_SENSITIVITY 0.003f
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#define CAMERA_THIRD_PERSON_DISTANCE_CLAMP 1.2f
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@ -169,7 +167,7 @@ void SetCameraMoveControls(int frontKey, int backKey,
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#define CAMERA_THIRD_PERSON_OFFSET (Vector3){ 0.4f, 0.0f, 0.0f }
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// PLAYER (used by camera)
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#define PLAYER_MOVEMENT_DIVIDER 20.0f
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#define PLAYER_MOVEMENT_SENSITIVITY 20.0f
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//----------------------------------------------------------------------------------
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// Types and Structures Definition
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@ -182,6 +180,7 @@ typedef enum { MOVE_FRONT = 0, MOVE_BACK, MOVE_RIGHT, MOVE_LEFT, MOVE_UP, MOVE_D
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//----------------------------------------------------------------------------------
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static Vector2 cameraAngle = { 0.0f, 0.0f }; // TODO: Remove! Compute it in UpdateCamera()
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static float cameraTargetDistance = 0.0f; // TODO: Remove! Compute it in UpdateCamera()
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static float playerEyesPosition = 1.85f; // Default player eyes position from ground (in meters)
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static int cameraMoveControl[6] = { 'W', 'S', 'D', 'A', 'E', 'Q' };
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static int cameraPanControlKey = 2; // raylib: MOUSE_MIDDLE_BUTTON
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@ -227,16 +226,18 @@ void SetCameraMode(Camera camera, int mode)
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cameraTargetDistance = sqrt(dx*dx + dy*dy + dz*dz);
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Vector2 distance = { 0.0f, 0.0f };
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distance.x = sqrt(dx*dx + dy*dy);
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distance.y = sqrt(dx*dx + dz*dz);
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distance.x = sqrt(dx*dx + dz*dz);
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distance.y = sqrt(dx*dx + dy*dy);
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// TODO: Review cameraAngle calculation
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//cameraAngle.x = asin(fabs(dx)/distance.x);
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//cameraAngle.y = -asin(fabs(dz)/distance.y);
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// Camera angle calculation
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cameraAngle.x = asin(fabs(dx)/distance.x); // Camera angle in plane XZ (0 aligned with Z, move positive CCW)
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cameraAngle.y = -asin(fabs(dy)/distance.y); // Camera angle in plane XY (0 aligned with X, move positive CW)
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// NOTE: Just testing what cameraAngle means
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cameraAngle.x = 90.0f*DEG2RAD; // Camera angle in plane XZ (0 aligned with Z, move positive CCW)
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cameraAngle.y = -80.0f*DEG2RAD; // Camera angle in plane XY (0 aligned with X, move positive CW)
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//cameraAngle.x = 0.0f*DEG2RAD; // Camera angle in plane XZ (0 aligned with Z, move positive CCW)
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//cameraAngle.y = -60.0f*DEG2RAD; // Camera angle in plane XY (0 aligned with X, move positive CW)
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playerEyesPosition = camera.position.y;
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cameraMode = mode;
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}
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@ -361,27 +362,33 @@ void UpdateCamera(Camera *camera)
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}
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// Input keys checks
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if (altKey)
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if (panKey)
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{
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if (szoomKey) // Camera smooth zoom
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if (altKey) // Alternative key behaviour
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{
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if (panKey) cameraTargetDistance += (mousePositionDelta.y*CAMERA_FREE_SMOOTH_ZOOM_SENSITIVITY);
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}
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else if (panKey)
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{
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cameraAngle.x += mousePositionDelta.x*-CAMERA_FREE_MOUSE_SENSITIVITY;
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cameraAngle.y += mousePositionDelta.y*-CAMERA_FREE_MOUSE_SENSITIVITY;
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if (szoomKey)
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{
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// Camera smooth zoom
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cameraTargetDistance += (mousePositionDelta.y*CAMERA_FREE_SMOOTH_ZOOM_SENSITIVITY);
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}
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else
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{
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// Camera rotation
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cameraAngle.x += mousePositionDelta.x*-CAMERA_FREE_MOUSE_SENSITIVITY;
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cameraAngle.y += mousePositionDelta.y*-CAMERA_FREE_MOUSE_SENSITIVITY;
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// Angle clamp
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if (cameraAngle.y > CAMERA_FREE_MIN_CLAMP*DEG2RAD) cameraAngle.y = CAMERA_FREE_MIN_CLAMP*DEG2RAD;
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else if (cameraAngle.y < CAMERA_FREE_MAX_CLAMP*DEG2RAD) cameraAngle.y = CAMERA_FREE_MAX_CLAMP*DEG2RAD;
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// Angle clamp
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if (cameraAngle.y > CAMERA_FREE_MIN_CLAMP*DEG2RAD) cameraAngle.y = CAMERA_FREE_MIN_CLAMP*DEG2RAD;
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else if (cameraAngle.y < CAMERA_FREE_MAX_CLAMP*DEG2RAD) cameraAngle.y = CAMERA_FREE_MAX_CLAMP*DEG2RAD;
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}
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}
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else
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{
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// Camera panning
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camera->target.x += ((mousePositionDelta.x*-CAMERA_FREE_MOUSE_SENSITIVITY)*cos(cameraAngle.x) + (mousePositionDelta.y*CAMERA_FREE_MOUSE_SENSITIVITY)*sin(cameraAngle.x)*sin(cameraAngle.y))*(cameraTargetDistance/CAMERA_FREE_PANNING_DIVIDER);
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camera->target.y += ((mousePositionDelta.y*CAMERA_FREE_MOUSE_SENSITIVITY)*cos(cameraAngle.y))*(cameraTargetDistance/CAMERA_FREE_PANNING_DIVIDER);
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camera->target.z += ((mousePositionDelta.x*CAMERA_FREE_MOUSE_SENSITIVITY)*sin(cameraAngle.x) + (mousePositionDelta.y*CAMERA_FREE_MOUSE_SENSITIVITY)*cos(cameraAngle.x)*sin(cameraAngle.y))*(cameraTargetDistance/CAMERA_FREE_PANNING_DIVIDER);
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}
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}
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else if (panKey) // Paning
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{
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camera->target.x += ((mousePositionDelta.x*-CAMERA_FREE_MOUSE_SENSITIVITY)*cos(cameraAngle.x) + (mousePositionDelta.y*CAMERA_FREE_MOUSE_SENSITIVITY)*sin(cameraAngle.x)*sin(cameraAngle.y))*(cameraTargetDistance/CAMERA_FREE_PANNING_DIVIDER);
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camera->target.y += ((mousePositionDelta.y*CAMERA_FREE_MOUSE_SENSITIVITY)*cos(cameraAngle.y))*(cameraTargetDistance/CAMERA_FREE_PANNING_DIVIDER);
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camera->target.z += ((mousePositionDelta.x*CAMERA_FREE_MOUSE_SENSITIVITY)*sin(cameraAngle.x) + (mousePositionDelta.y*CAMERA_FREE_MOUSE_SENSITIVITY)*cos(cameraAngle.x)*sin(cameraAngle.y))*(cameraTargetDistance/CAMERA_FREE_PANNING_DIVIDER);
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}
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} break;
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@ -400,20 +407,20 @@ void UpdateCamera(Camera *camera)
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camera->position.x += (sin(cameraAngle.x)*direction[MOVE_BACK] -
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sin(cameraAngle.x)*direction[MOVE_FRONT] -
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cos(cameraAngle.x)*direction[MOVE_LEFT] +
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cos(cameraAngle.x)*direction[MOVE_RIGHT])/PLAYER_MOVEMENT_DIVIDER;
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cos(cameraAngle.x)*direction[MOVE_RIGHT])/PLAYER_MOVEMENT_SENSITIVITY;
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camera->position.y += (sin(cameraAngle.y)*direction[MOVE_FRONT] -
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sin(cameraAngle.y)*direction[MOVE_BACK] +
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1.0f*direction[MOVE_UP] - 1.0f*direction[MOVE_DOWN])/PLAYER_MOVEMENT_DIVIDER;
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1.0f*direction[MOVE_UP] - 1.0f*direction[MOVE_DOWN])/PLAYER_MOVEMENT_SENSITIVITY;
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camera->position.z += (cos(cameraAngle.x)*direction[MOVE_BACK] -
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cos(cameraAngle.x)*direction[MOVE_FRONT] +
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sin(cameraAngle.x)*direction[MOVE_LEFT] -
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sin(cameraAngle.x)*direction[MOVE_RIGHT])/PLAYER_MOVEMENT_DIVIDER;
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sin(cameraAngle.x)*direction[MOVE_RIGHT])/PLAYER_MOVEMENT_SENSITIVITY;
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bool isMoving = false; // TODO: Really required for swinging?
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bool isMoving = false; // Required for swinging
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//for (int i = 0; i < 6; i++) if (direction[i]) { isMoving = true; break; }
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for (int i = 0; i < 6; i++) if (direction[i]) { isMoving = true; break; }
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// Camera orientation calculation
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cameraAngle.x += (mousePositionDelta.x*-CAMERA_MOUSE_MOVE_SENSITIVITY);
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@ -433,7 +440,7 @@ void UpdateCamera(Camera *camera)
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// Camera is always looking at player
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camera->target.x = camera->position.x + CAMERA_THIRD_PERSON_OFFSET.x*cos(cameraAngle.x) + CAMERA_THIRD_PERSON_OFFSET.z*sin(cameraAngle.x);
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camera->target.y = camera->position.y + CAMERA_FIRST_PERSON_HEIGHT_RELATIVE_EYES_POSITION + CAMERA_THIRD_PERSON_OFFSET.y;
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camera->target.y = camera->position.y + CAMERA_THIRD_PERSON_OFFSET.y;
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camera->target.z = camera->position.z + CAMERA_THIRD_PERSON_OFFSET.z*sin(cameraAngle.x) - CAMERA_THIRD_PERSON_OFFSET.x*sin(cameraAngle.x);
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}
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else // CAMERA_FIRST_PERSON
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@ -450,11 +457,8 @@ void UpdateCamera(Camera *camera)
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if (isMoving) swingCounter++;
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// Camera position update
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//camera->position.y = (playerPosition.y + PLAYER_HEIGHT*CAMERA_FIRST_PERSON_HEIGHT_RELATIVE_EYES_POSITION)
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// - sin(swingCounter/CAMERA_FIRST_PERSON_STEP_TRIGONOMETRIC_DIVIDER)/CAMERA_FIRST_PERSON_STEP_DIVIDER;
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// TODO: Review limits, avoid moving under the ground (y = 0.0f) and over the 'eyes position', weird movement (rounding issues...)
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camera->position.y -= sin(swingCounter/CAMERA_FIRST_PERSON_STEP_TRIGONOMETRIC_DIVIDER)/CAMERA_FIRST_PERSON_STEP_DIVIDER;
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// NOTE: On CAMERA_FIRST_PERSON player Y-movement is limited to player 'eyes position'
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camera->position.y = playerEyesPosition - sin(swingCounter/CAMERA_FIRST_PERSON_STEP_TRIGONOMETRIC_DIVIDER)/CAMERA_FIRST_PERSON_STEP_DIVIDER;
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camera->up.x = sin(swingCounter/(CAMERA_FIRST_PERSON_STEP_TRIGONOMETRIC_DIVIDER*2))/CAMERA_FIRST_PERSON_WAVING_DIVIDER;
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camera->up.z = -sin(swingCounter/(CAMERA_FIRST_PERSON_STEP_TRIGONOMETRIC_DIVIDER*2))/CAMERA_FIRST_PERSON_WAVING_DIVIDER;
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