WIP rcamera redesign vector (#2563)

* core functionality CAMERA_FREE

* fix example

* add remaining camera modes

* add view bobbing

* view bobbing

* catch curser in SetCameraMode

* adjust examples

* fix compilation on linux

* fix example text_draw_3d

* actually fix text_draw_3d

* Updated camera API

* Improve Vector3RotateByAxisAngle() function

* remove camera.mode dependency from low-level functions

* remove camera.mode from struct

* fixes after rebase

* adjust examples for new UpdateCamera function

* adjust example models_loading_m3d

---------

Co-authored-by: Ray <raysan5@gmail.com>
This commit is contained in:
Crydsch Cube 2023-02-14 17:47:21 +01:00 committed by GitHub
parent f1bcabcc37
commit 73989a4981
No known key found for this signature in database
GPG Key ID: 4AEE18F83AFDEB23
30 changed files with 996 additions and 477 deletions

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@ -12,6 +12,7 @@
********************************************************************************************/
#include "raylib.h"
#include "rcamera.h"
#define MAX_COLUMNS 20
@ -29,11 +30,14 @@ int main(void)
// Define the camera to look into our 3d world (position, target, up vector)
Camera camera = { 0 };
camera.position = (Vector3){ 4.0f, 2.0f, 4.0f };
camera.target = (Vector3){ 0.0f, 1.8f, 0.0f };
camera.position = (Vector3){ 0.0f, 2.0f, 4.0f };
camera.target = (Vector3){ 0.0f, 2.0f, 0.0f };
camera.up = (Vector3){ 0.0f, 1.0f, 0.0f };
camera.fovy = 60.0f;
camera.projection = CAMERA_PERSPECTIVE;
camera.swingCounter = 1; // Enable view bobbing
int cameraMode = CAMERA_FIRST_PERSON;
// Generates some random columns
float heights[MAX_COLUMNS] = { 0 };
@ -47,8 +51,7 @@ int main(void)
colors[i] = (Color){ GetRandomValue(20, 255), GetRandomValue(10, 55), 30, 255 };
}
SetCameraMode(camera, CAMERA_FIRST_PERSON); // Set a first person camera mode
DisableCursor(); // Catch cursor
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
@ -57,7 +60,51 @@ int main(void)
{
// Update
//----------------------------------------------------------------------------------
UpdateCamera(&camera);
// Switch camera mode
if (IsKeyPressed(KEY_ONE)) {
cameraMode = CAMERA_FREE;
camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Reset roll
}
if (IsKeyPressed(KEY_TWO)) {
cameraMode = CAMERA_FIRST_PERSON;
camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Reset roll
}
if (IsKeyPressed(KEY_THREE)) {
cameraMode = CAMERA_THIRD_PERSON;
camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Reset roll
}
if (IsKeyPressed(KEY_FOUR)) {
cameraMode = CAMERA_ORBITAL;
camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Reset roll
}
// Switch camera projection
if (IsKeyPressed(KEY_P)) {
if (camera.projection == CAMERA_PERSPECTIVE) {
// Create isometric view
cameraMode = CAMERA_THIRD_PERSON;
// Note: The target distance is related to the render distance in the orthographic projection
camera.position = (Vector3){ 0.0f, 2.0f, -100.0f };
camera.target = (Vector3){ 0.0f, 2.0f, 0.0f };
camera.up = (Vector3){ 0.0f, 1.0f, 0.0f };
camera.projection = CAMERA_ORTHOGRAPHIC;
camera.fovy = 20.0f; // near plane width in CAMERA_ORTHOGRAPHIC
CameraYaw(&camera, -135 * DEG2RAD, true);
CameraPitch(&camera, -45 * DEG2RAD, true, true, false);
}
else if (camera.projection == CAMERA_ORTHOGRAPHIC)
{
// Reset to default view
cameraMode = CAMERA_THIRD_PERSON;
camera.position = (Vector3){ 0.0f, 2.0f, 10.0f };
camera.target = (Vector3){ 0.0f, 2.0f, 0.0f };
camera.up = (Vector3){ 0.0f, 1.0f, 0.0f };
camera.projection = CAMERA_PERSPECTIVE;
camera.fovy = 60.0f;
}
}
UpdateCamera(&camera, cameraMode); // Update camera
//----------------------------------------------------------------------------------
// Draw
@ -80,14 +127,39 @@ int main(void)
DrawCubeWires(positions[i], 2.0f, heights[i], 2.0f, MAROON);
}
// Draw player cube
if (cameraMode == CAMERA_THIRD_PERSON)
{
DrawCube(camera.target, 0.5f, 0.5f, 0.5f, PURPLE);
DrawCubeWires(camera.target, 0.5f, 0.5f, 0.5f, DARKPURPLE);
}
EndMode3D();
DrawRectangle( 10, 10, 220, 70, Fade(SKYBLUE, 0.5f));
DrawRectangleLines( 10, 10, 220, 70, BLUE);
// Draw info boxes
DrawRectangle(5, 5, 330, 100, Fade(SKYBLUE, 0.5f));
DrawRectangleLines(5, 5, 330, 100, BLUE);
DrawText("First person camera default controls:", 20, 20, 10, BLACK);
DrawText("- Move with keys: W, A, S, D", 40, 40, 10, DARKGRAY);
DrawText("- Mouse move to look around", 40, 60, 10, DARKGRAY);
DrawText("Camera controls:", 15, 15, 10, BLACK);
DrawText("- Move keys: W, A, S, D, Space, Left-Ctrl", 15, 30, 10, BLACK);
DrawText("- Look around: arrow keys or mouse", 15, 45, 10, BLACK);
DrawText("- Camera mode keys: 1, 2, 3, 4", 15, 60, 10, BLACK);
DrawText("- Zoom keys: num-plus, num-minus or mouse scroll", 15, 75, 10, BLACK);
DrawText("- Camera projection key: P", 15, 90, 10, BLACK);
DrawRectangle(600, 5, 195, 100, Fade(SKYBLUE, 0.5f));
DrawRectangleLines(600, 5, 195, 100, BLUE);
DrawText("Camera status:", 610, 15, 10, BLACK);
DrawText(TextFormat("- Mode: %s", (cameraMode == CAMERA_FREE) ? "FREE" :
(cameraMode == CAMERA_FIRST_PERSON) ? "FIRST_PERSON" :
(cameraMode == CAMERA_THIRD_PERSON) ? "THIRD_PERSON" :
(cameraMode == CAMERA_ORBITAL) ? "ORBITAL" : "CUSTOM"), 610, 30, 10, BLACK);
DrawText(TextFormat("- Projection: %s", (camera.projection == CAMERA_PERSPECTIVE) ? "PERSPECTIVE" :
(camera.projection == CAMERA_ORTHOGRAPHIC) ? "ORTHOGRAPHIC" : "CUSTOM"), 610, 45, 10, BLACK);
DrawText(TextFormat("- Position: (%06.3f, %06.3f, %06.3f)", camera.position.x, camera.position.y, camera.position.z), 610, 60, 10, BLACK);
DrawText(TextFormat("- Target: (%06.3f, %06.3f, %06.3f)", camera.target.x, camera.target.y, camera.target.z), 610, 75, 10, BLACK);
DrawText(TextFormat("- Up: (%06.3f, %06.3f, %06.3f)", camera.up.x, camera.up.y, camera.up.z), 610, 90, 10, BLACK);
EndDrawing();
//----------------------------------------------------------------------------------

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@ -35,8 +35,6 @@ int main(void)
Vector3 cubePosition = { 0.0f, 0.0f, 0.0f };
SetCameraMode(camera, CAMERA_FREE); // Set a free camera mode
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
@ -45,7 +43,7 @@ int main(void)
{
// Update
//----------------------------------------------------------------------------------
UpdateCamera(&camera);
UpdateCamera(&camera, CAMERA_FREE);
if (IsKeyDown('Z')) camera.target = (Vector3){ 0.0f, 0.0f, 0.0f };
//----------------------------------------------------------------------------------

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@ -40,7 +40,7 @@ int main(void)
RayCollision collision = { 0 };
SetCameraMode(camera, CAMERA_FREE); // Set a free camera mode
EnableCursor(); // Disable camera controls
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
@ -50,7 +50,14 @@ int main(void)
{
// Update
//----------------------------------------------------------------------------------
UpdateCamera(&camera);
if (IsCursorHidden()) UpdateCamera(&camera, CAMERA_FIRST_PERSON); // Update camera
// Toggle camera controls
if (IsMouseButtonPressed(MOUSE_BUTTON_RIGHT))
{
if (IsCursorHidden()) EnableCursor();
else DisableCursor();
}
if (IsMouseButtonPressed(MOUSE_BUTTON_LEFT))
{
@ -93,10 +100,12 @@ int main(void)
EndMode3D();
DrawText("Try selecting the box with mouse!", 240, 10, 20, DARKGRAY);
DrawText("Try clicking on the box with your mouse!", 240, 10, 20, DARKGRAY);
if (collision.hit) DrawText("BOX SELECTED", (screenWidth - MeasureText("BOX SELECTED", 30)) / 2, (int)(screenHeight * 0.1f), 30, GREEN);
DrawText("Right click mouse to toggle camera controls", 10, 430, 10, GRAY);
DrawFPS(10, 10);
EndDrawing();

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@ -96,11 +96,11 @@ int main(void)
camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector
camera.fovy = 60.0f; // Camera field-of-view Y
camera.projection = CAMERA_PERSPECTIVE; // Camera type
camera.swingCounter = 1; // Enable view bobbing
Vector3 cubePosition = { 0.0f, 0.0f, 0.0f };
SetCameraMode(camera, CAMERA_FIRST_PERSON); // Set first person camera mode
DisableCursor(); // Catch cursor
SetTargetFPS(90); // Set our game to run at 90 frames-per-second
//--------------------------------------------------------------------------------------
@ -109,7 +109,7 @@ int main(void)
{
// Update
//----------------------------------------------------------------------------------
UpdateCamera(&camera);
UpdateCamera(&camera, CAMERA_FIRST_PERSON);
//----------------------------------------------------------------------------------
// Draw

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@ -23,7 +23,7 @@ int main(void)
const int screenWidth = 800;
const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [core] example - 3d camera free");
InitWindow(screenWidth, screenHeight, "raylib [core] example - core world screen");
// Define the camera to look into our 3d world
Camera camera = { 0 };
@ -36,8 +36,7 @@ int main(void)
Vector3 cubePosition = { 0.0f, 0.0f, 0.0f };
Vector2 cubeScreenPosition = { 0.0f, 0.0f };
SetCameraMode(camera, CAMERA_FREE); // Set a free camera mode
DisableCursor(); // Catch cursor
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
@ -46,7 +45,7 @@ int main(void)
{
// Update
//----------------------------------------------------------------------------------
UpdateCamera(&camera);
UpdateCamera(&camera, CAMERA_THIRD_PERSON);
// Calculate cube screen space position (with a little offset to be in top)
cubeScreenPosition = GetWorldToScreen((Vector3){cubePosition.x, cubePosition.y + 2.5f, cubePosition.z}, camera);

View File

@ -54,8 +54,7 @@ int main(void)
ModelAnimation *anims = LoadModelAnimations("resources/models/iqm/guyanim.iqm", &animsCount);
int animFrameCounter = 0;
SetCameraMode(camera, CAMERA_FREE); // Set free camera mode
DisableCursor(); // Catch cursor
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
@ -64,7 +63,7 @@ int main(void)
{
// Update
//----------------------------------------------------------------------------------
UpdateCamera(&camera);
UpdateCamera(&camera, CAMERA_FIRST_PERSON);
// Play animation when spacebar is held down
if (IsKeyDown(KEY_SPACE))

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@ -48,14 +48,13 @@ int main(void)
// Here we choose to rotate around the image center
// NOTE: (-1, 1) is the range where origin.x, origin.y is inside the texture
Vector2 rotateOrigin = { 0.0f };
SetCameraMode(camera, CAMERA_ORBITAL); // Set an orbital camera mode
// Distance is needed for the correct billboard draw order
// Larger distance (further away from the camera) should be drawn prior to smaller distance.
float distanceStatic;
float distanceRotating;
float rotation = 0.0f;
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
@ -64,7 +63,8 @@ int main(void)
{
// Update
//----------------------------------------------------------------------------------
UpdateCamera(&camera);
UpdateCamera(&camera, CAMERA_ORBITAL);
rotation += 0.4f;
distanceStatic = Vector3Distance(camera.position, billPositionStatic);
distanceRotating = Vector3Distance(camera.position, billPositionRotating);

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@ -42,8 +42,7 @@ int main(void)
UnloadImage(image); // Unload cubesmap image from RAM, already uploaded to VRAM
SetCameraMode(camera, CAMERA_ORBITAL); // Set an orbital camera mode
DisableCursor(); // Catch cursor
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
@ -52,7 +51,7 @@ int main(void)
{
// Update
//----------------------------------------------------------------------------------
UpdateCamera(&camera);
UpdateCamera(&camera, CAMERA_ORBITAL);
//----------------------------------------------------------------------------------
// Draw

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@ -45,8 +45,7 @@ int main(void)
Vector3 mapPosition = { -16.0f, 0.0f, -8.0f }; // Set model position
SetCameraMode(camera, CAMERA_FIRST_PERSON); // Set camera mode
DisableCursor(); // Catch cursor
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
@ -57,7 +56,7 @@ int main(void)
//----------------------------------------------------------------------------------
Vector3 oldCamPos = camera.position; // Store old camera position
UpdateCamera(&camera);
UpdateCamera(&camera, CAMERA_FIRST_PERSON);
// Check player collision (we simplify to 2D collision detection)
Vector2 playerPos = { camera.position.x, camera.position.z };

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@ -39,8 +39,7 @@ int main(void)
UnloadImage(image); // Unload heightmap image from RAM, already uploaded to VRAM
SetCameraMode(camera, CAMERA_ORBITAL); // Set an orbital camera mode
DisableCursor(); // Catch cursor
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
@ -49,7 +48,7 @@ int main(void)
{
// Update
//----------------------------------------------------------------------------------
UpdateCamera(&camera);
UpdateCamera(&camera, CAMERA_ORBITAL);
//----------------------------------------------------------------------------------
// Draw

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@ -57,10 +57,9 @@ int main(void)
// NOTE: bounds are calculated from the original size of the model,
// if model is scaled on drawing, bounds must be also scaled
SetCameraMode(camera, CAMERA_FREE); // Set a free camera mode
bool selected = false; // Selected object flag
DisableCursor(); // Catch cursor
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
@ -69,7 +68,7 @@ int main(void)
{
// Update
//----------------------------------------------------------------------------------
UpdateCamera(&camera);
UpdateCamera(&camera, CAMERA_FIRST_PERSON);
// Load new models/textures on drag&drop
if (IsFileDropped())

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@ -51,8 +51,6 @@ int main(void)
Vector3 position = { 0.0f, 0.0f, 0.0f }; // Set model position
SetCameraMode(camera, CAMERA_FREE); // Set free camera mode
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
@ -61,6 +59,7 @@ int main(void)
{
// Update
//----------------------------------------------------------------------------------
UpdateCamera(&camera, CAMERA_THIRD_PERSON);
// Select current animation
if (IsKeyPressed(KEY_UP)) animIndex = (animIndex + 1)%animsCount;
else if (IsKeyPressed(KEY_DOWN)) animIndex = (animIndex + animsCount - 1)%animsCount;
@ -69,9 +68,6 @@ int main(void)
ModelAnimation anim = modelAnimations[animIndex];
animCurrentFrame = (animCurrentFrame + 1)%anim.frameCount;
UpdateModelAnimation(model, anim, animCurrentFrame);
// Update camera
UpdateCamera(&camera);
//----------------------------------------------------------------------------------
// Draw

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@ -53,8 +53,7 @@ int main(void)
int animFrameCounter = 0, animId = 0;
ModelAnimation *anims = LoadModelAnimations(modelFileName, &animsCount); // Load skeletal animation data
SetCameraMode(camera, CAMERA_FREE); // Set free camera mode
DisableCursor(); // Catch cursor
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
@ -63,7 +62,7 @@ int main(void)
{
// Update
//----------------------------------------------------------------------------------
UpdateCamera(&camera);
UpdateCamera(&camera, CAMERA_FIRST_PERSON);
if (animsCount)
{

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@ -69,8 +69,7 @@ int main(void)
int currentModel = 0;
SetCameraMode(camera, CAMERA_ORBITAL); // Set a orbital camera mode
DisableCursor(); // Catch cursor
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
@ -79,7 +78,7 @@ int main(void)
{
// Update
//----------------------------------------------------------------------------------
UpdateCamera(&camera);
UpdateCamera(&camera, CAMERA_ORBITAL);
// Cycle between models on mouse click
if (IsMouseButtonPressed(MOUSE_BUTTON_LEFT)) currentModel = (currentModel + 1)%MAX_VOX_FILES;

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@ -68,8 +68,7 @@ int main(void)
int currentModel = 0;
SetCameraMode(camera, CAMERA_ORBITAL); // Set a orbital camera mode
DisableCursor(); // Catch cursor
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
@ -78,7 +77,7 @@ int main(void)
{
// Update
//----------------------------------------------------------------------------------
UpdateCamera(&camera);
UpdateCamera(&camera, CAMERA_ORBITAL);
if (IsMouseButtonPressed(MOUSE_BUTTON_LEFT))
{

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@ -64,8 +64,7 @@ int main(void)
Vector3 sp = (Vector3){ -30.0f, 5.0f, 5.0f };
float sr = 4.0f;
SetCameraMode(camera, CAMERA_FREE); // Set a free camera mode
EnableCursor(); // Disable camera controls
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
// Main game loop
@ -73,7 +72,14 @@ int main(void)
{
// Update
//----------------------------------------------------------------------------------
UpdateCamera(&camera);
if (IsCursorHidden()) UpdateCamera(&camera, CAMERA_FIRST_PERSON); // Update camera
// Toggle camera controls
if (IsMouseButtonPressed(MOUSE_BUTTON_RIGHT))
{
if (IsCursorHidden()) EnableCursor();
else DisableCursor();
}
// Display information about closest hit
RayCollision collision = { 0 };
@ -219,7 +225,7 @@ int main(void)
DrawText(TextFormat("Barycenter: %3.2f %3.2f %3.2f", bary.x, bary.y, bary.z), 10, ypos + 45, 10, BLACK);
}
DrawText("Use Mouse to Move Camera", 10, 430, 10, GRAY);
DrawText("Right click mouse to toggle camera controls", 10, 430, 10, GRAY);
DrawText("(c) Turret 3D model by Alberto Cano", screenWidth - 200, screenHeight - 20, 10, GRAY);

View File

@ -49,8 +49,6 @@ int main(void)
camera.fovy = 45.0f;
camera.projection = CAMERA_PERSPECTIVE;
SetCameraMode(camera, CAMERA_FREE);
float rotationSpeed = 0.2f; // General system rotation speed
float earthRotation = 0.0f; // Rotation of earth around itself (days) in degrees
@ -58,6 +56,7 @@ int main(void)
float moonRotation = 0.0f; // Rotation of moon around itself
float moonOrbitRotation = 0.0f; // Rotation of moon around earth in degrees
DisableCursor(); // Catch cursor
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
@ -66,7 +65,7 @@ int main(void)
{
// Update
//----------------------------------------------------------------------------------
UpdateCamera(&camera);
UpdateCamera(&camera, CAMERA_ORBITAL);
earthRotation += (5.0f*rotationSpeed);
earthOrbitRotation += (365/360.0f*(5.0f*rotationSpeed)*rotationSpeed);

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@ -87,8 +87,7 @@ int main(void)
UnloadImage(img);
}
SetCameraMode(camera, CAMERA_FIRST_PERSON); // Set a first person camera mode
DisableCursor(); // Catch cursor
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
@ -97,7 +96,7 @@ int main(void)
{
// Update
//----------------------------------------------------------------------------------
UpdateCamera(&camera);
UpdateCamera(&camera, CAMERA_FIRST_PERSON);
// Load new cubemap texture on drag&drop
if (IsFileDropped())

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@ -80,8 +80,7 @@ int main(void)
lights[2] = CreateLight(LIGHT_POINT, (Vector3){ -2, 1, 2 }, Vector3Zero(), GREEN, shader);
lights[3] = CreateLight(LIGHT_POINT, (Vector3){ 2, 1, -2 }, Vector3Zero(), BLUE, shader);
SetCameraMode(camera, CAMERA_ORBITAL); // Set an orbital camera mode
DisableCursor(); // Catch cursor
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
@ -90,7 +89,7 @@ int main(void)
{
// Update
//----------------------------------------------------------------------------------
UpdateCamera(&camera);
UpdateCamera(&camera, CAMERA_ORBITAL);
// Update the shader with the camera view vector (points towards { 0.0f, 0.0f, 0.0f })
float cameraPos[3] = { camera.position.x, camera.position.y, camera.position.z };

View File

@ -67,9 +67,7 @@ int main(void)
// Create a RenderTexture2D to be used for render to texture
RenderTexture2D target = LoadRenderTexture(screenWidth, screenHeight);
// Setup orbital camera
SetCameraMode(camera, CAMERA_ORBITAL); // Set an orbital camera mode
DisableCursor(); // Catch cursor
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
@ -78,7 +76,7 @@ int main(void)
{
// Update
//----------------------------------------------------------------------------------
UpdateCamera(&camera);
UpdateCamera(&camera, CAMERA_ORBITAL);
Vector2 mousePosition = GetMousePosition();

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@ -84,8 +84,7 @@ int main(void)
// Using just 1 point lights
CreateLight(LIGHT_POINT, (Vector3){ 0, 2, 6 }, Vector3Zero(), WHITE, shader);
SetCameraMode(camera, CAMERA_ORBITAL); // Set an orbital camera mode
DisableCursor(); // Catch cursor
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
@ -94,7 +93,7 @@ int main(void)
{
// Update
//----------------------------------------------------------------------------------
UpdateCamera(&camera);
UpdateCamera(&camera, CAMERA_ORBITAL);
if (IsKeyDown(KEY_UP))
{

View File

@ -94,9 +94,7 @@ int main(void)
Material matDefault = LoadMaterialDefault();
matDefault.maps[MATERIAL_MAP_DIFFUSE].color = BLUE;
// Set an orbital camera mode
SetCameraMode(camera, CAMERA_ORBITAL);
DisableCursor(); // Catch cursor
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
@ -105,7 +103,7 @@ int main(void)
{
// Update
//----------------------------------------------------------------------------------
UpdateCamera(&camera);
UpdateCamera(&camera, CAMERA_ORBITAL);
// Update the light shader with the camera view position
float cameraPos[3] = { camera.position.x, camera.position.y, camera.position.z };

View File

@ -60,8 +60,7 @@ int main(void)
Vector3 position = { 0.0f, 0.0f, 0.0f }; // Set model position
SetCameraMode(camera, CAMERA_FREE); // Set an orbital camera mode
DisableCursor(); // Catch cursor
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
@ -70,7 +69,7 @@ int main(void)
{
// Update
//----------------------------------------------------------------------------------
UpdateCamera(&camera);
UpdateCamera(&camera, CAMERA_FIRST_PERSON);
//----------------------------------------------------------------------------------
// Draw

View File

@ -107,9 +107,7 @@ int main(void)
// Create a RenderTexture2D to be used for render to texture
RenderTexture2D target = LoadRenderTexture(screenWidth, screenHeight);
// Setup orbital camera
SetCameraMode(camera, CAMERA_ORBITAL); // Set an orbital camera mode
DisableCursor(); // Catch cursor
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
@ -118,7 +116,7 @@ int main(void)
{
// Update
//----------------------------------------------------------------------------------
UpdateCamera(&camera);
UpdateCamera(&camera, CAMERA_ORBITAL);
if (IsKeyPressed(KEY_RIGHT)) currentShader++;
else if (IsKeyPressed(KEY_LEFT)) currentShader--;

View File

@ -41,8 +41,6 @@ int main(void)
camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target)
camera.fovy = 65.0f; // Camera field-of-view Y
SetCameraMode(camera, CAMERA_FREE); // Set camera mode
// Load raymarching shader
// NOTE: Defining 0 (NULL) for vertex shader forces usage of internal default vertex shader
Shader shader = LoadShader(0, TextFormat("resources/shaders/glsl%i/raymarching.fs", GLSL_VERSION));
@ -58,6 +56,7 @@ int main(void)
float runTime = 0.0f;
DisableCursor(); // Catch cursor
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
@ -66,7 +65,7 @@ int main(void)
{
// Update
//----------------------------------------------------------------------------------
UpdateCamera(&camera);
UpdateCamera(&camera, CAMERA_FIRST_PERSON);
float cameraPos[3] = { camera.position.x, camera.position.y, camera.position.z };
float cameraTarget[3] = { camera.target.x, camera.target.y, camera.target.z };

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@ -85,6 +85,7 @@ int main(void)
int framesCounter = 0;
Vector3 rotation = { 0 }; // Model rotation angles
DisableCursor(); // Catch cursor
SetTargetFPS(60); // Set to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
@ -93,7 +94,7 @@ int main(void)
{
// Update
//----------------------------------------------------------------------------------
UpdateCamera(&camera);
UpdateCamera(&camera, CAMERA_FIRST_PERSON);
framesCounter++;
rotation.x += 0.01f;

View File

@ -98,11 +98,12 @@ int main(void)
camera.fovy = 45.0f; // Camera field-of-view Y
camera.projection = CAMERA_PERSPECTIVE; // Camera mode type
SetCameraMode(camera, CAMERA_ORBITAL);
int camera_mode = CAMERA_ORBITAL;
Vector3 cubePosition = { 0.0f, 1.0f, 0.0f };
Vector3 cubeSize = { 2.0f, 2.0f, 2.0f };
DisableCursor(); // Catch cursor
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
// Use the default font
@ -141,7 +142,7 @@ int main(void)
{
// Update
//----------------------------------------------------------------------------------
UpdateCamera(&camera);
UpdateCamera(&camera, camera_mode);
// Handle font files dropped
if (IsFileDropped())
@ -181,12 +182,12 @@ int main(void)
if (spin)
{
camera.position = (Vector3){ -10.0f, 15.0f, -10.0f }; // Camera position
SetCameraMode(camera, CAMERA_ORBITAL);
camera_mode = CAMERA_ORBITAL;
}
else
{
camera.position = (Vector3){ 10.0f, 10.0f, -10.0f }; // Camera position
SetCameraMode(camera, CAMERA_FREE);
camera_mode = CAMERA_FREE;
}
}

View File

@ -1156,13 +1156,7 @@ RLAPI float GetGesturePinchAngle(void); // Get gesture pinch ang
//------------------------------------------------------------------------------------
// Camera System Functions (Module: rcamera)
//------------------------------------------------------------------------------------
RLAPI void SetCameraMode(Camera camera, int mode); // Set camera mode (multiple camera modes available)
RLAPI void UpdateCamera(Camera *camera); // Update camera position for selected mode
RLAPI void SetCameraPanControl(int keyPan); // Set camera pan key to combine with mouse movement (free camera)
RLAPI void SetCameraAltControl(int keyAlt); // Set camera alt key to combine with mouse movement (free camera)
RLAPI void SetCameraSmoothZoomControl(int keySmoothZoom); // Set camera smooth zoom key to combine with mouse (free camera)
RLAPI void SetCameraMoveControls(int keyFront, int keyBack, int keyRight, int keyLeft, int keyUp, int keyDown); // Set camera move controls (1st person and 3rd person cameras)
RLAPI void UpdateCamera(Camera3D *camera, int mode); // Update camera position for selected mode
//------------------------------------------------------------------------------------
// Basic Shapes Drawing Functions (Module: shapes)

View File

@ -2,8 +2,6 @@
*
* rcamera - Basic camera system for multiple camera modes
*
* NOTE: Memory footprint of this library is aproximately 52 bytes (global variables)
*
* CONFIGURATION:
*
* #define CAMERA_IMPLEMENTATION
@ -17,6 +15,7 @@
*
* CONTRIBUTORS:
* Ramon Santamaria: Supervision, review, update and maintenance
* Christoph Wagner: Redesign (2022)
* Marc Palau: Initial implementation (2014)
*
*
@ -44,15 +43,26 @@
#ifndef RCAMERA_H
#define RCAMERA_H
// The only dependency // TODO review standalone mode
#include "raymath.h"
//----------------------------------------------------------------------------------
// Defines and Macros
//----------------------------------------------------------------------------------
//...
#if defined(CAMERA_STANDALONE)
#define CAMERA_CULL_DISTANCE_NEAR 0.01
#define CAMERA_CULL_DISTANCE_FAR 1000.0
#else
#define CAMERA_CULL_DISTANCE_NEAR RL_CULL_DISTANCE_NEAR
#define CAMERA_CULL_DISTANCE_FAR RL_CULL_DISTANCE_FAR
#endif
//----------------------------------------------------------------------------------
// Types and Structures Definition
// NOTE: Below types are required for CAMERA_STANDALONE usage
//----------------------------------------------------------------------------------
// TODO review
#if defined(CAMERA_STANDALONE)
// Vector2 type
typedef struct Vector2 {
@ -76,8 +86,6 @@
int projection; // Camera type, defines projection type: CAMERA_PERSPECTIVE or CAMERA_ORTHOGRAPHIC
} Camera3D;
typedef Camera3D Camera; // Camera type fallback, defaults to Camera3D
// Camera system modes
typedef enum {
CAMERA_CUSTOM = 0,
@ -97,7 +105,7 @@
//----------------------------------------------------------------------------------
// Global Variables Definition
//----------------------------------------------------------------------------------
//...
//----------------------------------------------------------------------------------
// Module Functions Declaration
@ -107,17 +115,19 @@
extern "C" { // Prevents name mangling of functions
#endif
#if defined(CAMERA_STANDALONE)
void SetCameraMode(Camera camera, int mode); // Set camera mode (multiple camera modes available)
void UpdateCamera(Camera *camera); // Update camera position for selected mode
void SetCameraPanControl(int keyPan); // Set camera pan key to combine with mouse movement (free camera)
void SetCameraAltControl(int keyAlt); // Set camera alt key to combine with mouse movement (free camera)
void SetCameraSmoothZoomControl(int szoomKey); // Set camera smooth zoom key to combine with mouse (free camera)
void SetCameraMoveControls(int keyFront, int keyBack,
int keyRight, int keyLeft,
int keyUp, int keyDown); // Set camera move controls (1st person and 3rd person cameras)
#endif
Vector3 GetCameraForward(Camera3D* camera);
Vector3 GetCameraUp(Camera3D* camera);
Vector3 GetCameraRight(Camera3D* camera);
void CameraMoveForward(Camera3D* camera, float distance, bool moveInWorldPlane);
void CameraMoveUp(Camera3D* camera, float distance);
void CameraMoveRight(Camera3D* camera, float distance, bool moveInWorldPlane);
void CameraZoom(Camera3D* camera, float delta);
void CameraYaw(Camera3D* camera, float angle, bool rotateAroundTarget);
void CameraPitch(Camera3D* camera, float angle, bool lockView, bool rotateAroundTarget, bool rotateUp);
void CameraRoll(Camera3D* camera, float angle);
void CameraViewBobbing(Camera3D* camera);
Matrix GetCameraViewMatrix(Camera3D* camera);
Matrix GetCameraProjectionMatrix(Camera3D* camera, float aspect);
#if defined(__cplusplus)
}
@ -134,424 +144,310 @@ void SetCameraMoveControls(int keyFront, int keyBack,
#if defined(CAMERA_IMPLEMENTATION)
#include <math.h> // Required for: sinf(), cosf(), sqrtf()
//----------------------------------------------------------------------------------
// Defines and Macros
//----------------------------------------------------------------------------------
#ifndef PI
#define PI 3.14159265358979323846
#endif
#ifndef DEG2RAD
#define DEG2RAD (PI/180.0f)
#endif
#ifndef RAD2DEG
#define RAD2DEG (180.0f/PI)
#endif
#define CAMERA_MOVE_SPEED 0.09f
#define CAMERA_ROTATION_SPEED 0.03f
// Camera mouse movement sensitivity
#define CAMERA_MOUSE_MOVE_SENSITIVITY 0.5f // TODO: it should be independent of framerate
#define CAMERA_MOUSE_MOVE_SENSITIVITY 0.003f // TODO: it should be independant of framerate
#define CAMERA_MOUSE_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
#define CAMERA_ORBITAL_SPEED 0.01f // Radians per frame
// ORBITAL_CAMERA
#define CAMERA_ORBITAL_SPEED 0.5f // Radians per second
// FIRST_PERSON
//#define CAMERA_FIRST_PERSON_MOUSE_SENSITIVITY 0.003f
#define CAMERA_FIRST_PERSON_FOCUS_DISTANCE 25.0f
#define CAMERA_FIRST_PERSON_MIN_CLAMP 89.0f
#define CAMERA_FIRST_PERSON_MAX_CLAMP -89.0f
// When walking, y-position of the player moves up-down at step frequency (swinging) but
// also the body slightly tilts left-right on every step, when all the body weight is left over one foot (tilting)
#define CAMERA_FIRST_PERSON_STEP_FREQUENCY 1.8f // Step frequency when walking (steps per second)
#define CAMERA_FIRST_PERSON_SWINGING_DELTA 0.03f // Maximum up-down swinging distance when walking
#define CAMERA_FIRST_PERSON_TILTING_DELTA 0.005f // Maximum left-right tilting distance when walking
// 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 }
#define CAMERA_FIRST_PERSON_STEP_TRIGONOMETRIC_DIVIDER 8.0f
#define CAMERA_FIRST_PERSON_STEP_DIVIDER 30.0f
#define CAMERA_FIRST_PERSON_WAVING_DIVIDER 200.0f
// PLAYER (used by camera)
#define PLAYER_MOVEMENT_SENSITIVITY 2.0f
#define PLAYER_MOVEMENT_SENSITIVITY 20.0f
//----------------------------------------------------------------------------------
// Types and Structures Definition
//----------------------------------------------------------------------------------
// Camera move modes (first person and third person cameras)
typedef enum {
MOVE_FRONT = 0,
MOVE_BACK,
MOVE_RIGHT,
MOVE_LEFT,
MOVE_UP,
MOVE_DOWN
} CameraMove;
// Camera global state context data [56 bytes]
typedef struct {
unsigned int mode; // Current camera mode
float targetDistance; // Camera distance from position to target
float playerEyesPosition; // Player eyes position from ground (in meters)
Vector2 angle; // Camera angle in plane XZ
// Camera movement control keys
int moveControl[6]; // Move controls (CAMERA_FIRST_PERSON)
int smoothZoomControl; // Smooth zoom control key
int altControl; // Alternative control key
int panControl; // Pan view control key
} CameraData;
//----------------------------------------------------------------------------------
// Global Variables Definition
//----------------------------------------------------------------------------------
static CameraData CAMERA = { // Global CAMERA state context
.mode = 0,
.targetDistance = 0,
.playerEyesPosition = 1.85f,
.angle = { 0 },
.moveControl = { 'W', 'S', 'D', 'A', 'E', 'Q' },
.smoothZoomControl = 341, // raylib: KEY_LEFT_CONTROL
.altControl = 342, // raylib: KEY_LEFT_ALT
.panControl = 2 // raylib: MOUSE_BUTTON_MIDDLE
};
//----------------------------------------------------------------------------------
// Module specific Functions Declaration
//----------------------------------------------------------------------------------
#if defined(CAMERA_STANDALONE)
// NOTE: Camera controls depend on some raylib input functions
static void EnableCursor() {} // Unlock cursor
static void DisableCursor() {} // Lock cursor
static int IsKeyDown(int key) { return 0; }
static int IsMouseButtonDown(int button) { return 0;}
static float GetMouseWheelMove() { return 0.0f; }
static Vector2 GetMousePosition() { return (Vector2){ 0.0f, 0.0f }; }
#endif
//----------------------------------------------------------------------------------
// Module Functions Definition
//----------------------------------------------------------------------------------
// Select camera mode (multiple camera modes available)
void SetCameraMode(Camera camera, int mode)
// Returns the cameras forward vector (normalized)
Vector3 GetCameraForward(Camera3D *camera)
{
Vector3 v1 = camera.position;
Vector3 v2 = camera.target;
float dx = v2.x - v1.x;
float dy = v2.y - v1.y;
float dz = v2.z - v1.z;
CAMERA.targetDistance = sqrtf(dx*dx + dy*dy + dz*dz); // Distance to target
// Camera angle calculation
CAMERA.angle.x = atan2f(dx, dz); // Camera angle in plane XZ (0 aligned with Z, move positive CCW)
CAMERA.angle.y = atan2f(dy, sqrtf(dx*dx + dz*dz)); // Camera angle in plane XY (0 aligned with X, move positive CW)
CAMERA.playerEyesPosition = camera.position.y; // Init player eyes position to camera Y position
// Lock cursor for first person and third person cameras
if ((mode == CAMERA_FIRST_PERSON) || (mode == CAMERA_THIRD_PERSON)) DisableCursor();
else EnableCursor();
CAMERA.mode = mode;
return Vector3Normalize(Vector3Subtract(camera->target, camera->position));
}
// Update camera depending on selected mode
// NOTE: Camera controls depend on some raylib functions:
// System: EnableCursor(), DisableCursor()
// Mouse: IsMouseButtonDown(), GetMousePosition(), GetMouseWheelMove()
// Keys: IsKeyDown()
void UpdateCamera(Camera *camera)
// Returns the cameras up vector (normalized)
// Note: The up vector might not be perpendicular to the forward vector
Vector3 GetCameraUp(Camera3D *camera)
{
static float swingCounter = 0.0f; // Used for 1st person swinging movement
return Vector3Normalize(camera->up);
}
// TODO: Compute CAMERA.targetDistance and CAMERA.angle here (?)
// Returns the cameras right vector (normalized)
Vector3 GetCameraRight(Camera3D *camera)
{
Vector3 forward = GetCameraForward(camera);
Vector3 up = GetCameraUp(camera);
return Vector3CrossProduct(forward, up);
}
// Mouse movement detection
Vector2 mousePositionDelta = GetMouseDelta();
float mouseWheelMove = GetMouseWheelMove();
// Moves the camera in its forward direction
void CameraMoveForward(Camera3D *camera, float distance, bool moveInWorldPlane)
{
Vector3 forward = GetCameraForward(camera);
// Keys input detection
// TODO: Input detection is raylib-dependant, it could be moved outside the module
bool keyPan = IsMouseButtonDown(CAMERA.panControl);
bool keyAlt = IsKeyDown(CAMERA.altControl);
bool szoomKey = IsKeyDown(CAMERA.smoothZoomControl);
bool direction[6] = { IsKeyDown(CAMERA.moveControl[MOVE_FRONT]),
IsKeyDown(CAMERA.moveControl[MOVE_BACK]),
IsKeyDown(CAMERA.moveControl[MOVE_RIGHT]),
IsKeyDown(CAMERA.moveControl[MOVE_LEFT]),
IsKeyDown(CAMERA.moveControl[MOVE_UP]),
IsKeyDown(CAMERA.moveControl[MOVE_DOWN]) };
// Support for multiple automatic camera modes
// NOTE: In case of CAMERA_CUSTOM nothing happens here, user must update it manually
switch (CAMERA.mode)
if (moveInWorldPlane)
{
case CAMERA_FREE: // Camera free controls, using standard 3d-content-creation scheme
{
// Camera zoom
if ((CAMERA.targetDistance < CAMERA_FREE_DISTANCE_MAX_CLAMP) && (mouseWheelMove < 0))
{
CAMERA.targetDistance -= (mouseWheelMove*CAMERA_MOUSE_SCROLL_SENSITIVITY);
if (CAMERA.targetDistance > CAMERA_FREE_DISTANCE_MAX_CLAMP) CAMERA.targetDistance = CAMERA_FREE_DISTANCE_MAX_CLAMP;
}
// Project vector onto world plane
forward.y = 0;
forward = Vector3Normalize(forward);
}
// Camera looking down
else if ((camera->position.y > camera->target.y) && (CAMERA.targetDistance == CAMERA_FREE_DISTANCE_MAX_CLAMP) && (mouseWheelMove < 0))
{
camera->target.x += mouseWheelMove*(camera->target.x - camera->position.x)*CAMERA_MOUSE_SCROLL_SENSITIVITY/CAMERA.targetDistance;
camera->target.y += mouseWheelMove*(camera->target.y - camera->position.y)*CAMERA_MOUSE_SCROLL_SENSITIVITY/CAMERA.targetDistance;
camera->target.z += mouseWheelMove*(camera->target.z - camera->position.z)*CAMERA_MOUSE_SCROLL_SENSITIVITY/CAMERA.targetDistance;
}
else if ((camera->position.y > camera->target.y) && (camera->target.y >= 0))
{
camera->target.x += mouseWheelMove*(camera->target.x - camera->position.x)*CAMERA_MOUSE_SCROLL_SENSITIVITY/CAMERA.targetDistance;
camera->target.y += mouseWheelMove*(camera->target.y - camera->position.y)*CAMERA_MOUSE_SCROLL_SENSITIVITY/CAMERA.targetDistance;
camera->target.z += mouseWheelMove*(camera->target.z - camera->position.z)*CAMERA_MOUSE_SCROLL_SENSITIVITY/CAMERA.targetDistance;
// Scale by distance
forward = Vector3Scale(forward, distance);
// if (camera->target.y < 0) camera->target.y = -0.001;
}
else if ((camera->position.y > camera->target.y) && (camera->target.y < 0) && (mouseWheelMove > 0))
{
CAMERA.targetDistance -= (mouseWheelMove*CAMERA_MOUSE_SCROLL_SENSITIVITY);
if (CAMERA.targetDistance < CAMERA_FREE_DISTANCE_MIN_CLAMP) CAMERA.targetDistance = CAMERA_FREE_DISTANCE_MIN_CLAMP;
}
// Camera looking up
else if ((camera->position.y < camera->target.y) && (CAMERA.targetDistance == CAMERA_FREE_DISTANCE_MAX_CLAMP) && (mouseWheelMove < 0))
{
camera->target.x += mouseWheelMove*(camera->target.x - camera->position.x)*CAMERA_MOUSE_SCROLL_SENSITIVITY/CAMERA.targetDistance;
camera->target.y += mouseWheelMove*(camera->target.y - camera->position.y)*CAMERA_MOUSE_SCROLL_SENSITIVITY/CAMERA.targetDistance;
camera->target.z += mouseWheelMove*(camera->target.z - camera->position.z)*CAMERA_MOUSE_SCROLL_SENSITIVITY/CAMERA.targetDistance;
}
else if ((camera->position.y < camera->target.y) && (camera->target.y <= 0))
{
camera->target.x += mouseWheelMove*(camera->target.x - camera->position.x)*CAMERA_MOUSE_SCROLL_SENSITIVITY/CAMERA.targetDistance;
camera->target.y += mouseWheelMove*(camera->target.y - camera->position.y)*CAMERA_MOUSE_SCROLL_SENSITIVITY/CAMERA.targetDistance;
camera->target.z += mouseWheelMove*(camera->target.z - camera->position.z)*CAMERA_MOUSE_SCROLL_SENSITIVITY/CAMERA.targetDistance;
// Move position and target
camera->position = Vector3Add(camera->position, forward);
camera->target = Vector3Add(camera->target, forward);
}
// if (camera->target.y > 0) camera->target.y = 0.001;
}
else if ((camera->position.y < camera->target.y) && (camera->target.y > 0) && (mouseWheelMove > 0))
{
CAMERA.targetDistance -= (mouseWheelMove*CAMERA_MOUSE_SCROLL_SENSITIVITY);
if (CAMERA.targetDistance < CAMERA_FREE_DISTANCE_MIN_CLAMP) CAMERA.targetDistance = CAMERA_FREE_DISTANCE_MIN_CLAMP;
}
// Moves the camera in its up direction
void CameraMoveUp(Camera3D *camera, float distance)
{
Vector3 up = GetCameraUp(camera);
// Scale by distance
up = Vector3Scale(up, distance);
// Input keys checks
if (keyPan)
{
if (keyAlt) // Alternative key behaviour
{
if (szoomKey)
{
// Camera smooth zoom
CAMERA.targetDistance += (mousePositionDelta.y*CAMERA_FREE_SMOOTH_ZOOM_SENSITIVITY);
}
else
{
// Camera rotation
CAMERA.angle.x += mousePositionDelta.x*-CAMERA_FREE_MOUSE_SENSITIVITY;
CAMERA.angle.y += mousePositionDelta.y*-CAMERA_FREE_MOUSE_SENSITIVITY;
// Move position and target
camera->position = Vector3Add(camera->position, up);
camera->target = Vector3Add(camera->target, up);
}
// Angle clamp
if (CAMERA.angle.y > CAMERA_FREE_MIN_CLAMP*DEG2RAD) CAMERA.angle.y = CAMERA_FREE_MIN_CLAMP*DEG2RAD;
else if (CAMERA.angle.y < CAMERA_FREE_MAX_CLAMP*DEG2RAD) CAMERA.angle.y = CAMERA_FREE_MAX_CLAMP*DEG2RAD;
}
}
else
{
// Camera panning
camera->target.x += ((mousePositionDelta.x*CAMERA_FREE_MOUSE_SENSITIVITY)*cosf(CAMERA.angle.x) + (mousePositionDelta.y*-CAMERA_FREE_MOUSE_SENSITIVITY)*sinf(CAMERA.angle.x)*sinf(CAMERA.angle.y))*(CAMERA.targetDistance/CAMERA_FREE_PANNING_DIVIDER);
camera->target.y += ((mousePositionDelta.y*CAMERA_FREE_MOUSE_SENSITIVITY)*cosf(CAMERA.angle.y))*(CAMERA.targetDistance/CAMERA_FREE_PANNING_DIVIDER);
camera->target.z += ((mousePositionDelta.x*-CAMERA_FREE_MOUSE_SENSITIVITY)*sinf(CAMERA.angle.x) + (mousePositionDelta.y*-CAMERA_FREE_MOUSE_SENSITIVITY)*cosf(CAMERA.angle.x)*sinf(CAMERA.angle.y))*(CAMERA.targetDistance/CAMERA_FREE_PANNING_DIVIDER);
}
}
// Moves the camera target in its current right direction
void CameraMoveRight(Camera3D *camera, float distance, bool moveInWorldPlane)
{
Vector3 right = GetCameraRight(camera);
// Update camera position with changes
camera->position.x = -sinf(CAMERA.angle.x)*CAMERA.targetDistance*cosf(CAMERA.angle.y) + camera->target.x;
camera->position.y = -sinf(CAMERA.angle.y)*CAMERA.targetDistance + camera->target.y;
camera->position.z = -cosf(CAMERA.angle.x)*CAMERA.targetDistance*cosf(CAMERA.angle.y) + camera->target.z;
if (moveInWorldPlane)
{
// Project vector onto world plane
right.y = 0;
right = Vector3Normalize(right);
}
} break;
case CAMERA_ORBITAL: // Camera just orbits around target, only zoom allowed
{
CAMERA.angle.x += CAMERA_ORBITAL_SPEED*GetFrameTime(); // Camera orbit angle
CAMERA.targetDistance -= (mouseWheelMove*CAMERA_MOUSE_SCROLL_SENSITIVITY); // Camera zoom
// Scale by distance
right = Vector3Scale(right, distance);
// Camera distance clamp
if (CAMERA.targetDistance < CAMERA_THIRD_PERSON_DISTANCE_CLAMP) CAMERA.targetDistance = CAMERA_THIRD_PERSON_DISTANCE_CLAMP;
// Move position and target
camera->position = Vector3Add(camera->position, right);
camera->target = Vector3Add(camera->target, right);
}
// Update camera position with changes
camera->position.x = sinf(CAMERA.angle.x)*CAMERA.targetDistance*cosf(CAMERA.angle.y) + camera->target.x;
camera->position.y = ((CAMERA.angle.y <= 0.0f)? 1 : -1)*sinf(CAMERA.angle.y)*CAMERA.targetDistance*sinf(CAMERA.angle.y) + camera->target.y;
camera->position.z = cosf(CAMERA.angle.x)*CAMERA.targetDistance*cosf(CAMERA.angle.y) + camera->target.z;
// Moves the camera position closer/farther to/from the camera target
void CameraZoom(Camera3D *camera, float delta)
{
float distance = Vector3Distance(camera->position, camera->target);
} break;
case CAMERA_FIRST_PERSON: // Camera moves as in a first-person game, controls are configurable
{
// NOTE: On CAMERA_FIRST_PERSON player Y-movement is limited to player 'eyes position'
camera->position.y = CAMERA.playerEyesPosition;
// Apply delta
distance += delta;
camera->position.x += (sinf(CAMERA.angle.x)*direction[MOVE_BACK] -
sinf(CAMERA.angle.x)*direction[MOVE_FRONT] -
cosf(CAMERA.angle.x)*direction[MOVE_LEFT] +
cosf(CAMERA.angle.x)*direction[MOVE_RIGHT])*PLAYER_MOVEMENT_SENSITIVITY*GetFrameTime();
// Distance must be greater than 0
if (distance < 0) distance = 0.001f;
camera->position.y += (sinf(CAMERA.angle.y)*direction[MOVE_FRONT] -
sinf(CAMERA.angle.y)*direction[MOVE_BACK] +
1.0f*direction[MOVE_UP] - 1.0f*direction[MOVE_DOWN])*PLAYER_MOVEMENT_SENSITIVITY*GetFrameTime();
// Set new distance by moving the position along the forward vector
Vector3 forward = GetCameraForward(camera);
camera->position = Vector3Add(camera->target, Vector3Scale(forward, -distance));
}
camera->position.z += (cosf(CAMERA.angle.x)*direction[MOVE_BACK] -
cosf(CAMERA.angle.x)*direction[MOVE_FRONT] +
sinf(CAMERA.angle.x)*direction[MOVE_LEFT] -
sinf(CAMERA.angle.x)*direction[MOVE_RIGHT])*PLAYER_MOVEMENT_SENSITIVITY*GetFrameTime();
// Rotates the camera around its up vector
// Yaw is "looking left and right"
// If rotateAroundTarget is false, the camera rotates around its position
// Note: angle must be provided in radians
void CameraYaw(Camera3D *camera, float angle, bool rotateAroundTarget)
{
// Rotation axis
Vector3 up = GetCameraUp(camera);
// Camera orientation calculation
CAMERA.angle.x -= mousePositionDelta.x*CAMERA_MOUSE_MOVE_SENSITIVITY*GetFrameTime();
CAMERA.angle.y -= mousePositionDelta.y*CAMERA_MOUSE_MOVE_SENSITIVITY*GetFrameTime();
// View vector
Vector3 target_position = Vector3Subtract(camera->target, camera->position);
// Angle clamp
if (CAMERA.angle.y > CAMERA_FIRST_PERSON_MIN_CLAMP*DEG2RAD) CAMERA.angle.y = CAMERA_FIRST_PERSON_MIN_CLAMP*DEG2RAD;
else if (CAMERA.angle.y < CAMERA_FIRST_PERSON_MAX_CLAMP*DEG2RAD) CAMERA.angle.y = CAMERA_FIRST_PERSON_MAX_CLAMP*DEG2RAD;
// Rotate view vector around up axis
target_position = Vector3RotateByAxisAngle(target_position, up, angle);
// Calculate translation matrix
Matrix matTranslation = { 1.0f, 0.0f, 0.0f, 0.0f,
0.0f, 1.0f, 0.0f, 0.0f,
0.0f, 0.0f, 1.0f, (CAMERA.targetDistance/CAMERA_FREE_PANNING_DIVIDER),
0.0f, 0.0f, 0.0f, 1.0f };
// Calculate rotation matrix
Matrix matRotation = { 1.0f, 0.0f, 0.0f, 0.0f,
0.0f, 1.0f, 0.0f, 0.0f,
0.0f, 0.0f, 1.0f, 0.0f,
0.0f, 0.0f, 0.0f, 1.0f };
float cosz = cosf(0.0f);
float sinz = sinf(0.0f);
float cosy = cosf(-(PI*2 - CAMERA.angle.x));
float siny = sinf(-(PI*2 - CAMERA.angle.x));
float cosx = cosf(-(PI*2 - CAMERA.angle.y));
float sinx = sinf(-(PI*2 - CAMERA.angle.y));
matRotation.m0 = cosz*cosy;
matRotation.m4 = (cosz*siny*sinx) - (sinz*cosx);
matRotation.m8 = (cosz*siny*cosx) + (sinz*sinx);
matRotation.m1 = sinz*cosy;
matRotation.m5 = (sinz*siny*sinx) + (cosz*cosx);
matRotation.m9 = (sinz*siny*cosx) - (cosz*sinx);
matRotation.m2 = -siny;
matRotation.m6 = cosy*sinx;
matRotation.m10= cosy*cosx;
// Multiply translation and rotation matrices
Matrix matTransform = { 0 };
matTransform.m0 = matTranslation.m0*matRotation.m0 + matTranslation.m1*matRotation.m4 + matTranslation.m2*matRotation.m8 + matTranslation.m3*matRotation.m12;
matTransform.m1 = matTranslation.m0*matRotation.m1 + matTranslation.m1*matRotation.m5 + matTranslation.m2*matRotation.m9 + matTranslation.m3*matRotation.m13;
matTransform.m2 = matTranslation.m0*matRotation.m2 + matTranslation.m1*matRotation.m6 + matTranslation.m2*matRotation.m10 + matTranslation.m3*matRotation.m14;
matTransform.m3 = matTranslation.m0*matRotation.m3 + matTranslation.m1*matRotation.m7 + matTranslation.m2*matRotation.m11 + matTranslation.m3*matRotation.m15;
matTransform.m4 = matTranslation.m4*matRotation.m0 + matTranslation.m5*matRotation.m4 + matTranslation.m6*matRotation.m8 + matTranslation.m7*matRotation.m12;
matTransform.m5 = matTranslation.m4*matRotation.m1 + matTranslation.m5*matRotation.m5 + matTranslation.m6*matRotation.m9 + matTranslation.m7*matRotation.m13;
matTransform.m6 = matTranslation.m4*matRotation.m2 + matTranslation.m5*matRotation.m6 + matTranslation.m6*matRotation.m10 + matTranslation.m7*matRotation.m14;
matTransform.m7 = matTranslation.m4*matRotation.m3 + matTranslation.m5*matRotation.m7 + matTranslation.m6*matRotation.m11 + matTranslation.m7*matRotation.m15;
matTransform.m8 = matTranslation.m8*matRotation.m0 + matTranslation.m9*matRotation.m4 + matTranslation.m10*matRotation.m8 + matTranslation.m11*matRotation.m12;
matTransform.m9 = matTranslation.m8*matRotation.m1 + matTranslation.m9*matRotation.m5 + matTranslation.m10*matRotation.m9 + matTranslation.m11*matRotation.m13;
matTransform.m10 = matTranslation.m8*matRotation.m2 + matTranslation.m9*matRotation.m6 + matTranslation.m10*matRotation.m10 + matTranslation.m11*matRotation.m14;
matTransform.m11 = matTranslation.m8*matRotation.m3 + matTranslation.m9*matRotation.m7 + matTranslation.m10*matRotation.m11 + matTranslation.m11*matRotation.m15;
matTransform.m12 = matTranslation.m12*matRotation.m0 + matTranslation.m13*matRotation.m4 + matTranslation.m14*matRotation.m8 + matTranslation.m15*matRotation.m12;
matTransform.m13 = matTranslation.m12*matRotation.m1 + matTranslation.m13*matRotation.m5 + matTranslation.m14*matRotation.m9 + matTranslation.m15*matRotation.m13;
matTransform.m14 = matTranslation.m12*matRotation.m2 + matTranslation.m13*matRotation.m6 + matTranslation.m14*matRotation.m10 + matTranslation.m15*matRotation.m14;
matTransform.m15 = matTranslation.m12*matRotation.m3 + matTranslation.m13*matRotation.m7 + matTranslation.m14*matRotation.m11 + matTranslation.m15*matRotation.m15;
camera->target.x = camera->position.x - matTransform.m12;
camera->target.y = camera->position.y - matTransform.m13;
camera->target.z = camera->position.z - matTransform.m14;
// Camera swinging (y-movement), only when walking (some key pressed)
for (int i = 0; i < 6; i++) if (direction[i]) { swingCounter += GetFrameTime(); break; }
camera->position.y -= sinf(2*PI*CAMERA_FIRST_PERSON_STEP_FREQUENCY*swingCounter)*CAMERA_FIRST_PERSON_SWINGING_DELTA;
// Camera waiving (xz-movement), only when walking (some key pressed)
camera->up.x = sinf(2*PI*CAMERA_FIRST_PERSON_STEP_FREQUENCY*swingCounter)*CAMERA_FIRST_PERSON_TILTING_DELTA;
camera->up.z = -sinf(2*PI*CAMERA_FIRST_PERSON_STEP_FREQUENCY*swingCounter)*CAMERA_FIRST_PERSON_TILTING_DELTA;
} break;
case CAMERA_THIRD_PERSON: // Camera moves as in a third-person game, following target at a distance, controls are configurable
{
camera->position.x += (sinf(CAMERA.angle.x)*direction[MOVE_BACK] -
sinf(CAMERA.angle.x)*direction[MOVE_FRONT] -
cosf(CAMERA.angle.x)*direction[MOVE_LEFT] +
cosf(CAMERA.angle.x)*direction[MOVE_RIGHT])*PLAYER_MOVEMENT_SENSITIVITY*GetFrameTime();
camera->position.y += (sinf(CAMERA.angle.y)*direction[MOVE_FRONT] -
sinf(CAMERA.angle.y)*direction[MOVE_BACK] +
1.0f*direction[MOVE_UP] - 1.0f*direction[MOVE_DOWN])*PLAYER_MOVEMENT_SENSITIVITY*GetFrameTime();
camera->position.z += (cosf(CAMERA.angle.x)*direction[MOVE_BACK] -
cosf(CAMERA.angle.x)*direction[MOVE_FRONT] +
sinf(CAMERA.angle.x)*direction[MOVE_LEFT] -
sinf(CAMERA.angle.x)*direction[MOVE_RIGHT])*PLAYER_MOVEMENT_SENSITIVITY*GetFrameTime();
// Camera orientation calculation
CAMERA.angle.x += (mousePositionDelta.x*-CAMERA_MOUSE_MOVE_SENSITIVITY);
CAMERA.angle.y += (mousePositionDelta.y*-CAMERA_MOUSE_MOVE_SENSITIVITY);
// Angle clamp
if (CAMERA.angle.y > CAMERA_THIRD_PERSON_MIN_CLAMP*DEG2RAD) CAMERA.angle.y = CAMERA_THIRD_PERSON_MIN_CLAMP*DEG2RAD;
else if (CAMERA.angle.y < CAMERA_THIRD_PERSON_MAX_CLAMP*DEG2RAD) CAMERA.angle.y = CAMERA_THIRD_PERSON_MAX_CLAMP*DEG2RAD;
// Camera zoom
CAMERA.targetDistance -= (mouseWheelMove*CAMERA_MOUSE_SCROLL_SENSITIVITY);
// Camera distance clamp
if (CAMERA.targetDistance < CAMERA_THIRD_PERSON_DISTANCE_CLAMP) CAMERA.targetDistance = CAMERA_THIRD_PERSON_DISTANCE_CLAMP;
camera->position.x = sinf(CAMERA.angle.x)*CAMERA.targetDistance*cosf(CAMERA.angle.y) + camera->target.x;
if (CAMERA.angle.y <= 0.0f) camera->position.y = sinf(CAMERA.angle.y)*CAMERA.targetDistance*sinf(CAMERA.angle.y) + camera->target.y;
else camera->position.y = -sinf(CAMERA.angle.y)*CAMERA.targetDistance*sinf(CAMERA.angle.y) + camera->target.y;
camera->position.z = cosf(CAMERA.angle.x)*CAMERA.targetDistance*cosf(CAMERA.angle.y) + camera->target.z;
} break;
case CAMERA_CUSTOM: break;
default: break;
if (rotateAroundTarget)
{
// Move position relative to target
camera->position = Vector3Subtract(camera->target, target_position);
}
else // rotate around camera.position
{
// Move target relative to position
camera->target = Vector3Add(camera->position, target_position);
}
}
// Set camera pan key to combine with mouse movement (free camera)
void SetCameraPanControl(int keyPan) { CAMERA.panControl = keyPan; }
// Set camera alt key to combine with mouse movement (free camera)
void SetCameraAltControl(int keyAlt) { CAMERA.altControl = keyAlt; }
// Set camera smooth zoom key to combine with mouse (free camera)
void SetCameraSmoothZoomControl(int szoomKey) { CAMERA.smoothZoomControl = szoomKey; }
// Set camera move controls (1st person and 3rd person cameras)
void SetCameraMoveControls(int keyFront, int keyBack, int keyRight, int keyLeft, int keyUp, int keyDown)
// Rotates the camera around its right vector
// Pitch is "looking up and down"
// lockView prevents camera overrotation (aka "somersaults")
// If rotateAroundTarget is false, the camera rotates around its position
// rotateUp rotates the up direction as well (typically only usefull in CAMERA_FREE)
// Note: angle must be provided in radians
void CameraPitch(Camera3D *camera, float angle, bool lockView, bool rotateAroundTarget, bool rotateUp)
{
CAMERA.moveControl[MOVE_FRONT] = keyFront;
CAMERA.moveControl[MOVE_BACK] = keyBack;
CAMERA.moveControl[MOVE_RIGHT] = keyRight;
CAMERA.moveControl[MOVE_LEFT] = keyLeft;
CAMERA.moveControl[MOVE_UP] = keyUp;
CAMERA.moveControl[MOVE_DOWN] = keyDown;
// Up direction
Vector3 up = GetCameraUp(camera);
// View vector
Vector3 target_position = Vector3Subtract(camera->target, camera->position);
if (lockView)
{
// In these camera modes we clamp the Pitch angle
// to allow only viewing straight up or down.
// Clamp view up
float max_angle_up = Vector3Angle(up, target_position);
max_angle_up -= 0.001f; // avoid numerical errors
if (angle > max_angle_up) angle = max_angle_up;
// Clamp view down
float max_angle_down = Vector3Angle(Vector3Negate(up), target_position);
max_angle_down *= -1.0f; // downwards angle is negative
max_angle_down += 0.001f; // avoid numerical errors
if (angle < max_angle_down) angle = max_angle_down;
}
// Rotation axis
Vector3 right = GetCameraRight(camera);
// Rotate view vector around right axis
target_position = Vector3RotateByAxisAngle(target_position, right, angle);
if (rotateAroundTarget)
{
// Move position relative to target
camera->position = Vector3Subtract(camera->target, target_position);
}
else // rotate around camera.position
{
// Move target relative to position
camera->target = Vector3Add(camera->position, target_position);
}
if (rotateUp)
{
// Rotate up direction around right axis
camera->up = Vector3RotateByAxisAngle(camera->up, right, angle);
}
}
// Rotates the camera around its forward vector
// Roll is "turning your head sideways to the left or right"
// Note: angle must be provided in radians
void CameraRoll(Camera3D *camera, float angle)
{
// Rotation axis
Vector3 forward = GetCameraForward(camera);
// Rotate up direction around forward axis
camera->up = Vector3RotateByAxisAngle(camera->up, forward, angle);
}
// Moves camera slightly to simulate a walking motion
// Note: Only active if camera->swingCounter > 0
void CameraViewBobbing(Camera3D *camera)
{
if (camera->swingCounter > 0)
{
// NOTE: We delay the target movement relative to the position movement to create a little pitch with each step.
camera->position.y = camera->position.y - 0.25f * sinf((camera->swingCounter + 1) / CAMERA_FIRST_PERSON_STEP_TRIGONOMETRIC_DIVIDER) / CAMERA_FIRST_PERSON_STEP_DIVIDER;
camera->target.y = camera->target.y - 0.25f * sinf((camera->swingCounter - 1) / CAMERA_FIRST_PERSON_STEP_TRIGONOMETRIC_DIVIDER) / CAMERA_FIRST_PERSON_STEP_DIVIDER;
// Update counter for next frame
camera->swingCounter %= 2147483647 /* INT_MAX */; // Counter must be positive
camera->swingCounter++;
}
}
// Returns the camera view matrix
Matrix GetCameraViewMatrix(Camera3D *camera)
{
return MatrixLookAt(camera->position, camera->target, camera->up);
}
// Returns the camera projection matrix
Matrix GetCameraProjectionMatrix(Camera3D *camera, float aspect)
{
if (camera->projection == CAMERA_PERSPECTIVE)
{
return MatrixPerspective(camera->fovy * DEG2RAD, aspect, CAMERA_CULL_DISTANCE_NEAR, CAMERA_CULL_DISTANCE_FAR);
}
else if (camera->projection == CAMERA_ORTHOGRAPHIC)
{
double top = camera->fovy / 2.0;
double right = top * aspect;
return MatrixOrtho(-right, right, -top, top, CAMERA_CULL_DISTANCE_NEAR, CAMERA_CULL_DISTANCE_FAR);
}
return MatrixIdentity();
}
#ifndef CAMERA_STANDALONE
// Update camera position for selected mode
// Camera mode: CAMERA_FREE, CAMERA_FIRST_PERSON, CAMERA_THIRD_PERSON, CAMERA_ORBITAL or CUSTOM
void UpdateCamera(Camera3D *camera, int mode)
{
Vector2 mousePositionDelta = GetMouseDelta();
bool moveInWorldPlane = mode == CAMERA_FIRST_PERSON || mode == CAMERA_THIRD_PERSON;
bool rotateAroundTarget = mode == CAMERA_THIRD_PERSON || mode == CAMERA_ORBITAL;
bool lockView = mode == CAMERA_FIRST_PERSON || mode == CAMERA_THIRD_PERSON || mode == CAMERA_ORBITAL;
bool rotateUp = mode == CAMERA_FREE;
// Camera movement
if (IsKeyDown(KEY_W)) CameraMoveForward(camera, CAMERA_MOVE_SPEED, moveInWorldPlane);
if (IsKeyDown(KEY_S)) CameraMoveForward(camera, -CAMERA_MOVE_SPEED, moveInWorldPlane);
if (IsKeyDown(KEY_D)) CameraMoveRight(camera, CAMERA_MOVE_SPEED, moveInWorldPlane);
if (IsKeyDown(KEY_A)) CameraMoveRight(camera, -CAMERA_MOVE_SPEED, moveInWorldPlane);
if (IsKeyDown(KEY_SPACE)) CameraMoveUp(camera, CAMERA_MOVE_SPEED);
if (IsKeyDown(KEY_LEFT_CONTROL)) CameraMoveUp(camera, -CAMERA_MOVE_SPEED);
// Camera rotation
if (IsKeyDown(KEY_DOWN)) CameraPitch(camera, -CAMERA_ROTATION_SPEED, lockView, rotateAroundTarget, rotateUp);
if (IsKeyDown(KEY_UP)) CameraPitch(camera, CAMERA_ROTATION_SPEED, lockView, rotateAroundTarget, rotateUp);
if (IsKeyDown(KEY_RIGHT)) CameraYaw(camera, -CAMERA_ROTATION_SPEED, rotateAroundTarget);
if (IsKeyDown(KEY_LEFT)) CameraYaw(camera, CAMERA_ROTATION_SPEED, rotateAroundTarget);
if (IsKeyDown(KEY_Q)) CameraRoll(camera, -CAMERA_ROTATION_SPEED);
if (IsKeyDown(KEY_E)) CameraRoll(camera, CAMERA_ROTATION_SPEED);
CameraYaw(camera, mousePositionDelta.x * -CAMERA_MOUSE_MOVE_SENSITIVITY, rotateAroundTarget);
CameraPitch(camera, mousePositionDelta.y * -CAMERA_MOUSE_MOVE_SENSITIVITY, lockView, rotateAroundTarget, rotateUp);
// Zoom target distance
CameraZoom(camera, -GetMouseWheelMove());
if (IsKeyPressed(KEY_KP_SUBTRACT)) CameraZoom(camera, 2.0f);
if (IsKeyPressed(KEY_KP_ADD)) CameraZoom(camera, -2.0f);
// Apply view bobbing when moving around (per default only active in CAMERA_FIRST_PERSON)
if (mode == CAMERA_FIRST_PERSON && (IsKeyDown(KEY_W) || IsKeyDown(KEY_A) || IsKeyDown(KEY_S) || IsKeyDown(KEY_D))) CameraViewBobbing(camera);
}
#endif // !CAMERA_STANDALONE
#endif // CAMERA_IMPLEMENTATION

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/*******************************************************************************************
*
* rcamera - Basic camera system for multiple camera modes
*
* NOTE: Memory footprint of this library is aproximately 52 bytes (global variables)
*
* CONFIGURATION:
*
* #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.
*
* CONTRIBUTORS:
* Ramon Santamaria: Supervision, review, update and maintenance
* Marc Palau: Initial implementation (2014)
*
*
* LICENSE: zlib/libpng
*
* Copyright (c) 2015-2022 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.
*
**********************************************************************************************/
#ifndef RCAMERA_H
#define RCAMERA_H
//----------------------------------------------------------------------------------
// Defines and Macros
//----------------------------------------------------------------------------------
//...
//----------------------------------------------------------------------------------
// Types and Structures Definition
// NOTE: Below types are required for CAMERA_STANDALONE usage
//----------------------------------------------------------------------------------
#if defined(CAMERA_STANDALONE)
// Vector2 type
typedef struct Vector2 {
float x;
float y;
} Vector2;
// Vector3 type
typedef struct Vector3 {
float x;
float y;
float z;
} Vector3;
// Camera type, defines a camera position/orientation in 3d space
typedef struct Camera3D {
Vector3 position; // Camera position
Vector3 target; // Camera target it looks-at
Vector3 up; // Camera up vector (rotation over its axis)
float fovy; // Camera field-of-view apperture in Y (degrees) in perspective, used as near plane width in orthographic
int type; // Camera type, defines projection type: CAMERA_PERSPECTIVE or CAMERA_ORTHOGRAPHIC
} Camera3D;
typedef Camera3D Camera; // Camera type fallback, defaults to Camera3D
// Camera system modes
typedef enum {
CAMERA_CUSTOM = 0,
CAMERA_FREE,
CAMERA_ORBITAL,
CAMERA_FIRST_PERSON,
CAMERA_THIRD_PERSON
} CameraMode;
// Camera projection modes
typedef enum {
CAMERA_PERSPECTIVE = 0,
CAMERA_ORTHOGRAPHIC
} CameraProjection;
#endif
//----------------------------------------------------------------------------------
// Global Variables Definition
//----------------------------------------------------------------------------------
//...
//----------------------------------------------------------------------------------
// Module Functions Declaration
//----------------------------------------------------------------------------------
#ifdef __cplusplus
extern "C" { // Prevents name mangling of functions
#endif
#if defined(CAMERA_STANDALONE)
void SetCameraMode(Camera camera, int mode); // Set camera mode (multiple camera modes available)
void UpdateCamera(Camera *camera); // Update camera position for selected mode
void SetCameraPanControl(int keyPan); // Set camera pan key to combine with mouse movement (free camera)
void SetCameraAltControl(int keyAlt); // Set camera alt key to combine with mouse movement (free camera)
void SetCameraSmoothZoomControl(int szoomKey); // Set camera smooth zoom key to combine with mouse (free camera)
void SetCameraMoveControls(int keyFront, int keyBack,
int keyRight, int keyLeft,
int keyUp, int keyDown); // Set camera move controls (1st person and 3rd person cameras)
#endif
#ifdef __cplusplus
}
#endif
#endif // CAMERA_H
/***********************************************************************************
*
* CAMERA IMPLEMENTATION
*
************************************************************************************/
#if defined(CAMERA_IMPLEMENTATION)
#include <math.h> // Required for: sinf(), cosf(), sqrtf()
//----------------------------------------------------------------------------------
// Defines and Macros
//----------------------------------------------------------------------------------
#ifndef PI
#define PI 3.14159265358979323846
#endif
#ifndef DEG2RAD
#define DEG2RAD (PI/180.0f)
#endif
#ifndef RAD2DEG
#define RAD2DEG (180.0f/PI)
#endif
// Camera mouse movement sensitivity
#define CAMERA_MOUSE_MOVE_SENSITIVITY 0.003f
#define CAMERA_MOUSE_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 // Radians per frame
// FIRST_PERSON
//#define CAMERA_FIRST_PERSON_MOUSE_SENSITIVITY 0.003f
#define CAMERA_FIRST_PERSON_FOCUS_DISTANCE 25.0f
#define CAMERA_FIRST_PERSON_MIN_CLAMP 89.0f
#define CAMERA_FIRST_PERSON_MAX_CLAMP -89.0f
#define CAMERA_FIRST_PERSON_STEP_TRIGONOMETRIC_DIVIDER 8.0f
#define CAMERA_FIRST_PERSON_STEP_DIVIDER 30.0f
#define CAMERA_FIRST_PERSON_WAVING_DIVIDER 200.0f
// 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_MOVEMENT_SENSITIVITY 20.0f
//----------------------------------------------------------------------------------
// Types and Structures Definition
//----------------------------------------------------------------------------------
// Camera move modes (first person and third person cameras)
typedef enum {
MOVE_FRONT = 0,
MOVE_BACK,
MOVE_RIGHT,
MOVE_LEFT,
MOVE_UP,
MOVE_DOWN
} CameraMove;
// Camera global state context data [56 bytes]
typedef struct {
unsigned int mode; // Current camera mode
float targetDistance; // Camera distance from position to target
float playerEyesPosition; // Player eyes position from ground (in meters)
Vector2 angle; // Camera angle in plane XZ
Vector2 previousMousePosition; // Previous mouse position
// Camera movement control keys
int moveControl[6]; // Move controls (CAMERA_FIRST_PERSON)
int smoothZoomControl; // Smooth zoom control key
int altControl; // Alternative control key
int panControl; // Pan view control key
} CameraData;
//----------------------------------------------------------------------------------
// Global Variables Definition
//----------------------------------------------------------------------------------
static CameraData CAMERA = { // Global CAMERA state context
.mode = 0,
.targetDistance = 0,
.playerEyesPosition = 1.85f,
.angle = { 0 },
.previousMousePosition = { 0 },
.moveControl = { 'W', 'S', 'D', 'A', 'E', 'Q' },
.smoothZoomControl = 341, // raylib: KEY_LEFT_CONTROL
.altControl = 342, // raylib: KEY_LEFT_ALT
.panControl = 2 // raylib: MOUSE_BUTTON_MIDDLE
};
//----------------------------------------------------------------------------------
// Module specific Functions Declaration
//----------------------------------------------------------------------------------
#if defined(CAMERA_STANDALONE)
// NOTE: Camera controls depend on some raylib input functions
static void EnableCursor() {} // Unlock cursor
static void DisableCursor() {} // Lock cursor
static int IsKeyDown(int key) { return 0; }
static int IsMouseButtonDown(int button) { return 0;}
static float GetMouseWheelMove() { return 0.0f; }
static Vector2 GetMousePosition() { return (Vector2){ 0.0f, 0.0f }; }
#endif
//----------------------------------------------------------------------------------
// Module Functions Definition
//----------------------------------------------------------------------------------
// Select camera mode (multiple camera modes available)
void SetCameraMode(Camera camera, int mode)
{
Vector3 v1 = camera.position;
Vector3 v2 = camera.target;
float dx = v2.x - v1.x;
float dy = v2.y - v1.y;
float dz = v2.z - v1.z;
CAMERA.targetDistance = sqrtf(dx*dx + dy*dy + dz*dz); // Distance to target
// Camera angle calculation
CAMERA.angle.x = atan2f(dx, dz); // Camera angle in plane XZ (0 aligned with Z, move positive CCW)
CAMERA.angle.y = atan2f(dy, sqrtf(dx*dx + dz*dz)); // Camera angle in plane XY (0 aligned with X, move positive CW)
CAMERA.playerEyesPosition = camera.position.y; // Init player eyes position to camera Y position
CAMERA.previousMousePosition = GetMousePosition(); // Init mouse position
// Lock cursor for first person and third person cameras
if ((mode == CAMERA_FIRST_PERSON) || (mode == CAMERA_THIRD_PERSON)) DisableCursor();
else EnableCursor();
CAMERA.mode = mode;
}
// Update camera depending on selected mode
// NOTE: Camera controls depend on some raylib functions:
// System: EnableCursor(), DisableCursor()
// Mouse: IsMouseButtonDown(), GetMousePosition(), GetMouseWheelMove()
// Keys: IsKeyDown()
void UpdateCamera(Camera *camera)
{
static int swingCounter = 0; // Used for 1st person swinging movement
// TODO: Compute CAMERA.targetDistance and CAMERA.angle here (?)
// Mouse movement detection
Vector2 mousePositionDelta = { 0.0f, 0.0f };
Vector2 mousePosition = GetMousePosition();
float mouseWheelMove = GetMouseWheelMove();
// Keys input detection
// TODO: Input detection is raylib-dependant, it could be moved outside the module
bool keyPan = IsMouseButtonDown(CAMERA.panControl);
bool keyAlt = IsKeyDown(CAMERA.altControl);
bool szoomKey = IsKeyDown(CAMERA.smoothZoomControl);
bool direction[6] = { IsKeyDown(CAMERA.moveControl[MOVE_FRONT]),
IsKeyDown(CAMERA.moveControl[MOVE_BACK]),
IsKeyDown(CAMERA.moveControl[MOVE_RIGHT]),
IsKeyDown(CAMERA.moveControl[MOVE_LEFT]),
IsKeyDown(CAMERA.moveControl[MOVE_UP]),
IsKeyDown(CAMERA.moveControl[MOVE_DOWN]) };
if (CAMERA.mode != CAMERA_CUSTOM)
{
mousePositionDelta.x = mousePosition.x - CAMERA.previousMousePosition.x;
mousePositionDelta.y = mousePosition.y - CAMERA.previousMousePosition.y;
CAMERA.previousMousePosition = mousePosition;
}
// Support for multiple automatic camera modes
// NOTE: In case of CAMERA_CUSTOM nothing happens here, user must update it manually
switch (CAMERA.mode)
{
case CAMERA_FREE: // Camera free controls, using standard 3d-content-creation scheme
{
// Camera zoom
if ((CAMERA.targetDistance < CAMERA_FREE_DISTANCE_MAX_CLAMP) && (mouseWheelMove < 0))
{
CAMERA.targetDistance -= (mouseWheelMove*CAMERA_MOUSE_SCROLL_SENSITIVITY);
if (CAMERA.targetDistance > CAMERA_FREE_DISTANCE_MAX_CLAMP) CAMERA.targetDistance = CAMERA_FREE_DISTANCE_MAX_CLAMP;
}
// Camera looking down
else if ((camera->position.y > camera->target.y) && (CAMERA.targetDistance == CAMERA_FREE_DISTANCE_MAX_CLAMP) && (mouseWheelMove < 0))
{
camera->target.x += mouseWheelMove*(camera->target.x - camera->position.x)*CAMERA_MOUSE_SCROLL_SENSITIVITY/CAMERA.targetDistance;
camera->target.y += mouseWheelMove*(camera->target.y - camera->position.y)*CAMERA_MOUSE_SCROLL_SENSITIVITY/CAMERA.targetDistance;
camera->target.z += mouseWheelMove*(camera->target.z - camera->position.z)*CAMERA_MOUSE_SCROLL_SENSITIVITY/CAMERA.targetDistance;
}
else if ((camera->position.y > camera->target.y) && (camera->target.y >= 0))
{
camera->target.x += mouseWheelMove*(camera->target.x - camera->position.x)*CAMERA_MOUSE_SCROLL_SENSITIVITY/CAMERA.targetDistance;
camera->target.y += mouseWheelMove*(camera->target.y - camera->position.y)*CAMERA_MOUSE_SCROLL_SENSITIVITY/CAMERA.targetDistance;
camera->target.z += mouseWheelMove*(camera->target.z - camera->position.z)*CAMERA_MOUSE_SCROLL_SENSITIVITY/CAMERA.targetDistance;
// if (camera->target.y < 0) camera->target.y = -0.001;
}
else if ((camera->position.y > camera->target.y) && (camera->target.y < 0) && (mouseWheelMove > 0))
{
CAMERA.targetDistance -= (mouseWheelMove*CAMERA_MOUSE_SCROLL_SENSITIVITY);
if (CAMERA.targetDistance < CAMERA_FREE_DISTANCE_MIN_CLAMP) CAMERA.targetDistance = CAMERA_FREE_DISTANCE_MIN_CLAMP;
}
// Camera looking up
else if ((camera->position.y < camera->target.y) && (CAMERA.targetDistance == CAMERA_FREE_DISTANCE_MAX_CLAMP) && (mouseWheelMove < 0))
{
camera->target.x += mouseWheelMove*(camera->target.x - camera->position.x)*CAMERA_MOUSE_SCROLL_SENSITIVITY/CAMERA.targetDistance;
camera->target.y += mouseWheelMove*(camera->target.y - camera->position.y)*CAMERA_MOUSE_SCROLL_SENSITIVITY/CAMERA.targetDistance;
camera->target.z += mouseWheelMove*(camera->target.z - camera->position.z)*CAMERA_MOUSE_SCROLL_SENSITIVITY/CAMERA.targetDistance;
}
else if ((camera->position.y < camera->target.y) && (camera->target.y <= 0))
{
camera->target.x += mouseWheelMove*(camera->target.x - camera->position.x)*CAMERA_MOUSE_SCROLL_SENSITIVITY/CAMERA.targetDistance;
camera->target.y += mouseWheelMove*(camera->target.y - camera->position.y)*CAMERA_MOUSE_SCROLL_SENSITIVITY/CAMERA.targetDistance;
camera->target.z += mouseWheelMove*(camera->target.z - camera->position.z)*CAMERA_MOUSE_SCROLL_SENSITIVITY/CAMERA.targetDistance;
// if (camera->target.y > 0) camera->target.y = 0.001;
}
else if ((camera->position.y < camera->target.y) && (camera->target.y > 0) && (mouseWheelMove > 0))
{
CAMERA.targetDistance -= (mouseWheelMove*CAMERA_MOUSE_SCROLL_SENSITIVITY);
if (CAMERA.targetDistance < CAMERA_FREE_DISTANCE_MIN_CLAMP) CAMERA.targetDistance = CAMERA_FREE_DISTANCE_MIN_CLAMP;
}
// Input keys checks
if (keyPan)
{
if (keyAlt) // Alternative key behaviour
{
if (szoomKey)
{
// Camera smooth zoom
CAMERA.targetDistance += (mousePositionDelta.y*CAMERA_FREE_SMOOTH_ZOOM_SENSITIVITY);
}
else
{
// Camera rotation
CAMERA.angle.x += mousePositionDelta.x*-CAMERA_FREE_MOUSE_SENSITIVITY;
CAMERA.angle.y += mousePositionDelta.y*-CAMERA_FREE_MOUSE_SENSITIVITY;
// Angle clamp
if (CAMERA.angle.y > CAMERA_FREE_MIN_CLAMP*DEG2RAD) CAMERA.angle.y = CAMERA_FREE_MIN_CLAMP*DEG2RAD;
else if (CAMERA.angle.y < CAMERA_FREE_MAX_CLAMP*DEG2RAD) CAMERA.angle.y = CAMERA_FREE_MAX_CLAMP*DEG2RAD;
}
}
else
{
// Camera panning
camera->target.x += ((mousePositionDelta.x*CAMERA_FREE_MOUSE_SENSITIVITY)*cosf(CAMERA.angle.x) + (mousePositionDelta.y*-CAMERA_FREE_MOUSE_SENSITIVITY)*sinf(CAMERA.angle.x)*sinf(CAMERA.angle.y))*(CAMERA.targetDistance/CAMERA_FREE_PANNING_DIVIDER);
camera->target.y += ((mousePositionDelta.y*CAMERA_FREE_MOUSE_SENSITIVITY)*cosf(CAMERA.angle.y))*(CAMERA.targetDistance/CAMERA_FREE_PANNING_DIVIDER);
camera->target.z += ((mousePositionDelta.x*-CAMERA_FREE_MOUSE_SENSITIVITY)*sinf(CAMERA.angle.x) + (mousePositionDelta.y*-CAMERA_FREE_MOUSE_SENSITIVITY)*cosf(CAMERA.angle.x)*sinf(CAMERA.angle.y))*(CAMERA.targetDistance/CAMERA_FREE_PANNING_DIVIDER);
}
}
// Update camera position with changes
camera->position.x = -sinf(CAMERA.angle.x)*CAMERA.targetDistance*cosf(CAMERA.angle.y) + camera->target.x;
camera->position.y = -sinf(CAMERA.angle.y)*CAMERA.targetDistance + camera->target.y;
camera->position.z = -cosf(CAMERA.angle.x)*CAMERA.targetDistance*cosf(CAMERA.angle.y) + camera->target.z;
} break;
case CAMERA_ORBITAL: // Camera just orbits around target, only zoom allowed
{
CAMERA.angle.x += CAMERA_ORBITAL_SPEED; // Camera orbit angle
CAMERA.targetDistance -= (mouseWheelMove*CAMERA_MOUSE_SCROLL_SENSITIVITY); // Camera zoom
// Camera distance clamp
if (CAMERA.targetDistance < CAMERA_THIRD_PERSON_DISTANCE_CLAMP) CAMERA.targetDistance = CAMERA_THIRD_PERSON_DISTANCE_CLAMP;
// Update camera position with changes
camera->position.x = sinf(CAMERA.angle.x)*CAMERA.targetDistance*cosf(CAMERA.angle.y) + camera->target.x;
camera->position.y = ((CAMERA.angle.y <= 0.0f)? 1 : -1)*sinf(CAMERA.angle.y)*CAMERA.targetDistance*sinf(CAMERA.angle.y) + camera->target.y;
camera->position.z = cosf(CAMERA.angle.x)*CAMERA.targetDistance*cosf(CAMERA.angle.y) + camera->target.z;
} break;
case CAMERA_FIRST_PERSON: // Camera moves as in a first-person game, controls are configurable
{
camera->position.x += (sinf(CAMERA.angle.x)*direction[MOVE_BACK] -
sinf(CAMERA.angle.x)*direction[MOVE_FRONT] -
cosf(CAMERA.angle.x)*direction[MOVE_LEFT] +
cosf(CAMERA.angle.x)*direction[MOVE_RIGHT])/PLAYER_MOVEMENT_SENSITIVITY;
camera->position.y += (sinf(CAMERA.angle.y)*direction[MOVE_FRONT] -
sinf(CAMERA.angle.y)*direction[MOVE_BACK] +
1.0f*direction[MOVE_UP] - 1.0f*direction[MOVE_DOWN])/PLAYER_MOVEMENT_SENSITIVITY;
camera->position.z += (cosf(CAMERA.angle.x)*direction[MOVE_BACK] -
cosf(CAMERA.angle.x)*direction[MOVE_FRONT] +
sinf(CAMERA.angle.x)*direction[MOVE_LEFT] -
sinf(CAMERA.angle.x)*direction[MOVE_RIGHT])/PLAYER_MOVEMENT_SENSITIVITY;
// Camera orientation calculation
CAMERA.angle.x += (mousePositionDelta.x*-CAMERA_MOUSE_MOVE_SENSITIVITY);
CAMERA.angle.y += (mousePositionDelta.y*-CAMERA_MOUSE_MOVE_SENSITIVITY);
// Angle clamp
if (CAMERA.angle.y > CAMERA_FIRST_PERSON_MIN_CLAMP*DEG2RAD) CAMERA.angle.y = CAMERA_FIRST_PERSON_MIN_CLAMP*DEG2RAD;
else if (CAMERA.angle.y < CAMERA_FIRST_PERSON_MAX_CLAMP*DEG2RAD) CAMERA.angle.y = CAMERA_FIRST_PERSON_MAX_CLAMP*DEG2RAD;
// Calculate translation matrix
Matrix matTranslation = { 1.0f, 0.0f, 0.0f, 0.0f,
0.0f, 1.0f, 0.0f, 0.0f,
0.0f, 0.0f, 1.0f, (CAMERA.targetDistance/CAMERA_FREE_PANNING_DIVIDER),
0.0f, 0.0f, 0.0f, 1.0f };
// Calculate rotation matrix
Matrix matRotation = { 1.0f, 0.0f, 0.0f, 0.0f,
0.0f, 1.0f, 0.0f, 0.0f,
0.0f, 0.0f, 1.0f, 0.0f,
0.0f, 0.0f, 0.0f, 1.0f };
float cosz = cosf(0.0f);
float sinz = sinf(0.0f);
float cosy = cosf(-(PI*2 - CAMERA.angle.x));
float siny = sinf(-(PI*2 - CAMERA.angle.x));
float cosx = cosf(-(PI*2 - CAMERA.angle.y));
float sinx = sinf(-(PI*2 - CAMERA.angle.y));
matRotation.m0 = cosz*cosy;
matRotation.m4 = (cosz*siny*sinx) - (sinz*cosx);
matRotation.m8 = (cosz*siny*cosx) + (sinz*sinx);
matRotation.m1 = sinz*cosy;
matRotation.m5 = (sinz*siny*sinx) + (cosz*cosx);
matRotation.m9 = (sinz*siny*cosx) - (cosz*sinx);
matRotation.m2 = -siny;
matRotation.m6 = cosy*sinx;
matRotation.m10= cosy*cosx;
// Multiply translation and rotation matrices
Matrix matTransform = { 0 };
matTransform.m0 = matTranslation.m0*matRotation.m0 + matTranslation.m1*matRotation.m4 + matTranslation.m2*matRotation.m8 + matTranslation.m3*matRotation.m12;
matTransform.m1 = matTranslation.m0*matRotation.m1 + matTranslation.m1*matRotation.m5 + matTranslation.m2*matRotation.m9 + matTranslation.m3*matRotation.m13;
matTransform.m2 = matTranslation.m0*matRotation.m2 + matTranslation.m1*matRotation.m6 + matTranslation.m2*matRotation.m10 + matTranslation.m3*matRotation.m14;
matTransform.m3 = matTranslation.m0*matRotation.m3 + matTranslation.m1*matRotation.m7 + matTranslation.m2*matRotation.m11 + matTranslation.m3*matRotation.m15;
matTransform.m4 = matTranslation.m4*matRotation.m0 + matTranslation.m5*matRotation.m4 + matTranslation.m6*matRotation.m8 + matTranslation.m7*matRotation.m12;
matTransform.m5 = matTranslation.m4*matRotation.m1 + matTranslation.m5*matRotation.m5 + matTranslation.m6*matRotation.m9 + matTranslation.m7*matRotation.m13;
matTransform.m6 = matTranslation.m4*matRotation.m2 + matTranslation.m5*matRotation.m6 + matTranslation.m6*matRotation.m10 + matTranslation.m7*matRotation.m14;
matTransform.m7 = matTranslation.m4*matRotation.m3 + matTranslation.m5*matRotation.m7 + matTranslation.m6*matRotation.m11 + matTranslation.m7*matRotation.m15;
matTransform.m8 = matTranslation.m8*matRotation.m0 + matTranslation.m9*matRotation.m4 + matTranslation.m10*matRotation.m8 + matTranslation.m11*matRotation.m12;
matTransform.m9 = matTranslation.m8*matRotation.m1 + matTranslation.m9*matRotation.m5 + matTranslation.m10*matRotation.m9 + matTranslation.m11*matRotation.m13;
matTransform.m10 = matTranslation.m8*matRotation.m2 + matTranslation.m9*matRotation.m6 + matTranslation.m10*matRotation.m10 + matTranslation.m11*matRotation.m14;
matTransform.m11 = matTranslation.m8*matRotation.m3 + matTranslation.m9*matRotation.m7 + matTranslation.m10*matRotation.m11 + matTranslation.m11*matRotation.m15;
matTransform.m12 = matTranslation.m12*matRotation.m0 + matTranslation.m13*matRotation.m4 + matTranslation.m14*matRotation.m8 + matTranslation.m15*matRotation.m12;
matTransform.m13 = matTranslation.m12*matRotation.m1 + matTranslation.m13*matRotation.m5 + matTranslation.m14*matRotation.m9 + matTranslation.m15*matRotation.m13;
matTransform.m14 = matTranslation.m12*matRotation.m2 + matTranslation.m13*matRotation.m6 + matTranslation.m14*matRotation.m10 + matTranslation.m15*matRotation.m14;
matTransform.m15 = matTranslation.m12*matRotation.m3 + matTranslation.m13*matRotation.m7 + matTranslation.m14*matRotation.m11 + matTranslation.m15*matRotation.m15;
camera->target.x = camera->position.x - matTransform.m12;
camera->target.y = camera->position.y - matTransform.m13;
camera->target.z = camera->position.z - matTransform.m14;
// If movement detected (some key pressed), increase swinging
for (int i = 0; i < 6; i++) if (direction[i]) { swingCounter++; break; }
// Camera position update
// NOTE: On CAMERA_FIRST_PERSON player Y-movement is limited to player 'eyes position'
camera->position.y = CAMERA.playerEyesPosition - sinf(swingCounter/CAMERA_FIRST_PERSON_STEP_TRIGONOMETRIC_DIVIDER)/CAMERA_FIRST_PERSON_STEP_DIVIDER;
camera->up.x = sinf(swingCounter/(CAMERA_FIRST_PERSON_STEP_TRIGONOMETRIC_DIVIDER*2))/CAMERA_FIRST_PERSON_WAVING_DIVIDER;
camera->up.z = -sinf(swingCounter/(CAMERA_FIRST_PERSON_STEP_TRIGONOMETRIC_DIVIDER*2))/CAMERA_FIRST_PERSON_WAVING_DIVIDER;
} break;
case CAMERA_THIRD_PERSON: // Camera moves as in a third-person game, following target at a distance, controls are configurable
{
camera->position.x += (sinf(CAMERA.angle.x)*direction[MOVE_BACK] -
sinf(CAMERA.angle.x)*direction[MOVE_FRONT] -
cosf(CAMERA.angle.x)*direction[MOVE_LEFT] +
cosf(CAMERA.angle.x)*direction[MOVE_RIGHT])/PLAYER_MOVEMENT_SENSITIVITY;
camera->position.y += (sinf(CAMERA.angle.y)*direction[MOVE_FRONT] -
sinf(CAMERA.angle.y)*direction[MOVE_BACK] +
1.0f*direction[MOVE_UP] - 1.0f*direction[MOVE_DOWN])/PLAYER_MOVEMENT_SENSITIVITY;
camera->position.z += (cosf(CAMERA.angle.x)*direction[MOVE_BACK] -
cosf(CAMERA.angle.x)*direction[MOVE_FRONT] +
sinf(CAMERA.angle.x)*direction[MOVE_LEFT] -
sinf(CAMERA.angle.x)*direction[MOVE_RIGHT])/PLAYER_MOVEMENT_SENSITIVITY;
// Camera orientation calculation
CAMERA.angle.x += (mousePositionDelta.x*-CAMERA_MOUSE_MOVE_SENSITIVITY);
CAMERA.angle.y += (mousePositionDelta.y*-CAMERA_MOUSE_MOVE_SENSITIVITY);
// Angle clamp
if (CAMERA.angle.y > CAMERA_THIRD_PERSON_MIN_CLAMP*DEG2RAD) CAMERA.angle.y = CAMERA_THIRD_PERSON_MIN_CLAMP*DEG2RAD;
else if (CAMERA.angle.y < CAMERA_THIRD_PERSON_MAX_CLAMP*DEG2RAD) CAMERA.angle.y = CAMERA_THIRD_PERSON_MAX_CLAMP*DEG2RAD;
// Camera zoom
CAMERA.targetDistance -= (mouseWheelMove*CAMERA_MOUSE_SCROLL_SENSITIVITY);
// Camera distance clamp
if (CAMERA.targetDistance < CAMERA_THIRD_PERSON_DISTANCE_CLAMP) CAMERA.targetDistance = CAMERA_THIRD_PERSON_DISTANCE_CLAMP;
camera->position.x = sinf(CAMERA.angle.x)*CAMERA.targetDistance*cosf(CAMERA.angle.y) + camera->target.x;
if (CAMERA.angle.y <= 0.0f) camera->position.y = sinf(CAMERA.angle.y)*CAMERA.targetDistance*sinf(CAMERA.angle.y) + camera->target.y;
else camera->position.y = -sinf(CAMERA.angle.y)*CAMERA.targetDistance*sinf(CAMERA.angle.y) + camera->target.y;
camera->position.z = cosf(CAMERA.angle.x)*CAMERA.targetDistance*cosf(CAMERA.angle.y) + camera->target.z;
} break;
case CAMERA_CUSTOM: break;
default: break;
}
}
// Set camera pan key to combine with mouse movement (free camera)
void SetCameraPanControl(int keyPan) { CAMERA.panControl = keyPan; }
// Set camera alt key to combine with mouse movement (free camera)
void SetCameraAltControl(int keyAlt) { CAMERA.altControl = keyAlt; }
// Set camera smooth zoom key to combine with mouse (free camera)
void SetCameraSmoothZoomControl(int szoomKey) { CAMERA.smoothZoomControl = szoomKey; }
// Set camera move controls (1st person and 3rd person cameras)
void SetCameraMoveControls(int keyFront, int keyBack, int keyRight, int keyLeft, int keyUp, int keyDown)
{
CAMERA.moveControl[MOVE_FRONT] = keyFront;
CAMERA.moveControl[MOVE_BACK] = keyBack;
CAMERA.moveControl[MOVE_RIGHT] = keyRight;
CAMERA.moveControl[MOVE_LEFT] = keyLeft;
CAMERA.moveControl[MOVE_UP] = keyUp;
CAMERA.moveControl[MOVE_DOWN] = keyDown;
}
#endif // CAMERA_IMPLEMENTATION