Working on camera system...
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@ -23,7 +23,7 @@ int main()
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InitWindow(screenWidth, screenHeight, "raylib [core] example - 3d camera first person");
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// Define the camera to look into our 3d world (position, target, up vector)
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Camera camera = {{ 4.0f, 2.0f, 4.0f }, { 0.0f, 2.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 60.0f };
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Camera camera = {{ 4.0f, 2.0f, 4.0f }, { 0.0f, 1.8f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 60.0f };
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// Generates some random columns
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float heights[MAX_COLUMNS];
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@ -22,7 +22,7 @@ int main()
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// Define the camera to look into our 3d world
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Camera camera;
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camera.position = (Vector3){ 0.0f, 10.0f, 10.0f }; // Camera position
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camera.position = (Vector3){ 10.0f, 10.0f, 10.0f }; // Camera position
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camera.target = (Vector3){ 0.0f, 0.0f, 0.0f }; // Camera looking at point
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camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target)
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camera.fovy = 45.0f; // Camera field-of-view Y
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@ -40,6 +40,8 @@ int main()
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// Update
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//----------------------------------------------------------------------------------
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UpdateCamera(&camera); // Update internal camera and our camera
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if (IsKeyDown('Z')) camera.target = (Vector3){ 0.0f, 0.0f, 0.0f };
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//----------------------------------------------------------------------------------
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// Draw
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@ -37,25 +37,22 @@ int main()
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Shader shader = LoadShader("resources/shaders/glsl330/base.vs",
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"resources/shaders/glsl330/grayscale.fs"); // Load model shader
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dwarf.material.shader = shader; // Set shader effect to 3d model
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dwarf.material.texDiffuse = texture; // Bind texture to model
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dwarf.material.shader = shader; // Set shader effect to 3d model
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dwarf.material.texDiffuse = texture; // Bind texture to model
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Vector3 position = { 0.0f, 0.0f, 0.0f }; // Set model position
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Vector3 position = { 0.0f, 0.0f, 0.0f }; // Set model position
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// Setup orbital camera
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SetCameraMode(CAMERA_ORBITAL); // Set an orbital camera mode
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SetCameraPosition(camera.position); // Set internal camera position to match our camera position
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SetCameraTarget(camera.target); // Set internal camera target to match our camera target
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SetCameraMode(camera, CAMERA_ORBITAL); // Set an orbital camera mode
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SetTargetFPS(60); // Set our game to run at 60 frames-per-second
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SetTargetFPS(60); // Set our game to run at 60 frames-per-second
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//--------------------------------------------------------------------------------------
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// Main game loop
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while (!WindowShouldClose()) // Detect window close button or ESC key
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while (!WindowShouldClose()) // Detect window close button or ESC key
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{
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// Update
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//----------------------------------------------------------------------------------
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UpdateCamera(&camera); // Update internal camera and our camera
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UpdateCamera(&camera); // Update internal camera and our camera
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//----------------------------------------------------------------------------------
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// Draw
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211
src/camera.h
211
src/camera.h
@ -11,7 +11,7 @@
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* If defined, the library can be used as standalone as a camera system but some
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* functions must be redefined to manage inputs accordingly.
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*
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* NOTE: Memory footprint of this library is aproximately 112 bytes
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* NOTE: Memory footprint of this library is aproximately 52 bytes (global variables)
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*
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* Initial design by Marc Palau (2014)
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* Reviewed by Ramon Santamaria (2015-2016)
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@ -91,14 +91,13 @@ extern "C" { // Prevents name mangling of functions
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//----------------------------------------------------------------------------------
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#if defined(CAMERA_STANDALONE)
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void SetCameraMode(Camera camera, int mode); // Set camera mode (multiple camera modes available)
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void UpdateCamera(Camera *camera); // Update camera (player position is ignored)
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void UpdateCamera(Camera *camera); // Update camera position for selected mode
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// TODO: Do we really need all those functions?
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void SetCameraPanControl(int panKey); // Set camera pan key to combine with mouse movement (free camera)
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void SetCameraAltControl(int altKey); // Set camera alt key to combine with mouse movement (free camera)
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void SetCameraSmoothZoomControl(int szKey); // Set camera smooth zoom key to combine with mouse (free camera)
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void SetCameraMoveControls(int frontKey, int backKey,
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int leftKey, int rightKey,
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int rightKey, int leftKey,
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int upKey, int downKey); // Set camera move controls (1st person and 3rd person cameras)
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#endif
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@ -138,7 +137,6 @@ void SetCameraMoveControls(int frontKey, int backKey,
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#define CAMERA_MOUSE_MOVE_SENSITIVITY 0.003f
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#define CAMERA_MOUSE_SCROLL_SENSITIVITY 1.5f
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// FREE_CAMERA
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#define CAMERA_FREE_MOUSE_SENSITIVITY 0.01f
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#define CAMERA_FREE_DISTANCE_MIN_CLAMP 0.3f
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@ -171,24 +169,21 @@ 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_WIDTH 0.4f
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#define PLAYER_HEIGHT 0.9f
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#define PLAYER_DEPTH 0.4f
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#define PLAYER_MOVEMENT_DIVIDER 20.0f
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#define PLAYER_MOVEMENT_DIVIDER 20.0f
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//----------------------------------------------------------------------------------
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// Types and Structures Definition
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//----------------------------------------------------------------------------------
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// Camera move modes (first person and third person cameras)
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typedef enum { MOVE_FRONT = 0, MOVE_LEFT, MOVE_BACK, MOVE_RIGHT, MOVE_UP, MOVE_DOWN } CameraMove;
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typedef enum { MOVE_FRONT = 0, MOVE_BACK, MOVE_RIGHT, MOVE_LEFT, MOVE_UP, MOVE_DOWN } CameraMove;
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//----------------------------------------------------------------------------------
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// Global Variables Definition
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//----------------------------------------------------------------------------------
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static Vector2 cameraAngle = { 0.0f, 0.0f }; // TODO: Remove! Compute it in UpdateCamera() using camera->target and camera->position
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static float cameraTargetDistance = 5.0f; // TODO: Remove! Compute it in UpdateCamera() using camera->target and camera->position
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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 int cameraMoveControl[6] = { 'W', 'A', 'S', 'D', 'E', 'Q' };
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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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static int cameraAltControlKey = 342; // raylib: KEY_LEFT_ALT
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static int cameraSmoothZoomControlKey = 341; // raylib: KEY_LEFT_CONTROL
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@ -200,7 +195,7 @@ static int cameraMode = CAMERA_CUSTOM; // Current camera mode
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//----------------------------------------------------------------------------------
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#if defined(CAMERA_STANDALONE)
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// NOTE: Camera controls depend on some raylib input functions
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// TODO: Set your own input functions (used in ProcessCamera())
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// TODO: Set your own input functions (used in UpdateCamera())
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static Vector2 GetMousePosition() { return (Vector2){ 0.0f, 0.0f }; }
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static void SetMousePosition(Vector2 pos) {}
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static int IsMouseButtonDown(int button) { return 0;}
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@ -230,7 +225,18 @@ void SetCameraMode(Camera camera, int mode)
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float dz = v2.z - v1.z;
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cameraTargetDistance = sqrt(dx*dx + dy*dy + dz*dz);
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cameraAngle.y = -40*DEG2RAD;
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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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// 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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// 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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cameraMode = mode;
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}
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@ -240,38 +246,32 @@ void SetCameraMode(Camera camera, int mode)
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// Mouse: GetMousePosition(), SetMousePosition(), IsMouseButtonDown(), GetMouseWheelMove()
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// System: GetScreenWidth(), GetScreenHeight(), ShowCursor(), HideCursor()
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// Keys: IsKeyDown()
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// TODO: Consider touch inputs for camera!
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// TODO: Port to quaternion-based camera!
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// TODO: Port to quaternion-based camera
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void UpdateCamera(Camera *camera)
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{
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static int swingCounter = 0; // Used for 1st person swinging movement
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static Vector2 previousMousePosition = { 0.0f, 0.0f };
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// TODO: Compute cameraTargetDistance and cameraAngle
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// NOTE: If cameraTargetDistance and cameraAngle change, camera->position is accordingly updated
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/*
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Vector2 cameraAngle = { 0.0f, 0.0f };
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float cameraTargetDistance = 0.0f;
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float dx = camera->target.x - camera->position.x;
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float dy = camera->target.y - camera->position.y;
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float dz = camera->target.z - camera->position.z;
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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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cameraAngle.x = asin(fabs(dx)/distance.x);
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cameraAngle.y = asin(fabs(dz)/distance.y);
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*/
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// TODO: Compute cameraTargetDistance and cameraAngle here
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// Mouse movement detection
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Vector2 mousePositionDelta = { 0.0f, 0.0f };
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Vector2 mousePosition = GetMousePosition();
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int mouseWheelMove = GetMouseWheelMove();
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int panKey = IsMouseButtonDown(cameraPanControlKey); // bool value
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// Keys input detection
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bool panKey = IsMouseButtonDown(cameraPanControlKey);
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bool altKey = IsKeyDown(cameraAltControlKey);
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bool szoomKey = IsKeyDown(cameraSmoothZoomControlKey);
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bool direction[6] = { IsKeyDown(cameraMoveControl[MOVE_FRONT]),
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IsKeyDown(cameraMoveControl[MOVE_BACK]),
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IsKeyDown(cameraMoveControl[MOVE_RIGHT]),
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IsKeyDown(cameraMoveControl[MOVE_LEFT]),
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IsKeyDown(cameraMoveControl[MOVE_UP]),
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IsKeyDown(cameraMoveControl[MOVE_DOWN]) };
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// TODO: Consider touch inputs for camera
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if (cameraMode != CAMERA_CUSTOM)
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{
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@ -284,10 +284,10 @@ void UpdateCamera(Camera *camera)
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{
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HideCursor();
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if (mousePosition.x < screenHeight/3) SetMousePosition((Vector2){ screenWidth - screenHeight/3, mousePosition.y});
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else if (mousePosition.y < screenHeight/3) SetMousePosition((Vector2){ mousePosition.x, screenHeight - screenHeight/3});
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else if (mousePosition.x > screenWidth - screenHeight/3) SetMousePosition((Vector2) { screenHeight/3, mousePosition.y});
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else if (mousePosition.y > screenHeight - screenHeight/3) SetMousePosition((Vector2){ mousePosition.x, screenHeight/3});
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if (mousePosition.x < screenHeight/3) SetMousePosition((Vector2){ screenWidth - screenHeight/3, mousePosition.y });
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else if (mousePosition.y < screenHeight/3) SetMousePosition((Vector2){ mousePosition.x, screenHeight - screenHeight/3 });
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else if (mousePosition.x > (screenWidth - screenHeight/3)) SetMousePosition((Vector2){ screenHeight/3, mousePosition.y });
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else if (mousePosition.y > (screenHeight - screenHeight/3)) SetMousePosition((Vector2){ mousePosition.x, screenHeight/3 });
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else
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{
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mousePositionDelta.x = mousePosition.x - previousMousePosition.x;
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@ -360,19 +360,15 @@ void UpdateCamera(Camera *camera)
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if (cameraTargetDistance < CAMERA_FREE_DISTANCE_MIN_CLAMP) cameraTargetDistance = CAMERA_FREE_DISTANCE_MIN_CLAMP;
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}
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// Inputs
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if (IsKeyDown(cameraAltControlKey))
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// Input keys checks
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if (altKey)
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{
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if (IsKeyDown(cameraSmoothZoomControlKey))
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if (szoomKey) // Camera smooth zoom
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{
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// Camera smooth zoom
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if (panKey) cameraTargetDistance += (mousePositionDelta.y*CAMERA_FREE_SMOOTH_ZOOM_SENSITIVITY);
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}
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// Camera orientation calculation
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else if (panKey)
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{
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// Camera orientation calculation
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// Get the mouse sensitivity
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cameraAngle.x += mousePositionDelta.x*-CAMERA_FREE_MOUSE_SENSITIVITY;
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cameraAngle.y += mousePositionDelta.y*-CAMERA_FREE_MOUSE_SENSITIVITY;
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@ -381,95 +377,50 @@ void UpdateCamera(Camera *camera)
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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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// Paning
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else if (panKey)
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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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// Focus to center
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// TODO: Move this function out of this module?
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if (IsKeyDown('Z')) camera->target = (Vector3){ 0.0f, 0.0f, 0.0f };
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// Camera position update
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camera->position.x = sin(cameraAngle.x)*cameraTargetDistance*cos(cameraAngle.y) + camera->target.x;
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if (cameraAngle.y <= 0.0f) camera->position.y = sin(cameraAngle.y)*cameraTargetDistance*sin(cameraAngle.y) + camera->target.y;
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else camera->position.y = -sin(cameraAngle.y)*cameraTargetDistance*sin(cameraAngle.y) + camera->target.y;
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camera->position.z = cos(cameraAngle.x)*cameraTargetDistance*cos(cameraAngle.y) + camera->target.z;
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} break;
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case CAMERA_ORBITAL:
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{
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cameraAngle.x += CAMERA_ORBITAL_SPEED;
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// Camera zoom
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cameraTargetDistance -= (mouseWheelMove*CAMERA_MOUSE_SCROLL_SENSITIVITY);
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cameraAngle.x += CAMERA_ORBITAL_SPEED; // Camera orbit angle
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cameraTargetDistance -= (mouseWheelMove*CAMERA_MOUSE_SCROLL_SENSITIVITY); // Camera zoom
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// Camera distance clamp
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if (cameraTargetDistance < CAMERA_THIRD_PERSON_DISTANCE_CLAMP) cameraTargetDistance = CAMERA_THIRD_PERSON_DISTANCE_CLAMP;
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// Focus to center
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if (IsKeyDown('Z')) camera->target = (Vector3){ 0.0f, 0.0f, 0.0f };
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// Camera position update
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// TODO: It seems camera->position is not correctly updated or some rounding issue makes the camera move straight to camera->target...
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camera->position.x = sin(cameraAngle.x)*cameraTargetDistance*cos(cameraAngle.y) + camera->target.x;
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if (cameraAngle.y <= 0.0f) camera->position.y = sin(cameraAngle.y)*cameraTargetDistance*sin(cameraAngle.y) + camera->target.y;
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else camera->position.y = -sin(cameraAngle.y)*cameraTargetDistance*sin(cameraAngle.y) + camera->target.y;
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camera->position.z = cos(cameraAngle.x)*cameraTargetDistance*cos(cameraAngle.y) + camera->target.z;
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} break;
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case CAMERA_FIRST_PERSON:
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case CAMERA_THIRD_PERSON:
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{
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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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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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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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bool isMoving = false; // TODO: Really required for swinging?
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// TODO: Get movement direction value [-1, 0, 1] in XZ and just multiply
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//for (int i = 0; i < 6; i++) if (direction[i]) { isMoving = true; break; }
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// Keyboard inputs
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if (IsKeyDown(cameraMoveControl[MOVE_FRONT]))
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{
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camera->position.x -= sin(cameraAngle.x)/PLAYER_MOVEMENT_DIVIDER;
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camera->position.y += sin(cameraAngle.y)/PLAYER_MOVEMENT_DIVIDER;
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camera->position.z -= cos(cameraAngle.x)/PLAYER_MOVEMENT_DIVIDER;
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isMoving = true;
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}
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else if (IsKeyDown(cameraMoveControl[MOVE_BACK]))
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{
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camera->position.x += sin(cameraAngle.x)/PLAYER_MOVEMENT_DIVIDER;
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camera->position.y -= sin(cameraAngle.y)/PLAYER_MOVEMENT_DIVIDER;
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camera->position.z += cos(cameraAngle.x)/PLAYER_MOVEMENT_DIVIDER;
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isMoving = true;
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}
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if (IsKeyDown(cameraMoveControl[MOVE_LEFT]))
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{
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camera->position.x -= cos(cameraAngle.x)/PLAYER_MOVEMENT_DIVIDER;
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camera->position.z += sin(cameraAngle.x)/PLAYER_MOVEMENT_DIVIDER;
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isMoving = true;
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}
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else if (IsKeyDown(cameraMoveControl[MOVE_RIGHT]))
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{
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camera->position.x += cos(cameraAngle.x)/PLAYER_MOVEMENT_DIVIDER;
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camera->position.z -= sin(cameraAngle.x)/PLAYER_MOVEMENT_DIVIDER;
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isMoving = true;
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}
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if (IsKeyDown(cameraMoveControl[MOVE_UP])) camera->position.y += 1.0f/PLAYER_MOVEMENT_DIVIDER;
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else if (IsKeyDown(cameraMoveControl[MOVE_DOWN])) camera->position.y -= 1.0f/PLAYER_MOVEMENT_DIVIDER;
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// Camera orientation calculation
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cameraAngle.x += (mousePositionDelta.x*-CAMERA_MOUSE_MOVE_SENSITIVITY);
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cameraAngle.y += (mousePositionDelta.y*-CAMERA_MOUSE_MOVE_SENSITIVITY);
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if (cameraMode == CAMERA_THIRD_PERSON)
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{
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// Camera orientation calculation
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cameraAngle.x += mousePositionDelta.x*-CAMERA_MOUSE_MOVE_SENSITIVITY;
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cameraAngle.y += mousePositionDelta.y*-CAMERA_MOUSE_MOVE_SENSITIVITY;
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// Angle clamp
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if (cameraAngle.y > CAMERA_THIRD_PERSON_MIN_CLAMP*DEG2RAD) cameraAngle.y = CAMERA_THIRD_PERSON_MIN_CLAMP*DEG2RAD;
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else if (cameraAngle.y < CAMERA_THIRD_PERSON_MAX_CLAMP*DEG2RAD) cameraAngle.y = CAMERA_THIRD_PERSON_MAX_CLAMP*DEG2RAD;
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@ -482,23 +433,11 @@ void UpdateCamera(Camera *camera)
|
||||
|
||||
// Camera is always looking at player
|
||||
camera->target.x = camera->position.x + CAMERA_THIRD_PERSON_OFFSET.x*cos(cameraAngle.x) + CAMERA_THIRD_PERSON_OFFSET.z*sin(cameraAngle.x);
|
||||
camera->target.y = camera->position.y + PLAYER_HEIGHT*CAMERA_FIRST_PERSON_HEIGHT_RELATIVE_EYES_POSITION + CAMERA_THIRD_PERSON_OFFSET.y;
|
||||
camera->target.y = camera->position.y + CAMERA_FIRST_PERSON_HEIGHT_RELATIVE_EYES_POSITION + CAMERA_THIRD_PERSON_OFFSET.y;
|
||||
camera->target.z = camera->position.z + CAMERA_THIRD_PERSON_OFFSET.z*sin(cameraAngle.x) - CAMERA_THIRD_PERSON_OFFSET.x*sin(cameraAngle.x);
|
||||
|
||||
// Camera position update
|
||||
camera->position.x = sin(cameraAngle.x)*cameraTargetDistance*cos(cameraAngle.y) + camera->target.x;
|
||||
if (cameraAngle.y <= 0.0f) camera->position.y = sin(cameraAngle.y)*cameraTargetDistance*sin(cameraAngle.y) + camera->target.y;
|
||||
else camera->position.y = -sin(cameraAngle.y)*cameraTargetDistance*sin(cameraAngle.y) + camera->target.y;
|
||||
camera->position.z = cos(cameraAngle.x)*cameraTargetDistance*cos(cameraAngle.y) + camera->target.z;
|
||||
}
|
||||
else // CAMERA_FIRST_PERSON
|
||||
{
|
||||
if (isMoving) swingCounter++;
|
||||
|
||||
// Camera orientation calculation
|
||||
cameraAngle.x += (mousePositionDelta.x*-CAMERA_MOUSE_MOVE_SENSITIVITY);
|
||||
cameraAngle.y += (mousePositionDelta.y*-CAMERA_MOUSE_MOVE_SENSITIVITY);
|
||||
|
||||
// Angle clamp
|
||||
if (cameraAngle.y > CAMERA_FIRST_PERSON_MIN_CLAMP*DEG2RAD) cameraAngle.y = CAMERA_FIRST_PERSON_MIN_CLAMP*DEG2RAD;
|
||||
else if (cameraAngle.y < CAMERA_FIRST_PERSON_MAX_CLAMP*DEG2RAD) cameraAngle.y = CAMERA_FIRST_PERSON_MAX_CLAMP*DEG2RAD;
|
||||
@ -508,6 +447,8 @@ void UpdateCamera(Camera *camera)
|
||||
camera->target.y = camera->position.y + sin(cameraAngle.y)*CAMERA_FIRST_PERSON_FOCUS_DISTANCE;
|
||||
camera->target.z = camera->position.z - cos(cameraAngle.x)*CAMERA_FIRST_PERSON_FOCUS_DISTANCE;
|
||||
|
||||
if (isMoving) swingCounter++;
|
||||
|
||||
// Camera position update
|
||||
//camera->position.y = (playerPosition.y + PLAYER_HEIGHT*CAMERA_FIRST_PERSON_HEIGHT_RELATIVE_EYES_POSITION)
|
||||
// - sin(swingCounter/CAMERA_FIRST_PERSON_STEP_TRIGONOMETRIC_DIVIDER)/CAMERA_FIRST_PERSON_STEP_DIVIDER;
|
||||
@ -521,6 +462,18 @@ void UpdateCamera(Camera *camera)
|
||||
} break;
|
||||
default: break;
|
||||
}
|
||||
|
||||
// Update camera position with changes
|
||||
if ((cameraMode == CAMERA_FREE) ||
|
||||
(cameraMode == CAMERA_ORBITAL) ||
|
||||
(cameraMode == CAMERA_THIRD_PERSON))
|
||||
{
|
||||
// TODO: It seems camera->position is not correctly updated or some rounding issue makes the camera move straight to camera->target...
|
||||
camera->position.x = sin(cameraAngle.x)*cameraTargetDistance*cos(cameraAngle.y) + camera->target.x;
|
||||
if (cameraAngle.y <= 0.0f) camera->position.y = sin(cameraAngle.y)*cameraTargetDistance*sin(cameraAngle.y) + camera->target.y;
|
||||
else camera->position.y = -sin(cameraAngle.y)*cameraTargetDistance*sin(cameraAngle.y) + camera->target.y;
|
||||
camera->position.z = cos(cameraAngle.x)*cameraTargetDistance*cos(cameraAngle.y) + camera->target.z;
|
||||
}
|
||||
}
|
||||
|
||||
// Set camera pan key to combine with mouse movement (free camera)
|
||||
@ -533,12 +486,12 @@ void SetCameraAltControl(int altKey) { cameraAltControlKey = altKey; }
|
||||
void SetCameraSmoothZoomControl(int szKey) { cameraSmoothZoomControlKey = szKey; }
|
||||
|
||||
// Set camera move controls (1st person and 3rd person cameras)
|
||||
void SetCameraMoveControls(int frontKey, int backKey, int leftKey, int rightKey, int upKey, int downKey)
|
||||
void SetCameraMoveControls(int frontKey, int backKey, int rightKey, int leftKey, int upKey, int downKey)
|
||||
{
|
||||
cameraMoveControl[MOVE_FRONT] = frontKey;
|
||||
cameraMoveControl[MOVE_LEFT] = leftKey;
|
||||
cameraMoveControl[MOVE_BACK] = backKey;
|
||||
cameraMoveControl[MOVE_RIGHT] = rightKey;
|
||||
cameraMoveControl[MOVE_LEFT] = leftKey;
|
||||
cameraMoveControl[MOVE_UP] = upKey;
|
||||
cameraMoveControl[MOVE_DOWN] = downKey;
|
||||
}
|
||||
|
@ -705,14 +705,14 @@ RLAPI float GetGesturePinchAngle(void); // Get gesture pin
|
||||
// Camera System Functions (Module: camera)
|
||||
//------------------------------------------------------------------------------------
|
||||
RLAPI void SetCameraMode(Camera, int mode); // Set camera mode (multiple camera modes available)
|
||||
RLAPI void UpdateCamera(Camera *camera); // Update camera (player position is ignored)
|
||||
RLAPI void UpdateCamera(Camera *camera); // Update camera position for selected mode
|
||||
|
||||
RLAPI void SetCameraPanControl(int panKey); // Set camera pan key to combine with mouse movement (free camera)
|
||||
RLAPI void SetCameraAltControl(int altKey); // Set camera alt key to combine with mouse movement (free camera)
|
||||
RLAPI void SetCameraSmoothZoomControl(int szKey); // Set camera smooth zoom key to combine with mouse (free camera)
|
||||
RLAPI void SetCameraMoveControls(int frontKey, int backKey,
|
||||
int leftKey, int rightKey,
|
||||
int upKey, int downKey); // Set camera move controls (1st person and 3rd person cameras)
|
||||
int rightKey, int leftKey,
|
||||
int upKey, int downKey); // Set camera move controls (1st person and 3rd person cameras)
|
||||
|
||||
//------------------------------------------------------------------------------------
|
||||
// Basic Shapes Drawing Functions (Module: shapes)
|
||||
|
Loading…
x
Reference in New Issue
Block a user