Review camera module
This module still requires further work but 3rd person camera is less broken now...
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src/camera.h
129
src/camera.h
@ -16,13 +16,13 @@
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* functions must be redefined to manage inputs accordingly.
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*
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* CONTRIBUTORS:
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* Marc Palau: Initial implementation (2014)
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* Ramon Santamaria: Supervision, review, update and maintenance
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* Marc Palau: Initial implementation (2014)
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*
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*
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* LICENSE: zlib/libpng
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*
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* Copyright (c) 2015-2017 Ramon Santamaria (@raysan5)
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* Copyright (c) 2015-2019 Ramon Santamaria (@raysan5)
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*
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* This software is provided "as-is", without any express or implied warranty. In no event
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* will the authors be held liable for any damages arising from the use of this software.
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@ -54,15 +54,6 @@
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// NOTE: Below types are required for CAMERA_STANDALONE usage
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//----------------------------------------------------------------------------------
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#if defined(CAMERA_STANDALONE)
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// Camera modes
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typedef enum {
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CAMERA_CUSTOM = 0,
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CAMERA_FREE,
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CAMERA_ORBITAL,
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CAMERA_FIRST_PERSON,
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CAMERA_THIRD_PERSON
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} CameraMode;
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// Vector2 type
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typedef struct Vector2 {
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float x;
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@ -77,12 +68,30 @@
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} Vector3;
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// Camera type, defines a camera position/orientation in 3d space
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typedef struct Camera {
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Vector3 position;
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Vector3 target;
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Vector3 up;
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float fovy;
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} Camera;
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typedef struct Camera3D {
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Vector3 position; // Camera position
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Vector3 target; // Camera target it looks-at
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Vector3 up; // Camera up vector (rotation over its axis)
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float fovy; // Camera field-of-view apperture in Y (degrees) in perspective, used as near plane width in orthographic
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int type; // Camera type, defines projection type: CAMERA_PERSPECTIVE or CAMERA_ORTHOGRAPHIC
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} Camera3D;
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typedef Camera3D Camera; // Camera type fallback, defaults to Camera3D
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// Camera system modes
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typedef enum {
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CAMERA_CUSTOM = 0,
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CAMERA_FREE,
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CAMERA_ORBITAL,
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CAMERA_FIRST_PERSON,
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CAMERA_THIRD_PERSON
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} CameraMode;
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// Camera projection modes
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typedef enum {
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CAMERA_PERSPECTIVE = 0,
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CAMERA_ORTHOGRAPHIC
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} CameraType;
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#endif
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#ifdef __cplusplus
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@ -103,7 +112,7 @@ void UpdateCamera(Camera *camera); // Update camera pos
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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 SetCameraSmoothZoomControl(int szoomKey); // 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 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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@ -124,16 +133,14 @@ void SetCameraMoveControls(int frontKey, int backKey,
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#if defined(CAMERA_IMPLEMENTATION)
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#include <math.h> // Required for: sqrt(), sin(), cos()
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#include <math.h> // Required for: sqrt(), sinf(), cosf()
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#ifndef PI
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#define PI 3.14159265358979323846
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#endif
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#ifndef DEG2RAD
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#define DEG2RAD (PI/180.0f)
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#endif
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#ifndef RAD2DEG
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#define RAD2DEG (180.0f/PI)
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#endif
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@ -193,8 +200,8 @@ typedef enum {
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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()
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static float cameraTargetDistance = 0.0f; // TODO: Remove! Compute it in UpdateCamera()
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static Vector2 cameraAngle = { 0.0f, 0.0f }; // Camera angle in plane XZ
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static float cameraTargetDistance = 0.0f; // Camera distance from position to target
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static float playerEyesPosition = 1.85f; // Default player eyes position from ground (in meters)
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static int cameraMoveControl[6] = { 'W', 'S', 'D', 'A', 'E', 'Q' };
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@ -227,9 +234,6 @@ static Vector2 GetMousePosition() { return (Vector2){ 0.0f, 0.0f }; }
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// Select camera mode (multiple camera modes available)
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void SetCameraMode(Camera camera, int mode)
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{
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// TODO: cameraTargetDistance and cameraAngle should be
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// calculated using camera parameters on UpdateCamera()
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Vector3 v1 = camera.position;
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Vector3 v2 = camera.target;
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@ -254,9 +258,8 @@ void SetCameraMode(Camera camera, int mode)
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playerEyesPosition = camera.position.y;
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// Lock cursor for first person and third person cameras
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if ((mode == CAMERA_FIRST_PERSON) ||
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(mode == CAMERA_THIRD_PERSON)) DisableCursor();
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else EnableCursor();
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if ((mode == CAMERA_FIRST_PERSON) || (mode == CAMERA_THIRD_PERSON)) DisableCursor();
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else EnableCursor();
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cameraMode = mode;
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}
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@ -385,6 +388,11 @@ void UpdateCamera(Camera *camera)
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camera->target.z += ((mousePositionDelta.x*CAMERA_FREE_MOUSE_SENSITIVITY)*sinf(cameraAngle.x) + (mousePositionDelta.y*CAMERA_FREE_MOUSE_SENSITIVITY)*cosf(cameraAngle.x)*sinf(cameraAngle.y))*(cameraTargetDistance/CAMERA_FREE_PANNING_DIVIDER);
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}
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}
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// Update camera position with changes
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camera->position.x = sinf(cameraAngle.x)*cameraTargetDistance*cosf(cameraAngle.y) + camera->target.x;
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camera->position.y = ((cameraAngle.y <= 0.0f)? 1 : -1)*sinf(cameraAngle.y)*cameraTargetDistance*sinf(cameraAngle.y) + camera->target.y;
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camera->position.z = cosf(cameraAngle.x)*cameraTargetDistance*cosf(cameraAngle.y) + camera->target.z;
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} break;
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case CAMERA_ORBITAL:
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@ -395,6 +403,11 @@ void UpdateCamera(Camera *camera)
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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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// Update camera position with changes
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camera->position.x = sinf(cameraAngle.x)*cameraTargetDistance*cosf(cameraAngle.y) + camera->target.x;
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camera->position.y = ((cameraAngle.y <= 0.0f)? 1 : -1)*sinf(cameraAngle.y)*cameraTargetDistance*sinf(cameraAngle.y) + camera->target.y;
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camera->position.z = cosf(cameraAngle.x)*cameraTargetDistance*cosf(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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@ -421,34 +434,17 @@ void UpdateCamera(Camera *camera)
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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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// Angle clamp
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if (cameraAngle.y > CAMERA_FIRST_PERSON_MIN_CLAMP*DEG2RAD) cameraAngle.y = CAMERA_FIRST_PERSON_MIN_CLAMP*DEG2RAD;
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else if (cameraAngle.y < CAMERA_FIRST_PERSON_MAX_CLAMP*DEG2RAD) cameraAngle.y = CAMERA_FIRST_PERSON_MAX_CLAMP*DEG2RAD;
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// Camera is always looking at player
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camera->target.x = camera->position.x - sinf(cameraAngle.x)*CAMERA_FIRST_PERSON_FOCUS_DISTANCE;
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camera->target.y = camera->position.y + sinf(cameraAngle.y)*CAMERA_FIRST_PERSON_FOCUS_DISTANCE;
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camera->target.z = camera->position.z - cosf(cameraAngle.x)*CAMERA_FIRST_PERSON_FOCUS_DISTANCE;
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if (cameraMode == CAMERA_FIRST_PERSON)
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{
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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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// Camera zoom
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cameraTargetDistance -= (mouseWheelMove*CAMERA_MOUSE_SCROLL_SENSITIVITY);
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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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// Camera is always looking at player
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camera->target.x = camera->position.x + CAMERA_THIRD_PERSON_OFFSET.x*cosf(cameraAngle.x) + CAMERA_THIRD_PERSON_OFFSET.z*sinf(cameraAngle.x);
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camera->target.y = camera->position.y + CAMERA_THIRD_PERSON_OFFSET.y;
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camera->target.z = camera->position.z + CAMERA_THIRD_PERSON_OFFSET.z*sinf(cameraAngle.x) - CAMERA_THIRD_PERSON_OFFSET.x*sinf(cameraAngle.x);
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}
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else // CAMERA_FIRST_PERSON
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{
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// Angle clamp
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if (cameraAngle.y > CAMERA_FIRST_PERSON_MIN_CLAMP*DEG2RAD) cameraAngle.y = CAMERA_FIRST_PERSON_MIN_CLAMP*DEG2RAD;
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else if (cameraAngle.y < CAMERA_FIRST_PERSON_MAX_CLAMP*DEG2RAD) cameraAngle.y = CAMERA_FIRST_PERSON_MAX_CLAMP*DEG2RAD;
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// Camera is always looking at player
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camera->target.x = camera->position.x - sinf(cameraAngle.x)*CAMERA_FIRST_PERSON_FOCUS_DISTANCE;
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camera->target.y = camera->position.y + sinf(cameraAngle.y)*CAMERA_FIRST_PERSON_FOCUS_DISTANCE;
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camera->target.z = camera->position.z - cosf(cameraAngle.x)*CAMERA_FIRST_PERSON_FOCUS_DISTANCE;
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if (isMoving) swingCounter++;
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// Camera position update
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@ -458,21 +454,16 @@ void UpdateCamera(Camera *camera)
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camera->up.x = sinf(swingCounter/(CAMERA_FIRST_PERSON_STEP_TRIGONOMETRIC_DIVIDER*2))/CAMERA_FIRST_PERSON_WAVING_DIVIDER;
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camera->up.z = -sinf(swingCounter/(CAMERA_FIRST_PERSON_STEP_TRIGONOMETRIC_DIVIDER*2))/CAMERA_FIRST_PERSON_WAVING_DIVIDER;
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}
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else if (cameraMode == CAMERA_THIRD_PERSON)
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{
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// Camera zoom
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cameraTargetDistance -= (mouseWheelMove*CAMERA_MOUSE_SCROLL_SENSITIVITY);
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if (cameraTargetDistance < CAMERA_THIRD_PERSON_DISTANCE_CLAMP) cameraTargetDistance = CAMERA_THIRD_PERSON_DISTANCE_CLAMP;
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}
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} break;
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default: break;
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}
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// Update camera position with changes
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if ((cameraMode == CAMERA_FREE) ||
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(cameraMode == CAMERA_ORBITAL) ||
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(cameraMode == CAMERA_THIRD_PERSON))
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{
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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 = sinf(cameraAngle.x)*cameraTargetDistance*cosf(cameraAngle.y) + camera->target.x;
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if (cameraAngle.y <= 0.0f) camera->position.y = sinf(cameraAngle.y)*cameraTargetDistance*sinf(cameraAngle.y) + camera->target.y;
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else camera->position.y = -sinf(cameraAngle.y)*cameraTargetDistance*sinf(cameraAngle.y) + camera->target.y;
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camera->position.z = cosf(cameraAngle.x)*cameraTargetDistance*cosf(cameraAngle.y) + camera->target.z;
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}
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}
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// Set camera pan key to combine with mouse movement (free camera)
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@ -482,7 +473,7 @@ void SetCameraPanControl(int panKey) { cameraPanControlKey = panKey; }
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void SetCameraAltControl(int altKey) { cameraAltControlKey = altKey; }
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// Set camera smooth zoom key to combine with mouse (free camera)
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void SetCameraSmoothZoomControl(int szKey) { cameraSmoothZoomControlKey = szKey; }
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void SetCameraSmoothZoomControl(int szoomKey) { cameraSmoothZoomControlKey = szoomKey; }
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// Set camera move controls (1st person and 3rd person cameras)
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void SetCameraMoveControls(int frontKey, int backKey, int rightKey, int leftKey, int upKey, int downKey)
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