/********************************************************************************************** * * raylib Camera System - Camera Modes Setup and Control Functions * * Copyright (c) 2015 Marc Palau and Ramon Santamaria * * 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. * **********************************************************************************************/ //#define CAMERA_STANDALONE // NOTE: To use the camera module as standalone lib, just uncomment this line // NOTE: ProcessCamera() should be reviewed to adapt inputs to other systems #if defined(CAMERA_STANDALONE) #include "camera.h" #else #include "raylib.h" #endif #include //---------------------------------------------------------------------------------- // Defines and Macros //---------------------------------------------------------------------------------- // CAMERA_GENERIC #define CAMERA_SCROLL_SENSITIVITY 1.5 // FREE_CAMERA #define FREE_CAMERA_MOUSE_SENSITIVITY 0.01 #define FREE_CAMERA_DISTANCE_MIN_CLAMP 0.3 #define FREE_CAMERA_DISTANCE_MAX_CLAMP 120 #define FREE_CAMERA_MIN_CLAMP 85 #define FREE_CAMERA_MAX_CLAMP -85 #define FREE_CAMERA_SMOOTH_ZOOM_SENSITIVITY 0.05 #define FREE_CAMERA_PANNING_DIVIDER 5.1 // ORBITAL_CAMERA #define ORBITAL_CAMERA_SPEED 0.01 // FIRST_PERSON //#define FIRST_PERSON_MOUSE_SENSITIVITY 0.003 #define FIRST_PERSON_FOCUS_DISTANCE 25 #define FIRST_PERSON_MIN_CLAMP 85 #define FIRST_PERSON_MAX_CLAMP -85 #define FIRST_PERSON_STEP_TRIGONOMETRIC_DIVIDER 5.0 #define FIRST_PERSON_STEP_DIVIDER 30.0 #define FIRST_PERSON_WAVING_DIVIDER 200.0 #define FIRST_PERSON_HEIGHT_RELATIVE_EYES_POSITION 0.85 // THIRD_PERSON //#define THIRD_PERSON_MOUSE_SENSITIVITY 0.003 #define THIRD_PERSON_DISTANCE_CLAMP 1.2 #define THIRD_PERSON_MIN_CLAMP 5 #define THIRD_PERSON_MAX_CLAMP -85 #define THIRD_PERSON_OFFSET (Vector3){ 0.4, 0, 0 } // PLAYER (used by camera) #define PLAYER_WIDTH 0.4 #define PLAYER_HEIGHT 0.9 #define PLAYER_DEPTH 0.4 #define PLAYER_MOVEMENT_DIVIDER 20.0 //---------------------------------------------------------------------------------- // Types and Structures Definition //---------------------------------------------------------------------------------- // Camera move modes (first person and third person cameras) typedef enum { MOVE_FRONT = 0, MOVE_LEFT, MOVE_BACK, MOVE_RIGHT, MOVE_UP, MOVE_DOWN } CameraMove; //---------------------------------------------------------------------------------- // Global Variables Definition //---------------------------------------------------------------------------------- static Camera internalCamera = {{2, 0, 2}, {0, 0, 0}, {0, 1, 0}}; static Vector2 cameraAngle = { 0, 0 }; static float cameraTargetDistance = 5.0f; static Vector2 cameraMousePosition = { 0, 0 }; static Vector2 cameraMouseVariation = { 0, 0 }; static float mouseSensitivity = 0.003f; static int cameraMoveControl[6] = { 'W', 'A', 'S', 'D', 'E', 'Q' }; static int cameraMoveCounter = 0; static int cameraUseGravity = 1; static int panControlKey = 2; // raylib: MOUSE_MIDDLE_BUTTON static int altControlKey = 342; // raylib: KEY_LEFT_ALT static int smoothZoomControlKey = 341; // raylib: KEY_LEFT_CONTROL static int cameraMode = CAMERA_CUSTOM; //---------------------------------------------------------------------------------- // Module specific Functions Declaration //---------------------------------------------------------------------------------- static void ProcessCamera(Camera *camera, Vector3 *playerPosition); #if defined(CAMERA_STANDALONE) // NOTE: Camera controls depend on some raylib input functions // TODO: Set your own input functions (used in ProcessCamera()) static Vector2 GetMousePosition() { return (Vector2){ 0, 0}; } static void SetMousePosition(Vector2 pos) {} static int IsMouseButtonDown(int button) { return 0;} static int GetMouseWheelMove() { return 0; } static int GetScreenWidth() { return 1280; } static int GetScreenHeight() { return 720; } static void ShowCursor() {} static void HideCursor() {} static int IsKeyDown(int key) { return 0; } #endif //---------------------------------------------------------------------------------- // Module Functions Definition //---------------------------------------------------------------------------------- // Select camera mode (multiple camera modes available) // TODO: Review hardcoded values when changing modes... void SetCameraMode(int mode) { if ((cameraMode == CAMERA_FIRST_PERSON) && (mode == CAMERA_FREE)) { cameraMode = CAMERA_THIRD_PERSON; cameraTargetDistance = 5; cameraAngle.y = -40 * DEG2RAD; ProcessCamera(&internalCamera, &internalCamera.position); } else if ((cameraMode == CAMERA_FIRST_PERSON) && (mode == CAMERA_ORBITAL)) { cameraMode = CAMERA_THIRD_PERSON; cameraTargetDistance = 5; cameraAngle.y = -40 * DEG2RAD; ProcessCamera(&internalCamera, &internalCamera.position); } else if ((cameraMode == CAMERA_CUSTOM) && (mode == CAMERA_FREE)) { cameraTargetDistance = 10; cameraAngle.x = 45 * DEG2RAD; cameraAngle.y = -40 * DEG2RAD; internalCamera.target = (Vector3){ 0, 0, 0 }; ProcessCamera(&internalCamera, &internalCamera.position); ShowCursor(); } else if ((cameraMode == CAMERA_CUSTOM) && (mode == CAMERA_ORBITAL)) { cameraTargetDistance = 10; cameraAngle.x = 225 * DEG2RAD; cameraAngle.y = -40 * DEG2RAD; internalCamera.target = (Vector3){ 0, 0, 0}; ProcessCamera(&internalCamera, &internalCamera.position); } cameraMode = mode; } // Update camera (player position is ignored) void UpdateCamera(Camera *camera) { Vector3 position = { 0, 0, 0 }; // Process internal camera and player position (if required) if (cameraMode != CAMERA_CUSTOM) ProcessCamera(&internalCamera, &position); *camera = internalCamera; } // Update camera and player position (1st person and 3rd person cameras) void UpdateCameraPlayer(Camera *camera, Vector3 *position) { // Process internal camera and player position (if required) if (cameraMode != CAMERA_CUSTOM) ProcessCamera(&internalCamera, position); *camera = internalCamera; } // Set internal camera position void SetCameraPosition(Vector3 position) { internalCamera.position = position; Vector3 v1 = internalCamera.position; Vector3 v2 = internalCamera.target; float dx = v2.x - v1.x; float dy = v2.y - v1.y; float dz = v2.z - v1.z; cameraTargetDistance = sqrt(dx*dx + dy*dy + dz*dz); } // Set internal camera target void SetCameraTarget(Vector3 target) { internalCamera.target = target; Vector3 v1 = internalCamera.position; Vector3 v2 = internalCamera.target; float dx = v2.x - v1.x; float dy = v2.y - v1.y; float dz = v2.z - v1.z; cameraTargetDistance = sqrt(dx*dx + dy*dy + dz*dz); } // Set camera pan key to combine with mouse movement (free camera) void SetCameraPanControl(int panKey) { panControlKey = panKey; } // Set camera alt key to combine with mouse movement (free camera) void SetCameraAltControl(int altKey) { altControlKey = altKey; } // Set camera smooth zoom key to combine with mouse (free camera) void SetCameraSmoothZoomControl(int szKey) { smoothZoomControlKey = szKey; } // Set camera move controls (1st person and 3rd person cameras) void SetCameraMoveControls(int frontKey, int backKey, int leftKey, int rightKey, int upKey, int downKey) { cameraMoveControl[MOVE_FRONT] = frontKey; cameraMoveControl[MOVE_LEFT] = leftKey; cameraMoveControl[MOVE_BACK] = backKey; cameraMoveControl[MOVE_RIGHT] = rightKey; cameraMoveControl[MOVE_UP] = upKey; cameraMoveControl[MOVE_DOWN] = downKey; } // Set camera mouse sensitivity (1st person and 3rd person cameras) void SetCameraMouseSensitivity(float sensitivity) { mouseSensitivity = (sensitivity/10000.0); } //---------------------------------------------------------------------------------- // Module specific Functions Definition //---------------------------------------------------------------------------------- // Process desired camera mode and controls // NOTE: Camera controls depend on some raylib functions: // Mouse: GetMousePosition(), SetMousePosition(), IsMouseButtonDown(), GetMouseWheelMove() // System: GetScreenWidth(), GetScreenHeight(), ShowCursor(), HideCursor() // Keys: IsKeyDown() static void ProcessCamera(Camera *camera, Vector3 *playerPosition) { // Mouse movement detection Vector2 mousePosition = GetMousePosition(); int mouseWheelMove = GetMouseWheelMove(); int panKey = IsMouseButtonDown(panControlKey); // bool value int screenWidth = GetScreenWidth(); int screenHeight = GetScreenHeight(); if ((cameraMode != CAMERA_FREE) && (cameraMode != CAMERA_ORBITAL)) { HideCursor(); if (mousePosition.x < screenHeight/3) SetMousePosition((Vector2){ screenWidth - screenHeight/3, mousePosition.y}); else if (mousePosition.y < screenHeight/3) SetMousePosition((Vector2){ mousePosition.x, screenHeight - screenHeight/3}); else if (mousePosition.x > screenWidth - screenHeight/3) SetMousePosition((Vector2) { screenHeight/3, mousePosition.y}); else if (mousePosition.y > screenHeight - screenHeight/3) SetMousePosition((Vector2){ mousePosition.x, screenHeight/3}); else { cameraMouseVariation.x = mousePosition.x - cameraMousePosition.x; cameraMouseVariation.y = mousePosition.y - cameraMousePosition.y; } } else { ShowCursor(); cameraMouseVariation.x = mousePosition.x - cameraMousePosition.x; cameraMouseVariation.y = mousePosition.y - cameraMousePosition.y; } // NOTE: We GetMousePosition() again because it can be modified by a previous SetMousePosition() call // If using directly mousePosition variable we have problems on CAMERA_FIRST_PERSON and CAMERA_THIRD_PERSON cameraMousePosition = GetMousePosition(); // Support for multiple automatic camera modes switch (cameraMode) { case CAMERA_FREE: { // Camera zoom if ((cameraTargetDistance < FREE_CAMERA_DISTANCE_MAX_CLAMP) && (mouseWheelMove < 0)) { cameraTargetDistance -= (mouseWheelMove*CAMERA_SCROLL_SENSITIVITY); if (cameraTargetDistance > FREE_CAMERA_DISTANCE_MAX_CLAMP) cameraTargetDistance = FREE_CAMERA_DISTANCE_MAX_CLAMP; } // Camera looking down else if ((camera->position.y > camera->target.y) && (cameraTargetDistance == FREE_CAMERA_DISTANCE_MAX_CLAMP) && (mouseWheelMove < 0)) { camera->target.x += mouseWheelMove*(camera->target.x - camera->position.x)*CAMERA_SCROLL_SENSITIVITY/cameraTargetDistance; camera->target.y += mouseWheelMove*(camera->target.y - camera->position.y)*CAMERA_SCROLL_SENSITIVITY/cameraTargetDistance; camera->target.z += mouseWheelMove*(camera->target.z - camera->position.z)*CAMERA_SCROLL_SENSITIVITY/cameraTargetDistance; } else if ((camera->position.y > camera->target.y) && (camera->target.y >= 0)) { camera->target.x += mouseWheelMove*(camera->target.x - camera->position.x)*CAMERA_SCROLL_SENSITIVITY/cameraTargetDistance; camera->target.y += mouseWheelMove*(camera->target.y - camera->position.y)*CAMERA_SCROLL_SENSITIVITY/cameraTargetDistance; camera->target.z += mouseWheelMove*(camera->target.z - camera->position.z)*CAMERA_SCROLL_SENSITIVITY/cameraTargetDistance; // if (camera->target.y < 0) camera->target.y = -0.001; } else if ((camera->position.y > camera->target.y) && (camera->target.y < 0) && (mouseWheelMove > 0)) { cameraTargetDistance -= (mouseWheelMove*CAMERA_SCROLL_SENSITIVITY); if (cameraTargetDistance < FREE_CAMERA_DISTANCE_MIN_CLAMP) cameraTargetDistance = FREE_CAMERA_DISTANCE_MIN_CLAMP; } // Camera looking up else if ((camera->position.y < camera->target.y) && (cameraTargetDistance == FREE_CAMERA_DISTANCE_MAX_CLAMP) && (mouseWheelMove < 0)) { camera->target.x += mouseWheelMove*(camera->target.x - camera->position.x)*CAMERA_SCROLL_SENSITIVITY/cameraTargetDistance; camera->target.y += mouseWheelMove*(camera->target.y - camera->position.y)*CAMERA_SCROLL_SENSITIVITY/cameraTargetDistance; camera->target.z += mouseWheelMove*(camera->target.z - camera->position.z)*CAMERA_SCROLL_SENSITIVITY/cameraTargetDistance; } else if ((camera->position.y < camera->target.y) && (camera->target.y <= 0)) { camera->target.x += mouseWheelMove*(camera->target.x - camera->position.x)*CAMERA_SCROLL_SENSITIVITY/cameraTargetDistance; camera->target.y += mouseWheelMove*(camera->target.y - camera->position.y)*CAMERA_SCROLL_SENSITIVITY/cameraTargetDistance; camera->target.z += mouseWheelMove*(camera->target.z - camera->position.z)*CAMERA_SCROLL_SENSITIVITY/cameraTargetDistance; // if (camera->target.y > 0) camera->target.y = 0.001; } else if ((camera->position.y < camera->target.y) && (camera->target.y > 0) && (mouseWheelMove > 0)) { cameraTargetDistance -= (mouseWheelMove*CAMERA_SCROLL_SENSITIVITY); if (cameraTargetDistance < FREE_CAMERA_DISTANCE_MIN_CLAMP) cameraTargetDistance = FREE_CAMERA_DISTANCE_MIN_CLAMP; } // Inputs if (IsKeyDown(altControlKey)) { if (IsKeyDown(smoothZoomControlKey)) { // Camera smooth zoom if (panKey) cameraTargetDistance += (cameraMouseVariation.y*FREE_CAMERA_SMOOTH_ZOOM_SENSITIVITY); } // Camera orientation calculation else if (panKey) { // Camera orientation calculation // Get the mouse sensitivity cameraAngle.x += cameraMouseVariation.x*-FREE_CAMERA_MOUSE_SENSITIVITY; cameraAngle.y += cameraMouseVariation.y*-FREE_CAMERA_MOUSE_SENSITIVITY; // Angle clamp if (cameraAngle.y > FREE_CAMERA_MIN_CLAMP*DEG2RAD) cameraAngle.y = FREE_CAMERA_MIN_CLAMP*DEG2RAD; else if (cameraAngle.y < FREE_CAMERA_MAX_CLAMP*DEG2RAD) cameraAngle.y = FREE_CAMERA_MAX_CLAMP*DEG2RAD; } } // Paning else if (panKey) { camera->target.x += ((cameraMouseVariation.x*-FREE_CAMERA_MOUSE_SENSITIVITY)*cos(cameraAngle.x) + (cameraMouseVariation.y*FREE_CAMERA_MOUSE_SENSITIVITY)*sin(cameraAngle.x)*sin(cameraAngle.y))*(cameraTargetDistance/FREE_CAMERA_PANNING_DIVIDER); camera->target.y += ((cameraMouseVariation.y*FREE_CAMERA_MOUSE_SENSITIVITY)*cos(cameraAngle.y))*(cameraTargetDistance/FREE_CAMERA_PANNING_DIVIDER); camera->target.z += ((cameraMouseVariation.x*FREE_CAMERA_MOUSE_SENSITIVITY)*sin(cameraAngle.x) + (cameraMouseVariation.y*FREE_CAMERA_MOUSE_SENSITIVITY)*cos(cameraAngle.x)*sin(cameraAngle.y))*(cameraTargetDistance/FREE_CAMERA_PANNING_DIVIDER); } // Focus to center // TODO: Move this function out of the module? if (IsKeyDown('Z')) camera->target = (Vector3){ 0, 0, 0 }; // Camera position update camera->position.x = sin(cameraAngle.x)*cameraTargetDistance*cos(cameraAngle.y) + camera->target.x; if (cameraAngle.y <= 0) camera->position.y = sin(cameraAngle.y)*cameraTargetDistance*sin(cameraAngle.y) + camera->target.y; else camera->position.y = -sin(cameraAngle.y)*cameraTargetDistance*sin(cameraAngle.y) + camera->target.y; camera->position.z = cos(cameraAngle.x)*cameraTargetDistance*cos(cameraAngle.y) + camera->target.z; } break; case CAMERA_ORBITAL: { cameraAngle.x += ORBITAL_CAMERA_SPEED; // Camera zoom cameraTargetDistance -= (mouseWheelMove*CAMERA_SCROLL_SENSITIVITY); // Camera distance clamp if (cameraTargetDistance < THIRD_PERSON_DISTANCE_CLAMP) cameraTargetDistance = THIRD_PERSON_DISTANCE_CLAMP; // Focus to center if (IsKeyDown('Z')) camera->target = (Vector3){ 0, 0, 0 }; // Camera position update camera->position.x = sin(cameraAngle.x)*cameraTargetDistance*cos(cameraAngle.y) + camera->target.x; if (cameraAngle.y <= 0) camera->position.y = sin(cameraAngle.y)*cameraTargetDistance*sin(cameraAngle.y) + camera->target.y; else camera->position.y = -sin(cameraAngle.y)*cameraTargetDistance*sin(cameraAngle.y) + camera->target.y; camera->position.z = cos(cameraAngle.x)*cameraTargetDistance*cos(cameraAngle.y) + camera->target.z; } break; case CAMERA_FIRST_PERSON: case CAMERA_THIRD_PERSON: { int isMoving = 0; // Keyboard inputs if (IsKeyDown(cameraMoveControl[MOVE_FRONT])) { playerPosition->x -= sin(cameraAngle.x)/PLAYER_MOVEMENT_DIVIDER; playerPosition->z -= cos(cameraAngle.x)/PLAYER_MOVEMENT_DIVIDER; if (!cameraUseGravity) camera->position.y += sin(cameraAngle.y)/PLAYER_MOVEMENT_DIVIDER; isMoving = 1; } else if (IsKeyDown(cameraMoveControl[MOVE_BACK])) { playerPosition->x += sin(cameraAngle.x)/PLAYER_MOVEMENT_DIVIDER; playerPosition->z += cos(cameraAngle.x)/PLAYER_MOVEMENT_DIVIDER; if (!cameraUseGravity) camera->position.y -= sin(cameraAngle.y)/PLAYER_MOVEMENT_DIVIDER; isMoving = 1; } if (IsKeyDown(cameraMoveControl[MOVE_LEFT])) { playerPosition->x -= cos(cameraAngle.x)/PLAYER_MOVEMENT_DIVIDER; playerPosition->z += sin(cameraAngle.x)/PLAYER_MOVEMENT_DIVIDER; isMoving = 1; } else if (IsKeyDown(cameraMoveControl[MOVE_RIGHT])) { playerPosition->x += cos(cameraAngle.x)/PLAYER_MOVEMENT_DIVIDER; playerPosition->z -= sin(cameraAngle.x)/PLAYER_MOVEMENT_DIVIDER; isMoving = 1; } if (IsKeyDown(cameraMoveControl[MOVE_UP])) { if (!cameraUseGravity) playerPosition->y += 1/PLAYER_MOVEMENT_DIVIDER; } else if (IsKeyDown(cameraMoveControl[MOVE_DOWN])) { if (!cameraUseGravity) playerPosition->y -= 1/PLAYER_MOVEMENT_DIVIDER; } if (cameraMode == CAMERA_THIRD_PERSON) { // Camera orientation calculation cameraAngle.x += cameraMouseVariation.x*-mouseSensitivity; cameraAngle.y += cameraMouseVariation.y*-mouseSensitivity; // Angle clamp if (cameraAngle.y > THIRD_PERSON_MIN_CLAMP*DEG2RAD) cameraAngle.y = THIRD_PERSON_MIN_CLAMP*DEG2RAD; else if (cameraAngle.y < THIRD_PERSON_MAX_CLAMP*DEG2RAD) cameraAngle.y = THIRD_PERSON_MAX_CLAMP*DEG2RAD; // Camera zoom cameraTargetDistance -= (mouseWheelMove*CAMERA_SCROLL_SENSITIVITY); // Camera distance clamp if (cameraTargetDistance < THIRD_PERSON_DISTANCE_CLAMP) cameraTargetDistance = THIRD_PERSON_DISTANCE_CLAMP; // Camera is always looking at player camera->target.x = playerPosition->x + THIRD_PERSON_OFFSET.x*cos(cameraAngle.x) + THIRD_PERSON_OFFSET.z*sin(cameraAngle.x); camera->target.y = playerPosition->y + PLAYER_HEIGHT*FIRST_PERSON_HEIGHT_RELATIVE_EYES_POSITION + THIRD_PERSON_OFFSET.y; camera->target.z = playerPosition->z + THIRD_PERSON_OFFSET.z*sin(cameraAngle.x) - THIRD_PERSON_OFFSET.x*sin(cameraAngle.x); // Camera position update camera->position.x = sin(cameraAngle.x)*cameraTargetDistance*cos(cameraAngle.y) + camera->target.x; if (cameraAngle.y <= 0) camera->position.y = sin(cameraAngle.y)*cameraTargetDistance*sin(cameraAngle.y) + camera->target.y; else camera->position.y = -sin(cameraAngle.y)*cameraTargetDistance*sin(cameraAngle.y) + camera->target.y; camera->position.z = cos(cameraAngle.x)*cameraTargetDistance*cos(cameraAngle.y) + camera->target.z; } else // CAMERA_FIRST_PERSON { if (isMoving) cameraMoveCounter++; // Camera orientation calculation cameraAngle.x += (cameraMouseVariation.x * -mouseSensitivity); cameraAngle.y += (cameraMouseVariation.y * -mouseSensitivity); // Angle clamp if (cameraAngle.y > FIRST_PERSON_MIN_CLAMP*DEG2RAD) cameraAngle.y = FIRST_PERSON_MIN_CLAMP*DEG2RAD; else if (cameraAngle.y < FIRST_PERSON_MAX_CLAMP*DEG2RAD) cameraAngle.y = FIRST_PERSON_MAX_CLAMP*DEG2RAD; // Camera is always looking at player camera->target.x = camera->position.x - sin(cameraAngle.x)*FIRST_PERSON_FOCUS_DISTANCE; camera->target.y = camera->position.y + sin(cameraAngle.y)*FIRST_PERSON_FOCUS_DISTANCE; camera->target.z = camera->position.z - cos(cameraAngle.x)*FIRST_PERSON_FOCUS_DISTANCE; camera->position.x = playerPosition->x; camera->position.y = (playerPosition->y + PLAYER_HEIGHT*FIRST_PERSON_HEIGHT_RELATIVE_EYES_POSITION) - sin(cameraMoveCounter/FIRST_PERSON_STEP_TRIGONOMETRIC_DIVIDER)/FIRST_PERSON_STEP_DIVIDER; camera->position.z = playerPosition->z; camera->up.x = sin(cameraMoveCounter/(FIRST_PERSON_STEP_TRIGONOMETRIC_DIVIDER*2))/FIRST_PERSON_WAVING_DIVIDER; camera->up.z = -sin(cameraMoveCounter/(FIRST_PERSON_STEP_TRIGONOMETRIC_DIVIDER*2))/FIRST_PERSON_WAVING_DIVIDER; } } break; default: break; } }