/********************************************************************************************** * * raylib.camera * * 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. * **********************************************************************************************/ #include "raylib.h" #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 //---------------------------------------------------------------------------------- // Global Variables Definition //---------------------------------------------------------------------------------- static Camera internalCamera = {{2,0,2},{0,0,0},{0,1,0}}; static Vector2 cameraAngle = { 0, 0 }; static float cameraTargetDistance = 5; static Vector3 resetingPosition = { 0, 0, 0 }; static int resetingKey = 'Z'; static Vector2 cameraMousePosition = { 0, 0 }; static Vector2 cameraMouseVariation = { 0, 0 }; static float mouseSensitivity = 0.003; static int cameraMovementController[6] = { 'W', 'A', 'S', 'D', 'E', 'Q' }; static int cameraMovementCounter = 0; static bool cameraUseGravity = true; static int pawnControllingKey = MOUSE_MIDDLE_BUTTON; static int fnControllingKey = KEY_LEFT_ALT; static int smoothZoomControllingKey = KEY_LEFT_CONTROL; static int cameraMode = CAMERA_CUSTOM; //---------------------------------------------------------------------------------- // Module specific Functions Declaration //---------------------------------------------------------------------------------- static void ProcessCamera(Camera *camera, Vector3 *playerPosition); //---------------------------------------------------------------------------------- // Module Functions Definition //---------------------------------------------------------------------------------- // Select camera mode (multiple camera modes available) 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); } else if ((cameraMode == CAMERA_CUSTOM) && (mode == CAMERA_ORBITAL)) { cameraTargetDistance = 10; cameraAngle.x = 225 * DEG2RAD; cameraAngle.y = -40 * DEG2RAD; internalCamera.target = (Vector3){ 3, 0, 3}; ProcessCamera(&internalCamera, &internalCamera.position); } cameraMode = mode; } // Update camera with position Camera UpdateCamera(Vector3 *position) { // Calculate camera if (cameraMode != CAMERA_CUSTOM) ProcessCamera(&internalCamera, position); return internalCamera; } void SetCameraControls(int frontKey, int leftKey, int backKey, int rightKey, int upKey, int downKey) { cameraMovementController[0] = frontKey; cameraMovementController[1] = leftKey; cameraMovementController[2] = backKey; cameraMovementController[3] = rightKey; cameraMovementController[4] = upKey; cameraMovementController[5] = downKey; } void SetCameraMouseSensitivity(float sensitivity) { mouseSensitivity = (sensitivity / 10000.0); } void SetCameraResetPosition(Vector3 resetPosition) { resetingPosition = resetPosition; } void SetCameraResetControl(int resetKey) { resetingKey = resetKey; } void SetCameraPawnControl(int pawnControlKey) { pawnControllingKey = pawnControlKey; } void SetCameraFnControl(int fnControlKey) { fnControllingKey = fnControlKey; } void SetCameraSmoothZoomControl(int smoothZoomControlKey) { smoothZoomControllingKey = smoothZoomControlKey; } void SetCameraOrbitalTarget(Vector3 target) { internalCamera.target = target; } //---------------------------------------------------------------------------------- // Module specific Functions Definition //---------------------------------------------------------------------------------- // Process desired camera mode and controls static void ProcessCamera(Camera *camera, Vector3 *playerPosition) { #if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB) || defined(PLATFORM_RPI) // Mouse movement detection if ((cameraMode != CAMERA_FREE) && (cameraMode != CAMERA_ORBITAL)) { HideCursor(); if (GetMousePosition().x < GetScreenHeight() / 3) SetMousePosition((Vector2){ GetScreenWidth() - GetScreenHeight() / 3, GetMousePosition().y}); else if (GetMousePosition().y < GetScreenHeight() / 3) SetMousePosition((Vector2){ GetMousePosition().x, GetScreenHeight() - GetScreenHeight() / 3}); else if (GetMousePosition().x > GetScreenWidth() - GetScreenHeight() / 3) SetMousePosition((Vector2) { GetScreenHeight() / 3, GetMousePosition().y}); else if (GetMousePosition().y > GetScreenHeight() - GetScreenHeight() / 3) SetMousePosition((Vector2){ GetMousePosition().x, GetScreenHeight() / 3}); else { cameraMouseVariation.x = GetMousePosition().x - cameraMousePosition.x; cameraMouseVariation.y = GetMousePosition().y - cameraMousePosition.y; } } else { ShowCursor(); cameraMouseVariation.x = GetMousePosition().x - cameraMousePosition.x; cameraMouseVariation.y = GetMousePosition().y - cameraMousePosition.y; } cameraMousePosition = GetMousePosition(); // Support for multiple automatic camera modes switch (cameraMode) { case CAMERA_FREE: { // Camera zoom if ((cameraTargetDistance < FREE_CAMERA_DISTANCE_MAX_CLAMP) && (GetMouseWheelMove() < 0)) { cameraTargetDistance -= (GetMouseWheelMove() * 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) && (GetMouseWheelMove() < 0)) { camera->target.x += GetMouseWheelMove() * (camera->target.x - camera->position.x) * CAMERA_SCROLL_SENSITIVITY / cameraTargetDistance; camera->target.y += GetMouseWheelMove() * (camera->target.y - camera->position.y) * CAMERA_SCROLL_SENSITIVITY / cameraTargetDistance; camera->target.z += GetMouseWheelMove() * (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 += GetMouseWheelMove() * (camera->target.x - camera->position.x) * CAMERA_SCROLL_SENSITIVITY / cameraTargetDistance; camera->target.y += GetMouseWheelMove() * (camera->target.y - camera->position.y) * CAMERA_SCROLL_SENSITIVITY / cameraTargetDistance; camera->target.z += GetMouseWheelMove() * (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) && (GetMouseWheelMove() > 0)) { cameraTargetDistance -= (GetMouseWheelMove() * 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) && (GetMouseWheelMove() < 0)) { camera->target.x += GetMouseWheelMove() * (camera->target.x - camera->position.x) * CAMERA_SCROLL_SENSITIVITY / cameraTargetDistance; camera->target.y += GetMouseWheelMove() * (camera->target.y - camera->position.y) * CAMERA_SCROLL_SENSITIVITY / cameraTargetDistance; camera->target.z += GetMouseWheelMove() * (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 += GetMouseWheelMove() * (camera->target.x - camera->position.x) * CAMERA_SCROLL_SENSITIVITY / cameraTargetDistance; camera->target.y += GetMouseWheelMove() * (camera->target.y - camera->position.y) * CAMERA_SCROLL_SENSITIVITY / cameraTargetDistance; camera->target.z += GetMouseWheelMove() * (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) && (GetMouseWheelMove() > 0)) { cameraTargetDistance -= (GetMouseWheelMove() * CAMERA_SCROLL_SENSITIVITY); if (cameraTargetDistance < FREE_CAMERA_DISTANCE_MIN_CLAMP) cameraTargetDistance = FREE_CAMERA_DISTANCE_MIN_CLAMP; } // Inputs if (IsKeyDown(fnControllingKey)) { if (IsKeyDown(smoothZoomControllingKey)) { // Camera smooth zoom if (IsMouseButtonDown(pawnControllingKey)) cameraTargetDistance += (cameraMouseVariation.y * FREE_CAMERA_SMOOTH_ZOOM_SENSITIVITY); } // Camera orientation calculation else if (IsMouseButtonDown(pawnControllingKey)) { // 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 (IsMouseButtonDown(pawnControllingKey)) { 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 if (IsKeyDown(resetingKey)) camera->target = resetingPosition; // 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 -= (GetMouseWheelMove() * 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: { bool isMoving = false; // Keyboard inputs if (IsKeyDown(cameraMovementController[0])) { 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 = true; } else if (IsKeyDown(cameraMovementController[2])) { 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 = true; } if (IsKeyDown(cameraMovementController[1])) { playerPosition->x -= cos(cameraAngle.x) / PLAYER_MOVEMENT_DIVIDER; playerPosition->z += sin(cameraAngle.x) / PLAYER_MOVEMENT_DIVIDER; isMoving = true; } else if (IsKeyDown(cameraMovementController[3])) { playerPosition->x += cos(cameraAngle.x) / PLAYER_MOVEMENT_DIVIDER; playerPosition->z -= sin(cameraAngle.x) / PLAYER_MOVEMENT_DIVIDER; isMoving = true; } if (IsKeyDown(cameraMovementController[4])) { if (!cameraUseGravity) playerPosition->y += 1 / PLAYER_MOVEMENT_DIVIDER; } else if (IsKeyDown(cameraMovementController[5])) { if (!cameraUseGravity) playerPosition->y -= 1 / PLAYER_MOVEMENT_DIVIDER; } if (cameraMode == CAMERA_THIRD_PERSON) { // Camera orientation calculation // Get the mouse sensitivity 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 -= (GetMouseWheelMove() * 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 { if (isMoving) cameraMovementCounter++; // Camera orientation calculation // Get the mouse sensitivity 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(cameraMovementCounter / FIRST_PERSON_STEP_TRIGONOMETRIC_DIVIDER) / FIRST_PERSON_STEP_DIVIDER; camera->position.z = playerPosition->z; camera->up.x = sin(cameraMovementCounter / (FIRST_PERSON_STEP_TRIGONOMETRIC_DIVIDER * 2)) / FIRST_PERSON_WAVING_DIVIDER; camera->up.z = -sin(cameraMovementCounter / (FIRST_PERSON_STEP_TRIGONOMETRIC_DIVIDER * 2)) / FIRST_PERSON_WAVING_DIVIDER; } } break; default: break; } #endif }