|
|
@ -2,7 +2,19 @@ |
|
|
|
* |
|
|
|
* raylib Camera System - Camera Modes Setup and Control Functions |
|
|
|
* |
|
|
|
* Copyright (c) 2015 Marc Palau and Ramon Santamaria |
|
|
|
* #define CAMERA_IMPLEMENTATION |
|
|
|
* Generates the implementation of the library into the included file. |
|
|
|
* If not defined, the library is in header only mode and can be included in other headers |
|
|
|
* or source files without problems. But only ONE file should hold the implementation. |
|
|
|
* |
|
|
|
* #define CAMERA_STANDALONE |
|
|
|
* If defined, the library can be used as standalone as a camera system but some |
|
|
|
* functions must be redefined to manage inputs accordingly. |
|
|
|
* |
|
|
|
* NOTE: Memory footprint of this library is aproximately 112 bytes |
|
|
|
* |
|
|
|
* Initial design by Marc Palau (2014) |
|
|
|
* Reviewed by Ramon Santamaria (2015-2016) |
|
|
|
* |
|
|
|
* 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. |
|
|
@ -24,13 +36,6 @@ |
|
|
|
#ifndef CAMERA_H |
|
|
|
#define CAMERA_H |
|
|
|
|
|
|
|
#ifndef PI |
|
|
|
#define PI 3.14159265358979323846 |
|
|
|
#endif |
|
|
|
|
|
|
|
#define DEG2RAD (PI/180.0f) |
|
|
|
#define RAD2DEG (180.0f/PI) |
|
|
|
|
|
|
|
//---------------------------------------------------------------------------------- |
|
|
|
// Defines and Macros |
|
|
|
//---------------------------------------------------------------------------------- |
|
|
@ -40,28 +45,30 @@ |
|
|
|
// Types and Structures Definition |
|
|
|
// NOTE: Below types are required for CAMERA_STANDALONE usage |
|
|
|
//---------------------------------------------------------------------------------- |
|
|
|
// Camera modes |
|
|
|
typedef enum { CAMERA_CUSTOM = 0, CAMERA_FREE, CAMERA_ORBITAL, CAMERA_FIRST_PERSON, CAMERA_THIRD_PERSON } CameraMode; |
|
|
|
|
|
|
|
// Vector2 type |
|
|
|
typedef struct Vector2 { |
|
|
|
float x; |
|
|
|
float y; |
|
|
|
} Vector2; |
|
|
|
|
|
|
|
// Vector3 type |
|
|
|
typedef struct Vector3 { |
|
|
|
float x; |
|
|
|
float y; |
|
|
|
float z; |
|
|
|
} Vector3; |
|
|
|
|
|
|
|
// Camera type, defines a camera position/orientation in 3d space |
|
|
|
typedef struct Camera { |
|
|
|
Vector3 position; |
|
|
|
Vector3 target; |
|
|
|
Vector3 up; |
|
|
|
} Camera; |
|
|
|
#if defined(CAMERA_STANDALONE) |
|
|
|
// Camera modes |
|
|
|
typedef enum { CAMERA_CUSTOM = 0, CAMERA_FREE, CAMERA_ORBITAL, CAMERA_FIRST_PERSON, CAMERA_THIRD_PERSON } CameraMode; |
|
|
|
|
|
|
|
// Vector2 type |
|
|
|
typedef struct Vector2 { |
|
|
|
float x; |
|
|
|
float y; |
|
|
|
} Vector2; |
|
|
|
|
|
|
|
// Vector3 type |
|
|
|
typedef struct Vector3 { |
|
|
|
float x; |
|
|
|
float y; |
|
|
|
float z; |
|
|
|
} Vector3; |
|
|
|
|
|
|
|
// Camera type, defines a camera position/orientation in 3d space |
|
|
|
typedef struct Camera { |
|
|
|
Vector3 position; |
|
|
|
Vector3 target; |
|
|
|
Vector3 up; |
|
|
|
} Camera; |
|
|
|
#endif |
|
|
|
|
|
|
|
#ifdef __cplusplus |
|
|
|
extern "C" { // Prevents name mangling of functions |
|
|
@ -75,6 +82,7 @@ extern "C" { // Prevents name mangling of functions |
|
|
|
//---------------------------------------------------------------------------------- |
|
|
|
// Module Functions Declaration |
|
|
|
//---------------------------------------------------------------------------------- |
|
|
|
#if defined(CAMERA_STANDALONE) |
|
|
|
void SetCameraMode(int mode); // Set camera mode (multiple camera modes available) |
|
|
|
void UpdateCamera(Camera *camera); // Update camera (player position is ignored) |
|
|
|
void UpdateCameraPlayer(Camera *camera, Vector3 *position); // Update camera and player position (1st person and 3rd person cameras) |
|
|
@ -91,9 +99,527 @@ void SetCameraMoveControls(int frontKey, int backKey, |
|
|
|
int leftKey, int rightKey, |
|
|
|
int upKey, int downKey); // Set camera move controls (1st person and 3rd person cameras) |
|
|
|
void SetCameraMouseSensitivity(float sensitivity); // Set camera mouse sensitivity (1st person and 3rd person cameras) |
|
|
|
#endif |
|
|
|
|
|
|
|
#ifdef __cplusplus |
|
|
|
} |
|
|
|
#endif |
|
|
|
|
|
|
|
#endif // CAMERA_H |
|
|
|
|
|
|
|
|
|
|
|
/*********************************************************************************** |
|
|
|
* |
|
|
|
* CAMERA IMPLEMENTATION |
|
|
|
* |
|
|
|
************************************************************************************/ |
|
|
|
|
|
|
|
#if defined(CAMERA_IMPLEMENTATION) |
|
|
|
|
|
|
|
#include <math.h> // Required for: sqrt(), sin(), cos() |
|
|
|
|
|
|
|
#ifndef PI |
|
|
|
#define PI 3.14159265358979323846 |
|
|
|
#endif |
|
|
|
|
|
|
|
#ifndef DEG2RAD |
|
|
|
#define DEG2RAD (PI/180.0f) |
|
|
|
#endif |
|
|
|
|
|
|
|
#ifndef RAD2DEG |
|
|
|
#define RAD2DEG (180.0f/PI) |
|
|
|
#endif |
|
|
|
|
|
|
|
//---------------------------------------------------------------------------------- |
|
|
|
// Defines and Macros |
|
|
|
//---------------------------------------------------------------------------------- |
|
|
|
// CAMERA_GENERIC |
|
|
|
#define CAMERA_SCROLL_SENSITIVITY 1.5f |
|
|
|
|
|
|
|
// FREE_CAMERA |
|
|
|
#define CAMERA_FREE_MOUSE_SENSITIVITY 0.01f |
|
|
|
#define CAMERA_FREE_DISTANCE_MIN_CLAMP 0.3f |
|
|
|
#define CAMERA_FREE_DISTANCE_MAX_CLAMP 120.0f |
|
|
|
#define CAMERA_FREE_MIN_CLAMP 85.0f |
|
|
|
#define CAMERA_FREE_MAX_CLAMP -85.0f |
|
|
|
#define CAMERA_FREE_SMOOTH_ZOOM_SENSITIVITY 0.05f |
|
|
|
#define CAMERA_FREE_PANNING_DIVIDER 5.1f |
|
|
|
|
|
|
|
// ORBITAL_CAMERA |
|
|
|
#define CAMERA_ORBITAL_SPEED 0.01f |
|
|
|
|
|
|
|
// FIRST_PERSON |
|
|
|
//#define CAMERA_FIRST_PERSON_MOUSE_SENSITIVITY 0.003f |
|
|
|
#define CAMERA_FIRST_PERSON_FOCUS_DISTANCE 25.0f |
|
|
|
#define CAMERA_FIRST_PERSON_MIN_CLAMP 85.0f |
|
|
|
#define CAMERA_FIRST_PERSON_MAX_CLAMP -85.0f |
|
|
|
|
|
|
|
#define CAMERA_FIRST_PERSON_STEP_TRIGONOMETRIC_DIVIDER 5.0f |
|
|
|
#define CAMERA_FIRST_PERSON_STEP_DIVIDER 30.0f |
|
|
|
#define CAMERA_FIRST_PERSON_WAVING_DIVIDER 200.0f |
|
|
|
|
|
|
|
#define CAMERA_FIRST_PERSON_HEIGHT_RELATIVE_EYES_POSITION 0.85f |
|
|
|
|
|
|
|
// THIRD_PERSON |
|
|
|
//#define CAMERA_THIRD_PERSON_MOUSE_SENSITIVITY 0.003f |
|
|
|
#define CAMERA_THIRD_PERSON_DISTANCE_CLAMP 1.2f |
|
|
|
#define CAMERA_THIRD_PERSON_MIN_CLAMP 5.0f |
|
|
|
#define CAMERA_THIRD_PERSON_MAX_CLAMP -85.0f |
|
|
|
#define CAMERA_THIRD_PERSON_OFFSET (Vector3){ 0.4f, 0.0f, 0.0f } |
|
|
|
|
|
|
|
// PLAYER (used by camera) |
|
|
|
#define PLAYER_WIDTH 0.4f |
|
|
|
#define PLAYER_HEIGHT 0.9f |
|
|
|
#define PLAYER_DEPTH 0.4f |
|
|
|
#define PLAYER_MOVEMENT_DIVIDER 20.0f |
|
|
|
|
|
|
|
//---------------------------------------------------------------------------------- |
|
|
|
// 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 = {{ 2.0f, 0.0f, 2.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f }; |
|
|
|
|
|
|
|
static Vector2 cameraAngle = { 0.0f, 0.0f }; |
|
|
|
static float cameraTargetDistance = 5.0f; |
|
|
|
static Vector2 cameraMousePosition = { 0.0f, 0.0f }; |
|
|
|
static Vector2 cameraMouseVariation = { 0.0f, 0.0f }; |
|
|
|
|
|
|
|
static int cameraMoveControl[6] = { 'W', 'A', 'S', 'D', 'E', 'Q' }; |
|
|
|
static int cameraPanControlKey = 2; // raylib: MOUSE_MIDDLE_BUTTON |
|
|
|
static int cameraAltControlKey = 342; // raylib: KEY_LEFT_ALT |
|
|
|
static int cameraSmoothZoomControlKey = 341; // raylib: KEY_LEFT_CONTROL |
|
|
|
|
|
|
|
static int cameraMoveCounter = 0; // Used for 1st person swinging movement |
|
|
|
static float cameraMouseSensitivity = 0.003f; // How sensible is camera movement to mouse movement |
|
|
|
|
|
|
|
static int cameraMode = CAMERA_CUSTOM; // Current internal camera mode |
|
|
|
|
|
|
|
//---------------------------------------------------------------------------------- |
|
|
|
// 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){ 0.0f, 0.0f }; } |
|
|
|
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 = 5.0f; |
|
|
|
cameraAngle.y = -40*DEG2RAD; |
|
|
|
ProcessCamera(&internalCamera, &internalCamera.position); |
|
|
|
} |
|
|
|
else if ((cameraMode == CAMERA_FIRST_PERSON) && (mode == CAMERA_ORBITAL)) |
|
|
|
{ |
|
|
|
cameraMode = CAMERA_THIRD_PERSON; |
|
|
|
cameraTargetDistance = 5.0f; |
|
|
|
cameraAngle.y = -40*DEG2RAD; |
|
|
|
ProcessCamera(&internalCamera, &internalCamera.position); |
|
|
|
} |
|
|
|
else if ((cameraMode == CAMERA_CUSTOM) && (mode == CAMERA_FREE)) |
|
|
|
{ |
|
|
|
cameraTargetDistance = 10.0f; |
|
|
|
cameraAngle.x = 45*DEG2RAD; |
|
|
|
cameraAngle.y = -40*DEG2RAD; |
|
|
|
internalCamera.target = (Vector3){ 0.0f, 0.0f, 0.0f }; |
|
|
|
ProcessCamera(&internalCamera, &internalCamera.position); |
|
|
|
|
|
|
|
ShowCursor(); |
|
|
|
} |
|
|
|
else if ((cameraMode == CAMERA_CUSTOM) && (mode == CAMERA_ORBITAL)) |
|
|
|
{ |
|
|
|
cameraTargetDistance = 10.0f; |
|
|
|
cameraAngle.x = 225*DEG2RAD; |
|
|
|
cameraAngle.y = -40*DEG2RAD; |
|
|
|
internalCamera.target = (Vector3){ 0.0f, 0.0f, 0.0f }; |
|
|
|
ProcessCamera(&internalCamera, &internalCamera.position); |
|
|
|
} |
|
|
|
|
|
|
|
cameraMode = mode; |
|
|
|
} |
|
|
|
|
|
|
|
// Update camera (player position is ignored) |
|
|
|
void UpdateCamera(Camera *camera) |
|
|
|
{ |
|
|
|
Vector3 position = { 0.0f, 0.0f, 0.0f }; |
|
|
|
|
|
|
|
// 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 internal camera fovy |
|
|
|
void SetCameraFovy(float fovy) |
|
|
|
{ |
|
|
|
internalCamera.fovy = fovy; |
|
|
|
} |
|
|
|
|
|
|
|
// Set camera pan key to combine with mouse movement (free camera) |
|
|
|
void SetCameraPanControl(int panKey) |
|
|
|
{ |
|
|
|
cameraPanControlKey = panKey; |
|
|
|
} |
|
|
|
|
|
|
|
// Set camera alt key to combine with mouse movement (free camera) |
|
|
|
void SetCameraAltControl(int altKey) |
|
|
|
{ |
|
|
|
cameraAltControlKey = altKey; |
|
|
|
} |
|
|
|
|
|
|
|
// Set camera smooth zoom key to combine with mouse (free camera) |
|
|
|
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) |
|
|
|
{ |
|
|
|
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 SetCameracameraMouseSensitivity(float sensitivity) |
|
|
|
{ |
|
|
|
cameraMouseSensitivity = (sensitivity/10000.0f); |
|
|
|
} |
|
|
|
|
|
|
|
//---------------------------------------------------------------------------------- |
|
|
|
// 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(cameraPanControlKey); // 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 < CAMERA_FREE_DISTANCE_MAX_CLAMP) && (mouseWheelMove < 0)) |
|
|
|
{ |
|
|
|
cameraTargetDistance -= (mouseWheelMove*CAMERA_SCROLL_SENSITIVITY); |
|
|
|
|
|
|
|
if (cameraTargetDistance > CAMERA_FREE_DISTANCE_MAX_CLAMP) cameraTargetDistance = CAMERA_FREE_DISTANCE_MAX_CLAMP; |
|
|
|
} |
|
|
|
// Camera looking down |
|
|
|
else if ((camera->position.y > camera->target.y) && (cameraTargetDistance == CAMERA_FREE_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 < CAMERA_FREE_DISTANCE_MIN_CLAMP) cameraTargetDistance = CAMERA_FREE_DISTANCE_MIN_CLAMP; |
|
|
|
} |
|
|
|
// Camera looking up |
|
|
|
else if ((camera->position.y < camera->target.y) && (cameraTargetDistance == CAMERA_FREE_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 < CAMERA_FREE_DISTANCE_MIN_CLAMP) cameraTargetDistance = CAMERA_FREE_DISTANCE_MIN_CLAMP; |
|
|
|
} |
|
|
|
|
|
|
|
// Inputs |
|
|
|
if (IsKeyDown(cameraAltControlKey)) |
|
|
|
{ |
|
|
|
if (IsKeyDown(cameraSmoothZoomControlKey)) |
|
|
|
{ |
|
|
|
// Camera smooth zoom |
|
|
|
if (panKey) cameraTargetDistance += (cameraMouseVariation.y*CAMERA_FREE_SMOOTH_ZOOM_SENSITIVITY); |
|
|
|
} |
|
|
|
// Camera orientation calculation |
|
|
|
else if (panKey) |
|
|
|
{ |
|
|
|
// Camera orientation calculation |
|
|
|
// Get the mouse sensitivity |
|
|
|
cameraAngle.x += cameraMouseVariation.x*-CAMERA_FREE_MOUSE_SENSITIVITY; |
|
|
|
cameraAngle.y += cameraMouseVariation.y*-CAMERA_FREE_MOUSE_SENSITIVITY; |
|
|
|
|
|
|
|
// Angle clamp |
|
|
|
if (cameraAngle.y > CAMERA_FREE_MIN_CLAMP*DEG2RAD) cameraAngle.y = CAMERA_FREE_MIN_CLAMP*DEG2RAD; |
|
|
|
else if (cameraAngle.y < CAMERA_FREE_MAX_CLAMP*DEG2RAD) cameraAngle.y = CAMERA_FREE_MAX_CLAMP*DEG2RAD; |
|
|
|
} |
|
|
|
} |
|
|
|
// Paning |
|
|
|
else if (panKey) |
|
|
|
{ |
|
|
|
camera->target.x += ((cameraMouseVariation.x*-CAMERA_FREE_MOUSE_SENSITIVITY)*cos(cameraAngle.x) + (cameraMouseVariation.y*CAMERA_FREE_MOUSE_SENSITIVITY)*sin(cameraAngle.x)*sin(cameraAngle.y))*(cameraTargetDistance/CAMERA_FREE_PANNING_DIVIDER); |
|
|
|
camera->target.y += ((cameraMouseVariation.y*CAMERA_FREE_MOUSE_SENSITIVITY)*cos(cameraAngle.y))*(cameraTargetDistance/CAMERA_FREE_PANNING_DIVIDER); |
|
|
|
camera->target.z += ((cameraMouseVariation.x*CAMERA_FREE_MOUSE_SENSITIVITY)*sin(cameraAngle.x) + (cameraMouseVariation.y*CAMERA_FREE_MOUSE_SENSITIVITY)*cos(cameraAngle.x)*sin(cameraAngle.y))*(cameraTargetDistance/CAMERA_FREE_PANNING_DIVIDER); |
|
|
|
} |
|
|
|
|
|
|
|
// Focus to center |
|
|
|
// TODO: Move this function out of this module? |
|
|
|
if (IsKeyDown('Z')) camera->target = (Vector3){ 0.0f, 0.0f, 0.0f }; |
|
|
|
|
|
|
|
// 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; |
|
|
|
|
|
|
|
} break; |
|
|
|
case CAMERA_ORBITAL: |
|
|
|
{ |
|
|
|
cameraAngle.x += CAMERA_ORBITAL_SPEED; |
|
|
|
|
|
|
|
// Camera zoom |
|
|
|
cameraTargetDistance -= (mouseWheelMove*CAMERA_SCROLL_SENSITIVITY); |
|
|
|
|
|
|
|
// Camera distance clamp |
|
|
|
if (cameraTargetDistance < CAMERA_THIRD_PERSON_DISTANCE_CLAMP) cameraTargetDistance = CAMERA_THIRD_PERSON_DISTANCE_CLAMP; |
|
|
|
|
|
|
|
// Focus to center |
|
|
|
if (IsKeyDown('Z')) camera->target = (Vector3){ 0.0f, 0.0f, 0.0f }; |
|
|
|
|
|
|
|
// 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; |
|
|
|
|
|
|
|
} break; |
|
|
|
case CAMERA_FIRST_PERSON: |
|
|
|
case CAMERA_THIRD_PERSON: |
|
|
|
{ |
|
|
|
bool isMoving = false; |
|
|
|
|
|
|
|
// Keyboard inputs |
|
|
|
if (IsKeyDown(cameraMoveControl[MOVE_FRONT])) |
|
|
|
{ |
|
|
|
playerPosition->x -= sin(cameraAngle.x)/PLAYER_MOVEMENT_DIVIDER; |
|
|
|
playerPosition->z -= cos(cameraAngle.x)/PLAYER_MOVEMENT_DIVIDER; |
|
|
|
|
|
|
|
camera->position.y += sin(cameraAngle.y)/PLAYER_MOVEMENT_DIVIDER; |
|
|
|
|
|
|
|
isMoving = true; |
|
|
|
} |
|
|
|
else if (IsKeyDown(cameraMoveControl[MOVE_BACK])) |
|
|
|
{ |
|
|
|
playerPosition->x += sin(cameraAngle.x)/PLAYER_MOVEMENT_DIVIDER; |
|
|
|
playerPosition->z += cos(cameraAngle.x)/PLAYER_MOVEMENT_DIVIDER; |
|
|
|
|
|
|
|
camera->position.y -= sin(cameraAngle.y)/PLAYER_MOVEMENT_DIVIDER; |
|
|
|
|
|
|
|
isMoving = true; |
|
|
|
} |
|
|
|
|
|
|
|
if (IsKeyDown(cameraMoveControl[MOVE_LEFT])) |
|
|
|
{ |
|
|
|
playerPosition->x -= cos(cameraAngle.x)/PLAYER_MOVEMENT_DIVIDER; |
|
|
|
playerPosition->z += sin(cameraAngle.x)/PLAYER_MOVEMENT_DIVIDER; |
|
|
|
|
|
|
|
isMoving = true; |
|
|
|
} |
|
|
|
else if (IsKeyDown(cameraMoveControl[MOVE_RIGHT])) |
|
|
|
{ |
|
|
|
playerPosition->x += cos(cameraAngle.x)/PLAYER_MOVEMENT_DIVIDER; |
|
|
|
playerPosition->z -= sin(cameraAngle.x)/PLAYER_MOVEMENT_DIVIDER; |
|
|
|
|
|
|
|
isMoving = true; |
|
|
|
} |
|
|
|
|
|
|
|
if (IsKeyDown(cameraMoveControl[MOVE_UP])) |
|
|
|
{ |
|
|
|
playerPosition->y += 1.0f/PLAYER_MOVEMENT_DIVIDER; |
|
|
|
} |
|
|
|
else if (IsKeyDown(cameraMoveControl[MOVE_DOWN])) |
|
|
|
{ |
|
|
|
playerPosition->y -= 1.0f/PLAYER_MOVEMENT_DIVIDER; |
|
|
|
} |
|
|
|
|
|
|
|
if (cameraMode == CAMERA_THIRD_PERSON) |
|
|
|
{ |
|
|
|
// Camera orientation calculation |
|
|
|
cameraAngle.x += cameraMouseVariation.x*-cameraMouseSensitivity; |
|
|
|
cameraAngle.y += cameraMouseVariation.y*-cameraMouseSensitivity; |
|
|
|
|
|
|
|
// Angle clamp |
|
|
|
if (cameraAngle.y > CAMERA_THIRD_PERSON_MIN_CLAMP*DEG2RAD) cameraAngle.y = CAMERA_THIRD_PERSON_MIN_CLAMP*DEG2RAD; |
|
|
|
else if (cameraAngle.y < CAMERA_THIRD_PERSON_MAX_CLAMP*DEG2RAD) cameraAngle.y = CAMERA_THIRD_PERSON_MAX_CLAMP*DEG2RAD; |
|
|
|
|
|
|
|
// Camera zoom |
|
|
|
cameraTargetDistance -= (mouseWheelMove*CAMERA_SCROLL_SENSITIVITY); |
|
|
|
|
|
|
|
// Camera distance clamp |
|
|
|
if (cameraTargetDistance < CAMERA_THIRD_PERSON_DISTANCE_CLAMP) cameraTargetDistance = CAMERA_THIRD_PERSON_DISTANCE_CLAMP; |
|
|
|
|
|
|
|
// Camera is always looking at player |
|
|
|
camera->target.x = playerPosition->x + CAMERA_THIRD_PERSON_OFFSET.x*cos(cameraAngle.x) + CAMERA_THIRD_PERSON_OFFSET.z*sin(cameraAngle.x); |
|
|
|
camera->target.y = playerPosition->y + PLAYER_HEIGHT*CAMERA_FIRST_PERSON_HEIGHT_RELATIVE_EYES_POSITION + CAMERA_THIRD_PERSON_OFFSET.y; |
|
|
|
camera->target.z = playerPosition->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) cameraMoveCounter++; |
|
|
|
|
|
|
|
// Camera orientation calculation |
|
|
|
cameraAngle.x += (cameraMouseVariation.x*-cameraMouseSensitivity); |
|
|
|
cameraAngle.y += (cameraMouseVariation.y*-cameraMouseSensitivity); |
|
|
|
|
|
|
|
// 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; |
|
|
|
|
|
|
|
// Camera is always looking at player |
|
|
|
camera->target.x = camera->position.x - sin(cameraAngle.x)*CAMERA_FIRST_PERSON_FOCUS_DISTANCE; |
|
|
|
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; |
|
|
|
|
|
|
|
camera->position.x = playerPosition->x; |
|
|
|
camera->position.y = (playerPosition->y + PLAYER_HEIGHT*CAMERA_FIRST_PERSON_HEIGHT_RELATIVE_EYES_POSITION) - sin(cameraMoveCounter/CAMERA_FIRST_PERSON_STEP_TRIGONOMETRIC_DIVIDER)/CAMERA_FIRST_PERSON_STEP_DIVIDER; |
|
|
|
camera->position.z = playerPosition->z; |
|
|
|
|
|
|
|
camera->up.x = sin(cameraMoveCounter/(CAMERA_FIRST_PERSON_STEP_TRIGONOMETRIC_DIVIDER*2))/CAMERA_FIRST_PERSON_WAVING_DIVIDER; |
|
|
|
camera->up.z = -sin(cameraMoveCounter/(CAMERA_FIRST_PERSON_STEP_TRIGONOMETRIC_DIVIDER*2))/CAMERA_FIRST_PERSON_WAVING_DIVIDER; |
|
|
|
} |
|
|
|
} break; |
|
|
|
default: break; |
|
|
|
} |
|
|
|
} |
|
|
|
|
|
|
|
#endif // CAMERA_IMPLEMENTATION |