|
|
@ -1,567 +0,0 @@ |
|
|
|
/******************************************************************************************* |
|
|
|
* |
|
|
|
* rcamera - Basic camera system for multiple camera modes |
|
|
|
* |
|
|
|
* NOTE: Memory footprint of this library is aproximately 52 bytes (global variables) |
|
|
|
* |
|
|
|
* CONFIGURATION: |
|
|
|
* |
|
|
|
* #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. |
|
|
|
* |
|
|
|
* CONTRIBUTORS: |
|
|
|
* Ramon Santamaria: Supervision, review, update and maintenance |
|
|
|
* Marc Palau: Initial implementation (2014) |
|
|
|
* |
|
|
|
* |
|
|
|
* LICENSE: zlib/libpng |
|
|
|
* |
|
|
|
* Copyright (c) 2015-2022 Ramon Santamaria (@raysan5) |
|
|
|
* |
|
|
|
* 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. |
|
|
|
* |
|
|
|
**********************************************************************************************/ |
|
|
|
|
|
|
|
#ifndef RCAMERA_H |
|
|
|
#define RCAMERA_H |
|
|
|
|
|
|
|
//---------------------------------------------------------------------------------- |
|
|
|
// Defines and Macros |
|
|
|
//---------------------------------------------------------------------------------- |
|
|
|
//... |
|
|
|
|
|
|
|
//---------------------------------------------------------------------------------- |
|
|
|
// Types and Structures Definition |
|
|
|
// NOTE: Below types are required for CAMERA_STANDALONE usage |
|
|
|
//---------------------------------------------------------------------------------- |
|
|
|
#if defined(CAMERA_STANDALONE) |
|
|
|
// 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 Camera3D { |
|
|
|
Vector3 position; // Camera position |
|
|
|
Vector3 target; // Camera target it looks-at |
|
|
|
Vector3 up; // Camera up vector (rotation over its axis) |
|
|
|
float fovy; // Camera field-of-view apperture in Y (degrees) in perspective, used as near plane width in orthographic |
|
|
|
int type; // Camera type, defines projection type: CAMERA_PERSPECTIVE or CAMERA_ORTHOGRAPHIC |
|
|
|
} Camera3D; |
|
|
|
|
|
|
|
typedef Camera3D Camera; // Camera type fallback, defaults to Camera3D |
|
|
|
|
|
|
|
// Camera system modes |
|
|
|
typedef enum { |
|
|
|
CAMERA_CUSTOM = 0, |
|
|
|
CAMERA_FREE, |
|
|
|
CAMERA_ORBITAL, |
|
|
|
CAMERA_FIRST_PERSON, |
|
|
|
CAMERA_THIRD_PERSON |
|
|
|
} CameraMode; |
|
|
|
|
|
|
|
// Camera projection modes |
|
|
|
typedef enum { |
|
|
|
CAMERA_PERSPECTIVE = 0, |
|
|
|
CAMERA_ORTHOGRAPHIC |
|
|
|
} CameraProjection; |
|
|
|
#endif |
|
|
|
|
|
|
|
//---------------------------------------------------------------------------------- |
|
|
|
// Global Variables Definition |
|
|
|
//---------------------------------------------------------------------------------- |
|
|
|
//... |
|
|
|
|
|
|
|
//---------------------------------------------------------------------------------- |
|
|
|
// Module Functions Declaration |
|
|
|
//---------------------------------------------------------------------------------- |
|
|
|
|
|
|
|
#ifdef __cplusplus |
|
|
|
extern "C" { // Prevents name mangling of functions |
|
|
|
#endif |
|
|
|
|
|
|
|
#if defined(CAMERA_STANDALONE) |
|
|
|
void SetCameraMode(Camera camera, int mode); // Set camera mode (multiple camera modes available) |
|
|
|
void UpdateCamera(Camera *camera); // Update camera position for selected mode |
|
|
|
|
|
|
|
void SetCameraPanControl(int keyPan); // Set camera pan key to combine with mouse movement (free camera) |
|
|
|
void SetCameraAltControl(int keyAlt); // Set camera alt key to combine with mouse movement (free camera) |
|
|
|
void SetCameraSmoothZoomControl(int szoomKey); // Set camera smooth zoom key to combine with mouse (free camera) |
|
|
|
void SetCameraMoveControls(int keyFront, int keyBack, |
|
|
|
int keyRight, int keyLeft, |
|
|
|
int keyUp, int keyDown); // Set camera move controls (1st person and 3rd person cameras) |
|
|
|
#endif |
|
|
|
|
|
|
|
#ifdef __cplusplus |
|
|
|
} |
|
|
|
#endif |
|
|
|
|
|
|
|
#endif // CAMERA_H |
|
|
|
|
|
|
|
|
|
|
|
/*********************************************************************************** |
|
|
|
* |
|
|
|
* CAMERA IMPLEMENTATION |
|
|
|
* |
|
|
|
************************************************************************************/ |
|
|
|
|
|
|
|
#if defined(CAMERA_IMPLEMENTATION) |
|
|
|
|
|
|
|
#include <math.h> // Required for: sinf(), cosf(), sqrtf() |
|
|
|
|
|
|
|
//---------------------------------------------------------------------------------- |
|
|
|
// Defines and Macros |
|
|
|
//---------------------------------------------------------------------------------- |
|
|
|
#ifndef PI |
|
|
|
#define PI 3.14159265358979323846 |
|
|
|
#endif |
|
|
|
#ifndef DEG2RAD |
|
|
|
#define DEG2RAD (PI/180.0f) |
|
|
|
#endif |
|
|
|
#ifndef RAD2DEG |
|
|
|
#define RAD2DEG (180.0f/PI) |
|
|
|
#endif |
|
|
|
|
|
|
|
// Camera mouse movement sensitivity |
|
|
|
#define CAMERA_MOUSE_MOVE_SENSITIVITY 0.003f |
|
|
|
#define CAMERA_MOUSE_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 // Radians per frame |
|
|
|
|
|
|
|
// FIRST_PERSON |
|
|
|
//#define CAMERA_FIRST_PERSON_MOUSE_SENSITIVITY 0.003f |
|
|
|
#define CAMERA_FIRST_PERSON_FOCUS_DISTANCE 25.0f |
|
|
|
#define CAMERA_FIRST_PERSON_MIN_CLAMP 89.0f |
|
|
|
#define CAMERA_FIRST_PERSON_MAX_CLAMP -89.0f |
|
|
|
|
|
|
|
#define CAMERA_FIRST_PERSON_STEP_TRIGONOMETRIC_DIVIDER 8.0f |
|
|
|
#define CAMERA_FIRST_PERSON_STEP_DIVIDER 30.0f |
|
|
|
#define CAMERA_FIRST_PERSON_WAVING_DIVIDER 200.0f |
|
|
|
|
|
|
|
// 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_MOVEMENT_SENSITIVITY 20.0f |
|
|
|
|
|
|
|
//---------------------------------------------------------------------------------- |
|
|
|
// Types and Structures Definition |
|
|
|
//---------------------------------------------------------------------------------- |
|
|
|
// Camera move modes (first person and third person cameras) |
|
|
|
typedef enum { |
|
|
|
MOVE_FRONT = 0, |
|
|
|
MOVE_BACK, |
|
|
|
MOVE_RIGHT, |
|
|
|
MOVE_LEFT, |
|
|
|
MOVE_UP, |
|
|
|
MOVE_DOWN |
|
|
|
} CameraMove; |
|
|
|
|
|
|
|
// Camera global state context data [56 bytes] |
|
|
|
typedef struct { |
|
|
|
unsigned int mode; // Current camera mode |
|
|
|
float targetDistance; // Camera distance from position to target |
|
|
|
float playerEyesPosition; // Player eyes position from ground (in meters) |
|
|
|
Vector2 angle; // Camera angle in plane XZ |
|
|
|
Vector2 previousMousePosition; // Previous mouse position |
|
|
|
|
|
|
|
// Camera movement control keys |
|
|
|
int moveControl[6]; // Move controls (CAMERA_FIRST_PERSON) |
|
|
|
int smoothZoomControl; // Smooth zoom control key |
|
|
|
int altControl; // Alternative control key |
|
|
|
int panControl; // Pan view control key |
|
|
|
} CameraData; |
|
|
|
|
|
|
|
//---------------------------------------------------------------------------------- |
|
|
|
// Global Variables Definition |
|
|
|
//---------------------------------------------------------------------------------- |
|
|
|
static CameraData CAMERA = { // Global CAMERA state context |
|
|
|
.mode = 0, |
|
|
|
.targetDistance = 0, |
|
|
|
.playerEyesPosition = 1.85f, |
|
|
|
.angle = { 0 }, |
|
|
|
.previousMousePosition = { 0 }, |
|
|
|
.moveControl = { 'W', 'S', 'D', 'A', 'E', 'Q' }, |
|
|
|
.smoothZoomControl = 341, // raylib: KEY_LEFT_CONTROL |
|
|
|
.altControl = 342, // raylib: KEY_LEFT_ALT |
|
|
|
.panControl = 2 // raylib: MOUSE_BUTTON_MIDDLE |
|
|
|
}; |
|
|
|
|
|
|
|
//---------------------------------------------------------------------------------- |
|
|
|
// Module specific Functions Declaration |
|
|
|
//---------------------------------------------------------------------------------- |
|
|
|
#if defined(CAMERA_STANDALONE) |
|
|
|
// NOTE: Camera controls depend on some raylib input functions |
|
|
|
static void EnableCursor() {} // Unlock cursor |
|
|
|
static void DisableCursor() {} // Lock cursor |
|
|
|
|
|
|
|
static int IsKeyDown(int key) { return 0; } |
|
|
|
|
|
|
|
static int IsMouseButtonDown(int button) { return 0;} |
|
|
|
static float GetMouseWheelMove() { return 0.0f; } |
|
|
|
static Vector2 GetMousePosition() { return (Vector2){ 0.0f, 0.0f }; } |
|
|
|
#endif |
|
|
|
|
|
|
|
//---------------------------------------------------------------------------------- |
|
|
|
// Module Functions Definition |
|
|
|
//---------------------------------------------------------------------------------- |
|
|
|
|
|
|
|
// Select camera mode (multiple camera modes available) |
|
|
|
void SetCameraMode(Camera camera, int mode) |
|
|
|
{ |
|
|
|
Vector3 v1 = camera.position; |
|
|
|
Vector3 v2 = camera.target; |
|
|
|
|
|
|
|
float dx = v2.x - v1.x; |
|
|
|
float dy = v2.y - v1.y; |
|
|
|
float dz = v2.z - v1.z; |
|
|
|
|
|
|
|
CAMERA.targetDistance = sqrtf(dx*dx + dy*dy + dz*dz); // Distance to target |
|
|
|
|
|
|
|
// Camera angle calculation |
|
|
|
CAMERA.angle.x = atan2f(dx, dz); // Camera angle in plane XZ (0 aligned with Z, move positive CCW) |
|
|
|
CAMERA.angle.y = atan2f(dy, sqrtf(dx*dx + dz*dz)); // Camera angle in plane XY (0 aligned with X, move positive CW) |
|
|
|
|
|
|
|
CAMERA.playerEyesPosition = camera.position.y; // Init player eyes position to camera Y position |
|
|
|
|
|
|
|
CAMERA.previousMousePosition = GetMousePosition(); // Init mouse position |
|
|
|
|
|
|
|
// Lock cursor for first person and third person cameras |
|
|
|
if ((mode == CAMERA_FIRST_PERSON) || (mode == CAMERA_THIRD_PERSON)) DisableCursor(); |
|
|
|
else EnableCursor(); |
|
|
|
|
|
|
|
CAMERA.mode = mode; |
|
|
|
} |
|
|
|
|
|
|
|
// Update camera depending on selected mode |
|
|
|
// NOTE: Camera controls depend on some raylib functions: |
|
|
|
// System: EnableCursor(), DisableCursor() |
|
|
|
// Mouse: IsMouseButtonDown(), GetMousePosition(), GetMouseWheelMove() |
|
|
|
// Keys: IsKeyDown() |
|
|
|
void UpdateCamera(Camera *camera) |
|
|
|
{ |
|
|
|
static int swingCounter = 0; // Used for 1st person swinging movement |
|
|
|
|
|
|
|
// TODO: Compute CAMERA.targetDistance and CAMERA.angle here (?) |
|
|
|
|
|
|
|
// Mouse movement detection |
|
|
|
Vector2 mousePositionDelta = { 0.0f, 0.0f }; |
|
|
|
Vector2 mousePosition = GetMousePosition(); |
|
|
|
float mouseWheelMove = GetMouseWheelMove(); |
|
|
|
|
|
|
|
// Keys input detection |
|
|
|
// TODO: Input detection is raylib-dependant, it could be moved outside the module |
|
|
|
bool keyPan = IsMouseButtonDown(CAMERA.panControl); |
|
|
|
bool keyAlt = IsKeyDown(CAMERA.altControl); |
|
|
|
bool szoomKey = IsKeyDown(CAMERA.smoothZoomControl); |
|
|
|
bool direction[6] = { IsKeyDown(CAMERA.moveControl[MOVE_FRONT]), |
|
|
|
IsKeyDown(CAMERA.moveControl[MOVE_BACK]), |
|
|
|
IsKeyDown(CAMERA.moveControl[MOVE_RIGHT]), |
|
|
|
IsKeyDown(CAMERA.moveControl[MOVE_LEFT]), |
|
|
|
IsKeyDown(CAMERA.moveControl[MOVE_UP]), |
|
|
|
IsKeyDown(CAMERA.moveControl[MOVE_DOWN]) }; |
|
|
|
|
|
|
|
if (CAMERA.mode != CAMERA_CUSTOM) |
|
|
|
{ |
|
|
|
mousePositionDelta.x = mousePosition.x - CAMERA.previousMousePosition.x; |
|
|
|
mousePositionDelta.y = mousePosition.y - CAMERA.previousMousePosition.y; |
|
|
|
|
|
|
|
CAMERA.previousMousePosition = mousePosition; |
|
|
|
} |
|
|
|
|
|
|
|
// Support for multiple automatic camera modes |
|
|
|
// NOTE: In case of CAMERA_CUSTOM nothing happens here, user must update it manually |
|
|
|
switch (CAMERA.mode) |
|
|
|
{ |
|
|
|
case CAMERA_FREE: // Camera free controls, using standard 3d-content-creation scheme |
|
|
|
{ |
|
|
|
// Camera zoom |
|
|
|
if ((CAMERA.targetDistance < CAMERA_FREE_DISTANCE_MAX_CLAMP) && (mouseWheelMove < 0)) |
|
|
|
{ |
|
|
|
CAMERA.targetDistance -= (mouseWheelMove*CAMERA_MOUSE_SCROLL_SENSITIVITY); |
|
|
|
if (CAMERA.targetDistance > CAMERA_FREE_DISTANCE_MAX_CLAMP) CAMERA.targetDistance = CAMERA_FREE_DISTANCE_MAX_CLAMP; |
|
|
|
} |
|
|
|
|
|
|
|
// Camera looking down |
|
|
|
else if ((camera->position.y > camera->target.y) && (CAMERA.targetDistance == CAMERA_FREE_DISTANCE_MAX_CLAMP) && (mouseWheelMove < 0)) |
|
|
|
{ |
|
|
|
camera->target.x += mouseWheelMove*(camera->target.x - camera->position.x)*CAMERA_MOUSE_SCROLL_SENSITIVITY/CAMERA.targetDistance; |
|
|
|
camera->target.y += mouseWheelMove*(camera->target.y - camera->position.y)*CAMERA_MOUSE_SCROLL_SENSITIVITY/CAMERA.targetDistance; |
|
|
|
camera->target.z += mouseWheelMove*(camera->target.z - camera->position.z)*CAMERA_MOUSE_SCROLL_SENSITIVITY/CAMERA.targetDistance; |
|
|
|
} |
|
|
|
else if ((camera->position.y > camera->target.y) && (camera->target.y >= 0)) |
|
|
|
{ |
|
|
|
camera->target.x += mouseWheelMove*(camera->target.x - camera->position.x)*CAMERA_MOUSE_SCROLL_SENSITIVITY/CAMERA.targetDistance; |
|
|
|
camera->target.y += mouseWheelMove*(camera->target.y - camera->position.y)*CAMERA_MOUSE_SCROLL_SENSITIVITY/CAMERA.targetDistance; |
|
|
|
camera->target.z += mouseWheelMove*(camera->target.z - camera->position.z)*CAMERA_MOUSE_SCROLL_SENSITIVITY/CAMERA.targetDistance; |
|
|
|
|
|
|
|
// if (camera->target.y < 0) camera->target.y = -0.001; |
|
|
|
} |
|
|
|
else if ((camera->position.y > camera->target.y) && (camera->target.y < 0) && (mouseWheelMove > 0)) |
|
|
|
{ |
|
|
|
CAMERA.targetDistance -= (mouseWheelMove*CAMERA_MOUSE_SCROLL_SENSITIVITY); |
|
|
|
if (CAMERA.targetDistance < CAMERA_FREE_DISTANCE_MIN_CLAMP) CAMERA.targetDistance = CAMERA_FREE_DISTANCE_MIN_CLAMP; |
|
|
|
} |
|
|
|
// Camera looking up |
|
|
|
else if ((camera->position.y < camera->target.y) && (CAMERA.targetDistance == CAMERA_FREE_DISTANCE_MAX_CLAMP) && (mouseWheelMove < 0)) |
|
|
|
{ |
|
|
|
camera->target.x += mouseWheelMove*(camera->target.x - camera->position.x)*CAMERA_MOUSE_SCROLL_SENSITIVITY/CAMERA.targetDistance; |
|
|
|
camera->target.y += mouseWheelMove*(camera->target.y - camera->position.y)*CAMERA_MOUSE_SCROLL_SENSITIVITY/CAMERA.targetDistance; |
|
|
|
camera->target.z += mouseWheelMove*(camera->target.z - camera->position.z)*CAMERA_MOUSE_SCROLL_SENSITIVITY/CAMERA.targetDistance; |
|
|
|
} |
|
|
|
else if ((camera->position.y < camera->target.y) && (camera->target.y <= 0)) |
|
|
|
{ |
|
|
|
camera->target.x += mouseWheelMove*(camera->target.x - camera->position.x)*CAMERA_MOUSE_SCROLL_SENSITIVITY/CAMERA.targetDistance; |
|
|
|
camera->target.y += mouseWheelMove*(camera->target.y - camera->position.y)*CAMERA_MOUSE_SCROLL_SENSITIVITY/CAMERA.targetDistance; |
|
|
|
camera->target.z += mouseWheelMove*(camera->target.z - camera->position.z)*CAMERA_MOUSE_SCROLL_SENSITIVITY/CAMERA.targetDistance; |
|
|
|
|
|
|
|
// if (camera->target.y > 0) camera->target.y = 0.001; |
|
|
|
} |
|
|
|
else if ((camera->position.y < camera->target.y) && (camera->target.y > 0) && (mouseWheelMove > 0)) |
|
|
|
{ |
|
|
|
CAMERA.targetDistance -= (mouseWheelMove*CAMERA_MOUSE_SCROLL_SENSITIVITY); |
|
|
|
if (CAMERA.targetDistance < CAMERA_FREE_DISTANCE_MIN_CLAMP) CAMERA.targetDistance = CAMERA_FREE_DISTANCE_MIN_CLAMP; |
|
|
|
} |
|
|
|
|
|
|
|
// Input keys checks |
|
|
|
if (keyPan) |
|
|
|
{ |
|
|
|
if (keyAlt) // Alternative key behaviour |
|
|
|
{ |
|
|
|
if (szoomKey) |
|
|
|
{ |
|
|
|
// Camera smooth zoom |
|
|
|
CAMERA.targetDistance += (mousePositionDelta.y*CAMERA_FREE_SMOOTH_ZOOM_SENSITIVITY); |
|
|
|
} |
|
|
|
else |
|
|
|
{ |
|
|
|
// Camera rotation |
|
|
|
CAMERA.angle.x += mousePositionDelta.x*-CAMERA_FREE_MOUSE_SENSITIVITY; |
|
|
|
CAMERA.angle.y += mousePositionDelta.y*-CAMERA_FREE_MOUSE_SENSITIVITY; |
|
|
|
|
|
|
|
// Angle clamp |
|
|
|
if (CAMERA.angle.y > CAMERA_FREE_MIN_CLAMP*DEG2RAD) CAMERA.angle.y = CAMERA_FREE_MIN_CLAMP*DEG2RAD; |
|
|
|
else if (CAMERA.angle.y < CAMERA_FREE_MAX_CLAMP*DEG2RAD) CAMERA.angle.y = CAMERA_FREE_MAX_CLAMP*DEG2RAD; |
|
|
|
} |
|
|
|
} |
|
|
|
else |
|
|
|
{ |
|
|
|
// Camera panning |
|
|
|
camera->target.x += ((mousePositionDelta.x*CAMERA_FREE_MOUSE_SENSITIVITY)*cosf(CAMERA.angle.x) + (mousePositionDelta.y*-CAMERA_FREE_MOUSE_SENSITIVITY)*sinf(CAMERA.angle.x)*sinf(CAMERA.angle.y))*(CAMERA.targetDistance/CAMERA_FREE_PANNING_DIVIDER); |
|
|
|
camera->target.y += ((mousePositionDelta.y*CAMERA_FREE_MOUSE_SENSITIVITY)*cosf(CAMERA.angle.y))*(CAMERA.targetDistance/CAMERA_FREE_PANNING_DIVIDER); |
|
|
|
camera->target.z += ((mousePositionDelta.x*-CAMERA_FREE_MOUSE_SENSITIVITY)*sinf(CAMERA.angle.x) + (mousePositionDelta.y*-CAMERA_FREE_MOUSE_SENSITIVITY)*cosf(CAMERA.angle.x)*sinf(CAMERA.angle.y))*(CAMERA.targetDistance/CAMERA_FREE_PANNING_DIVIDER); |
|
|
|
} |
|
|
|
} |
|
|
|
|
|
|
|
// Update camera position with changes |
|
|
|
camera->position.x = -sinf(CAMERA.angle.x)*CAMERA.targetDistance*cosf(CAMERA.angle.y) + camera->target.x; |
|
|
|
camera->position.y = -sinf(CAMERA.angle.y)*CAMERA.targetDistance + camera->target.y; |
|
|
|
camera->position.z = -cosf(CAMERA.angle.x)*CAMERA.targetDistance*cosf(CAMERA.angle.y) + camera->target.z; |
|
|
|
|
|
|
|
} break; |
|
|
|
case CAMERA_ORBITAL: // Camera just orbits around target, only zoom allowed |
|
|
|
{ |
|
|
|
CAMERA.angle.x += CAMERA_ORBITAL_SPEED; // Camera orbit angle |
|
|
|
CAMERA.targetDistance -= (mouseWheelMove*CAMERA_MOUSE_SCROLL_SENSITIVITY); // Camera zoom |
|
|
|
|
|
|
|
// Camera distance clamp |
|
|
|
if (CAMERA.targetDistance < CAMERA_THIRD_PERSON_DISTANCE_CLAMP) CAMERA.targetDistance = CAMERA_THIRD_PERSON_DISTANCE_CLAMP; |
|
|
|
|
|
|
|
// Update camera position with changes |
|
|
|
camera->position.x = sinf(CAMERA.angle.x)*CAMERA.targetDistance*cosf(CAMERA.angle.y) + camera->target.x; |
|
|
|
camera->position.y = ((CAMERA.angle.y <= 0.0f)? 1 : -1)*sinf(CAMERA.angle.y)*CAMERA.targetDistance*sinf(CAMERA.angle.y) + camera->target.y; |
|
|
|
camera->position.z = cosf(CAMERA.angle.x)*CAMERA.targetDistance*cosf(CAMERA.angle.y) + camera->target.z; |
|
|
|
|
|
|
|
} break; |
|
|
|
case CAMERA_FIRST_PERSON: // Camera moves as in a first-person game, controls are configurable |
|
|
|
{ |
|
|
|
camera->position.x += (sinf(CAMERA.angle.x)*direction[MOVE_BACK] - |
|
|
|
sinf(CAMERA.angle.x)*direction[MOVE_FRONT] - |
|
|
|
cosf(CAMERA.angle.x)*direction[MOVE_LEFT] + |
|
|
|
cosf(CAMERA.angle.x)*direction[MOVE_RIGHT])/PLAYER_MOVEMENT_SENSITIVITY; |
|
|
|
|
|
|
|
camera->position.y += (sinf(CAMERA.angle.y)*direction[MOVE_FRONT] - |
|
|
|
sinf(CAMERA.angle.y)*direction[MOVE_BACK] + |
|
|
|
1.0f*direction[MOVE_UP] - 1.0f*direction[MOVE_DOWN])/PLAYER_MOVEMENT_SENSITIVITY; |
|
|
|
|
|
|
|
camera->position.z += (cosf(CAMERA.angle.x)*direction[MOVE_BACK] - |
|
|
|
cosf(CAMERA.angle.x)*direction[MOVE_FRONT] + |
|
|
|
sinf(CAMERA.angle.x)*direction[MOVE_LEFT] - |
|
|
|
sinf(CAMERA.angle.x)*direction[MOVE_RIGHT])/PLAYER_MOVEMENT_SENSITIVITY; |
|
|
|
|
|
|
|
// Camera orientation calculation |
|
|
|
CAMERA.angle.x += (mousePositionDelta.x*-CAMERA_MOUSE_MOVE_SENSITIVITY); |
|
|
|
CAMERA.angle.y += (mousePositionDelta.y*-CAMERA_MOUSE_MOVE_SENSITIVITY); |
|
|
|
|
|
|
|
// Angle clamp |
|
|
|
if (CAMERA.angle.y > CAMERA_FIRST_PERSON_MIN_CLAMP*DEG2RAD) CAMERA.angle.y = CAMERA_FIRST_PERSON_MIN_CLAMP*DEG2RAD; |
|
|
|
else if (CAMERA.angle.y < CAMERA_FIRST_PERSON_MAX_CLAMP*DEG2RAD) CAMERA.angle.y = CAMERA_FIRST_PERSON_MAX_CLAMP*DEG2RAD; |
|
|
|
|
|
|
|
// Calculate translation matrix |
|
|
|
Matrix matTranslation = { 1.0f, 0.0f, 0.0f, 0.0f, |
|
|
|
0.0f, 1.0f, 0.0f, 0.0f, |
|
|
|
0.0f, 0.0f, 1.0f, (CAMERA.targetDistance/CAMERA_FREE_PANNING_DIVIDER), |
|
|
|
0.0f, 0.0f, 0.0f, 1.0f }; |
|
|
|
|
|
|
|
// Calculate rotation matrix |
|
|
|
Matrix matRotation = { 1.0f, 0.0f, 0.0f, 0.0f, |
|
|
|
0.0f, 1.0f, 0.0f, 0.0f, |
|
|
|
0.0f, 0.0f, 1.0f, 0.0f, |
|
|
|
0.0f, 0.0f, 0.0f, 1.0f }; |
|
|
|
|
|
|
|
float cosz = cosf(0.0f); |
|
|
|
float sinz = sinf(0.0f); |
|
|
|
float cosy = cosf(-(PI*2 - CAMERA.angle.x)); |
|
|
|
float siny = sinf(-(PI*2 - CAMERA.angle.x)); |
|
|
|
float cosx = cosf(-(PI*2 - CAMERA.angle.y)); |
|
|
|
float sinx = sinf(-(PI*2 - CAMERA.angle.y)); |
|
|
|
|
|
|
|
matRotation.m0 = cosz*cosy; |
|
|
|
matRotation.m4 = (cosz*siny*sinx) - (sinz*cosx); |
|
|
|
matRotation.m8 = (cosz*siny*cosx) + (sinz*sinx); |
|
|
|
matRotation.m1 = sinz*cosy; |
|
|
|
matRotation.m5 = (sinz*siny*sinx) + (cosz*cosx); |
|
|
|
matRotation.m9 = (sinz*siny*cosx) - (cosz*sinx); |
|
|
|
matRotation.m2 = -siny; |
|
|
|
matRotation.m6 = cosy*sinx; |
|
|
|
matRotation.m10= cosy*cosx; |
|
|
|
|
|
|
|
// Multiply translation and rotation matrices |
|
|
|
Matrix matTransform = { 0 }; |
|
|
|
matTransform.m0 = matTranslation.m0*matRotation.m0 + matTranslation.m1*matRotation.m4 + matTranslation.m2*matRotation.m8 + matTranslation.m3*matRotation.m12; |
|
|
|
matTransform.m1 = matTranslation.m0*matRotation.m1 + matTranslation.m1*matRotation.m5 + matTranslation.m2*matRotation.m9 + matTranslation.m3*matRotation.m13; |
|
|
|
matTransform.m2 = matTranslation.m0*matRotation.m2 + matTranslation.m1*matRotation.m6 + matTranslation.m2*matRotation.m10 + matTranslation.m3*matRotation.m14; |
|
|
|
matTransform.m3 = matTranslation.m0*matRotation.m3 + matTranslation.m1*matRotation.m7 + matTranslation.m2*matRotation.m11 + matTranslation.m3*matRotation.m15; |
|
|
|
matTransform.m4 = matTranslation.m4*matRotation.m0 + matTranslation.m5*matRotation.m4 + matTranslation.m6*matRotation.m8 + matTranslation.m7*matRotation.m12; |
|
|
|
matTransform.m5 = matTranslation.m4*matRotation.m1 + matTranslation.m5*matRotation.m5 + matTranslation.m6*matRotation.m9 + matTranslation.m7*matRotation.m13; |
|
|
|
matTransform.m6 = matTranslation.m4*matRotation.m2 + matTranslation.m5*matRotation.m6 + matTranslation.m6*matRotation.m10 + matTranslation.m7*matRotation.m14; |
|
|
|
matTransform.m7 = matTranslation.m4*matRotation.m3 + matTranslation.m5*matRotation.m7 + matTranslation.m6*matRotation.m11 + matTranslation.m7*matRotation.m15; |
|
|
|
matTransform.m8 = matTranslation.m8*matRotation.m0 + matTranslation.m9*matRotation.m4 + matTranslation.m10*matRotation.m8 + matTranslation.m11*matRotation.m12; |
|
|
|
matTransform.m9 = matTranslation.m8*matRotation.m1 + matTranslation.m9*matRotation.m5 + matTranslation.m10*matRotation.m9 + matTranslation.m11*matRotation.m13; |
|
|
|
matTransform.m10 = matTranslation.m8*matRotation.m2 + matTranslation.m9*matRotation.m6 + matTranslation.m10*matRotation.m10 + matTranslation.m11*matRotation.m14; |
|
|
|
matTransform.m11 = matTranslation.m8*matRotation.m3 + matTranslation.m9*matRotation.m7 + matTranslation.m10*matRotation.m11 + matTranslation.m11*matRotation.m15; |
|
|
|
matTransform.m12 = matTranslation.m12*matRotation.m0 + matTranslation.m13*matRotation.m4 + matTranslation.m14*matRotation.m8 + matTranslation.m15*matRotation.m12; |
|
|
|
matTransform.m13 = matTranslation.m12*matRotation.m1 + matTranslation.m13*matRotation.m5 + matTranslation.m14*matRotation.m9 + matTranslation.m15*matRotation.m13; |
|
|
|
matTransform.m14 = matTranslation.m12*matRotation.m2 + matTranslation.m13*matRotation.m6 + matTranslation.m14*matRotation.m10 + matTranslation.m15*matRotation.m14; |
|
|
|
matTransform.m15 = matTranslation.m12*matRotation.m3 + matTranslation.m13*matRotation.m7 + matTranslation.m14*matRotation.m11 + matTranslation.m15*matRotation.m15; |
|
|
|
|
|
|
|
camera->target.x = camera->position.x - matTransform.m12; |
|
|
|
camera->target.y = camera->position.y - matTransform.m13; |
|
|
|
camera->target.z = camera->position.z - matTransform.m14; |
|
|
|
|
|
|
|
// If movement detected (some key pressed), increase swinging |
|
|
|
for (int i = 0; i < 6; i++) if (direction[i]) { swingCounter++; break; } |
|
|
|
|
|
|
|
// Camera position update |
|
|
|
// NOTE: On CAMERA_FIRST_PERSON player Y-movement is limited to player 'eyes position' |
|
|
|
camera->position.y = CAMERA.playerEyesPosition - sinf(swingCounter/CAMERA_FIRST_PERSON_STEP_TRIGONOMETRIC_DIVIDER)/CAMERA_FIRST_PERSON_STEP_DIVIDER; |
|
|
|
|
|
|
|
camera->up.x = sinf(swingCounter/(CAMERA_FIRST_PERSON_STEP_TRIGONOMETRIC_DIVIDER*2))/CAMERA_FIRST_PERSON_WAVING_DIVIDER; |
|
|
|
camera->up.z = -sinf(swingCounter/(CAMERA_FIRST_PERSON_STEP_TRIGONOMETRIC_DIVIDER*2))/CAMERA_FIRST_PERSON_WAVING_DIVIDER; |
|
|
|
|
|
|
|
} break; |
|
|
|
case CAMERA_THIRD_PERSON: // Camera moves as in a third-person game, following target at a distance, controls are configurable |
|
|
|
{ |
|
|
|
camera->position.x += (sinf(CAMERA.angle.x)*direction[MOVE_BACK] - |
|
|
|
sinf(CAMERA.angle.x)*direction[MOVE_FRONT] - |
|
|
|
cosf(CAMERA.angle.x)*direction[MOVE_LEFT] + |
|
|
|
cosf(CAMERA.angle.x)*direction[MOVE_RIGHT])/PLAYER_MOVEMENT_SENSITIVITY; |
|
|
|
|
|
|
|
camera->position.y += (sinf(CAMERA.angle.y)*direction[MOVE_FRONT] - |
|
|
|
sinf(CAMERA.angle.y)*direction[MOVE_BACK] + |
|
|
|
1.0f*direction[MOVE_UP] - 1.0f*direction[MOVE_DOWN])/PLAYER_MOVEMENT_SENSITIVITY; |
|
|
|
|
|
|
|
camera->position.z += (cosf(CAMERA.angle.x)*direction[MOVE_BACK] - |
|
|
|
cosf(CAMERA.angle.x)*direction[MOVE_FRONT] + |
|
|
|
sinf(CAMERA.angle.x)*direction[MOVE_LEFT] - |
|
|
|
sinf(CAMERA.angle.x)*direction[MOVE_RIGHT])/PLAYER_MOVEMENT_SENSITIVITY; |
|
|
|
|
|
|
|
// Camera orientation calculation |
|
|
|
CAMERA.angle.x += (mousePositionDelta.x*-CAMERA_MOUSE_MOVE_SENSITIVITY); |
|
|
|
CAMERA.angle.y += (mousePositionDelta.y*-CAMERA_MOUSE_MOVE_SENSITIVITY); |
|
|
|
|
|
|
|
// Angle clamp |
|
|
|
if (CAMERA.angle.y > CAMERA_THIRD_PERSON_MIN_CLAMP*DEG2RAD) CAMERA.angle.y = CAMERA_THIRD_PERSON_MIN_CLAMP*DEG2RAD; |
|
|
|
else if (CAMERA.angle.y < CAMERA_THIRD_PERSON_MAX_CLAMP*DEG2RAD) CAMERA.angle.y = CAMERA_THIRD_PERSON_MAX_CLAMP*DEG2RAD; |
|
|
|
|
|
|
|
// Camera zoom |
|
|
|
CAMERA.targetDistance -= (mouseWheelMove*CAMERA_MOUSE_SCROLL_SENSITIVITY); |
|
|
|
|
|
|
|
// Camera distance clamp |
|
|
|
if (CAMERA.targetDistance < CAMERA_THIRD_PERSON_DISTANCE_CLAMP) CAMERA.targetDistance = CAMERA_THIRD_PERSON_DISTANCE_CLAMP; |
|
|
|
|
|
|
|
camera->position.x = sinf(CAMERA.angle.x)*CAMERA.targetDistance*cosf(CAMERA.angle.y) + camera->target.x; |
|
|
|
|
|
|
|
if (CAMERA.angle.y <= 0.0f) camera->position.y = sinf(CAMERA.angle.y)*CAMERA.targetDistance*sinf(CAMERA.angle.y) + camera->target.y; |
|
|
|
else camera->position.y = -sinf(CAMERA.angle.y)*CAMERA.targetDistance*sinf(CAMERA.angle.y) + camera->target.y; |
|
|
|
|
|
|
|
camera->position.z = cosf(CAMERA.angle.x)*CAMERA.targetDistance*cosf(CAMERA.angle.y) + camera->target.z; |
|
|
|
|
|
|
|
} break; |
|
|
|
case CAMERA_CUSTOM: break; |
|
|
|
default: break; |
|
|
|
} |
|
|
|
} |
|
|
|
|
|
|
|
// Set camera pan key to combine with mouse movement (free camera) |
|
|
|
void SetCameraPanControl(int keyPan) { CAMERA.panControl = keyPan; } |
|
|
|
|
|
|
|
// Set camera alt key to combine with mouse movement (free camera) |
|
|
|
void SetCameraAltControl(int keyAlt) { CAMERA.altControl = keyAlt; } |
|
|
|
|
|
|
|
// Set camera smooth zoom key to combine with mouse (free camera) |
|
|
|
void SetCameraSmoothZoomControl(int szoomKey) { CAMERA.smoothZoomControl = szoomKey; } |
|
|
|
|
|
|
|
// Set camera move controls (1st person and 3rd person cameras) |
|
|
|
void SetCameraMoveControls(int keyFront, int keyBack, int keyRight, int keyLeft, int keyUp, int keyDown) |
|
|
|
{ |
|
|
|
CAMERA.moveControl[MOVE_FRONT] = keyFront; |
|
|
|
CAMERA.moveControl[MOVE_BACK] = keyBack; |
|
|
|
CAMERA.moveControl[MOVE_RIGHT] = keyRight; |
|
|
|
CAMERA.moveControl[MOVE_LEFT] = keyLeft; |
|
|
|
CAMERA.moveControl[MOVE_UP] = keyUp; |
|
|
|
CAMERA.moveControl[MOVE_DOWN] = keyDown; |
|
|
|
} |
|
|
|
|
|
|
|
#endif // CAMERA_IMPLEMENTATION |