| @ -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 | |||||