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@ -182,10 +182,8 @@ typedef enum { MOVE_FRONT = 0, MOVE_LEFT, MOVE_BACK, MOVE_RIGHT, MOVE_UP, MOVE_D |
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//---------------------------------------------------------------------------------- |
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// Global Variables Definition |
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//---------------------------------------------------------------------------------- |
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static Camera internalCamera = {{ 2.0f, 0.0f, 2.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f }; |
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static Vector2 cameraAngle = { 0.0f, 0.0f }; |
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static float cameraTargetDistance = 5.0f; |
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static float cameraTargetDistance = 5.0f; // TODO: Remove! Use predefined camera->target to camera->position distance |
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static Vector2 cameraMousePosition = { 0.0f, 0.0f }; |
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static Vector2 cameraMouseVariation = { 0.0f, 0.0f }; |
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@ -202,8 +200,6 @@ static int cameraMode = CAMERA_CUSTOM; // Current internal camera |
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//---------------------------------------------------------------------------------- |
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// Module specific Functions Declaration |
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//---------------------------------------------------------------------------------- |
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static void ProcessCamera(Camera *camera, Vector3 *playerPosition); |
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#if defined(CAMERA_STANDALONE) |
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// NOTE: Camera controls depend on some raylib input functions |
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// TODO: Set your own input functions (used in ProcessCamera()) |
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@ -228,65 +224,30 @@ void SetCameraMode(int mode) |
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{ |
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if ((cameraMode == CAMERA_FIRST_PERSON) && (mode == CAMERA_FREE)) |
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{ |
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cameraMode = CAMERA_THIRD_PERSON; |
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cameraTargetDistance = 5.0f; |
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cameraTargetDistance = 5.0f; // TODO: Review hardcode! |
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cameraAngle.y = -40*DEG2RAD; |
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ProcessCamera(&internalCamera, &internalCamera.position); |
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} |
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else if ((cameraMode == CAMERA_FIRST_PERSON) && (mode == CAMERA_ORBITAL)) |
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{ |
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cameraMode = CAMERA_THIRD_PERSON; |
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cameraTargetDistance = 5.0f; |
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cameraTargetDistance = 5.0f; // TODO: Review hardcode! |
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cameraAngle.y = -40*DEG2RAD; |
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ProcessCamera(&internalCamera, &internalCamera.position); |
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} |
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else if ((cameraMode == CAMERA_CUSTOM) && (mode == CAMERA_FREE)) |
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{ |
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cameraTargetDistance = 10.0f; |
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cameraTargetDistance = 10.0f; // TODO: Review hardcode! |
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cameraAngle.x = 45*DEG2RAD; |
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cameraAngle.y = -40*DEG2RAD; |
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internalCamera.target = (Vector3){ 0.0f, 0.0f, 0.0f }; |
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ProcessCamera(&internalCamera, &internalCamera.position); |
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ShowCursor(); |
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} |
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else if ((cameraMode == CAMERA_CUSTOM) && (mode == CAMERA_ORBITAL)) |
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{ |
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cameraTargetDistance = 10.0f; |
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o">//cameraTargetDistance = 10.0f; // TODO: Review hardcode! |
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cameraAngle.x = 225*DEG2RAD; |
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cameraAngle.y = -40*DEG2RAD; |
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internalCamera.target = (Vector3){ 0.0f, 0.0f, 0.0f }; |
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ProcessCamera(&internalCamera, &internalCamera.position); |
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} |
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cameraMode = mode; |
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} |
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// Update camera (player position is ignored) |
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void UpdateCamera(Camera *camera) |
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{ |
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Vector3 position = { 0.0f, 0.0f, 0.0f }; |
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// Process internal camera and player position (if required) |
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if (cameraMode != CAMERA_CUSTOM) ProcessCamera(&internalCamera, &position); |
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*camera = internalCamera; |
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} |
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// Update camera and player position (1st person and 3rd person cameras) |
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void UpdateCameraPlayer(Camera *camera, Vector3 *position) |
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{ |
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// Process internal camera and player position (if required) |
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if (cameraMode != CAMERA_CUSTOM) ProcessCamera(&internalCamera, position); |
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*camera = internalCamera; |
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} |
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// Set internal camera position |
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void SetCameraPosition(Vector3 position) |
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{ |
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internalCamera.position = position; |
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/* |
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Vector3 v1 = internalCamera.position; |
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Vector3 v2 = internalCamera.target; |
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@ -295,75 +256,24 @@ void SetCameraPosition(Vector3 position) |
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float dz = v2.z - v1.z; |
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cameraTargetDistance = sqrt(dx*dx + dy*dy + dz*dz); |
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} |
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// Set internal camera target |
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void SetCameraTarget(Vector3 target) |
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{ |
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internalCamera.target = target; |
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Vector3 v1 = internalCamera.position; |
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Vector3 v2 = internalCamera.target; |
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*/ |
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float dx = v2.x - v1.x; |
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float dy = v2.y - v1.y; |
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float dz = v2.z - v1.z; |
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cameraTargetDistance = sqrt(dx*dx + dy*dy + dz*dz); |
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} |
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// Set internal camera fovy |
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void SetCameraFovy(float fovy) |
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{ |
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internalCamera.fovy = fovy; |
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} |
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// Set camera pan key to combine with mouse movement (free camera) |
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void SetCameraPanControl(int panKey) |
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{ |
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cameraPanControlKey = panKey; |
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} |
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// Set camera alt key to combine with mouse movement (free camera) |
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void SetCameraAltControl(int altKey) |
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{ |
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cameraAltControlKey = altKey; |
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} |
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// Set camera smooth zoom key to combine with mouse (free camera) |
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void SetCameraSmoothZoomControl(int szKey) |
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{ |
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cameraSmoothZoomControlKey = szKey; |
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} |
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// Set camera move controls (1st person and 3rd person cameras) |
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void SetCameraMoveControls(int frontKey, int backKey, int leftKey, int rightKey, int upKey, int downKey) |
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{ |
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cameraMoveControl[MOVE_FRONT] = frontKey; |
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cameraMoveControl[MOVE_LEFT] = leftKey; |
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cameraMoveControl[MOVE_BACK] = backKey; |
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cameraMoveControl[MOVE_RIGHT] = rightKey; |
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cameraMoveControl[MOVE_UP] = upKey; |
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cameraMoveControl[MOVE_DOWN] = downKey; |
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} |
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// Set camera mouse sensitivity (1st person and 3rd person cameras) |
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void SetCameraMouseSensitivity(float sensitivity) |
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{ |
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cameraMouseSensitivity = (sensitivity/10000.0f); |
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cameraMode = mode; |
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} |
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//---------------------------------------------------------------------------------- |
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// Module specific Functions Definition |
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//---------------------------------------------------------------------------------- |
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// Process desired camera mode and controls |
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// Update camera depending on selected mode |
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// NOTE: Camera controls depend on some raylib functions: |
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// Mouse: GetMousePosition(), SetMousePosition(), IsMouseButtonDown(), GetMouseWheelMove() |
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// System: GetScreenWidth(), GetScreenHeight(), ShowCursor(), HideCursor() |
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// Keys: IsKeyDown() |
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">static void ProcessCamera(Camera *camera, Vector3 *playerPosition) |
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void UpdateCamera(Camera *camera) |
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{ |
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/* |
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if (cameraMode != CAMERA_CUSTOM) |
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{ |
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} |
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*/ |
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// Mouse movement detection |
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Vector2 mousePosition = GetMousePosition(); |
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int mouseWheelMove = GetMouseWheelMove(); |
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@ -523,46 +433,38 @@ static void ProcessCamera(Camera *camera, Vector3 *playerPosition) |
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// Keyboard inputs |
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if (IsKeyDown(cameraMoveControl[MOVE_FRONT])) |
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{ |
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playerPosition->x -= sin(cameraAngle.x)/PLAYER_MOVEMENT_DIVIDER; |
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playerPosition->z -= cos(cameraAngle.x)/PLAYER_MOVEMENT_DIVIDER; |
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camera->position.x -= sin(cameraAngle.x)/PLAYER_MOVEMENT_DIVIDER; |
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camera->position.y += sin(cameraAngle.y)/PLAYER_MOVEMENT_DIVIDER; |
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camera->position.z -= cos(cameraAngle.x)/PLAYER_MOVEMENT_DIVIDER; |
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isMoving = true; |
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} |
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else if (IsKeyDown(cameraMoveControl[MOVE_BACK])) |
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{ |
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playerPosition->x += sin(cameraAngle.x)/PLAYER_MOVEMENT_DIVIDER; |
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playerPosition->z += cos(cameraAngle.x)/PLAYER_MOVEMENT_DIVIDER; |
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camera->position.x += sin(cameraAngle.x)/PLAYER_MOVEMENT_DIVIDER; |
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camera->position.y -= sin(cameraAngle.y)/PLAYER_MOVEMENT_DIVIDER; |
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camera->position.z += cos(cameraAngle.x)/PLAYER_MOVEMENT_DIVIDER; |
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isMoving = true; |
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} |
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if (IsKeyDown(cameraMoveControl[MOVE_LEFT])) |
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{ |
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playerPosition->x -= cos(cameraAngle.x)/PLAYER_MOVEMENT_DIVIDER; |
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playerPosition->z += sin(cameraAngle.x)/PLAYER_MOVEMENT_DIVIDER; |
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camera->position.x -= cos(cameraAngle.x)/PLAYER_MOVEMENT_DIVIDER; |
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camera->position.z += sin(cameraAngle.x)/PLAYER_MOVEMENT_DIVIDER; |
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isMoving = true; |
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} |
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else if (IsKeyDown(cameraMoveControl[MOVE_RIGHT])) |
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{ |
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playerPosition->x += cos(cameraAngle.x)/PLAYER_MOVEMENT_DIVIDER; |
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playerPosition->z -= sin(cameraAngle.x)/PLAYER_MOVEMENT_DIVIDER; |
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camera->position.x += cos(cameraAngle.x)/PLAYER_MOVEMENT_DIVIDER; |
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camera->position.z -= sin(cameraAngle.x)/PLAYER_MOVEMENT_DIVIDER; |
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isMoving = true; |
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} |
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if (IsKeyDown(cameraMoveControl[MOVE_UP])) |
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{ |
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playerPosition->y += 1.0f/PLAYER_MOVEMENT_DIVIDER; |
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} |
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else if (IsKeyDown(cameraMoveControl[MOVE_DOWN])) |
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{ |
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playerPosition->y -= 1.0f/PLAYER_MOVEMENT_DIVIDER; |
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} |
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if (IsKeyDown(cameraMoveControl[MOVE_UP])) camera->position.y += 1.0f/PLAYER_MOVEMENT_DIVIDER; |
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else if (IsKeyDown(cameraMoveControl[MOVE_DOWN])) camera->position.y -= 1.0f/PLAYER_MOVEMENT_DIVIDER; |
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if (cameraMode == CAMERA_THIRD_PERSON) |
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{ |
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@ -581,9 +483,9 @@ static void ProcessCamera(Camera *camera, Vector3 *playerPosition) |
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if (cameraTargetDistance < CAMERA_THIRD_PERSON_DISTANCE_CLAMP) cameraTargetDistance = CAMERA_THIRD_PERSON_DISTANCE_CLAMP; |
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// Camera is always looking at player |
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camera->target.x = playerPosition->x + CAMERA_THIRD_PERSON_OFFSET.x*cos(cameraAngle.x) + CAMERA_THIRD_PERSON_OFFSET.z*sin(cameraAngle.x); |
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camera->target.y = playerPosition->y + PLAYER_HEIGHT*CAMERA_FIRST_PERSON_HEIGHT_RELATIVE_EYES_POSITION + CAMERA_THIRD_PERSON_OFFSET.y; |
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camera->target.z = playerPosition->z + CAMERA_THIRD_PERSON_OFFSET.z*sin(cameraAngle.x) - CAMERA_THIRD_PERSON_OFFSET.x*sin(cameraAngle.x); |
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camera->target.x = camera->position.x + CAMERA_THIRD_PERSON_OFFSET.x*cos(cameraAngle.x) + CAMERA_THIRD_PERSON_OFFSET.z*sin(cameraAngle.x); |
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camera->target.y = camera->position.y + PLAYER_HEIGHT*CAMERA_FIRST_PERSON_HEIGHT_RELATIVE_EYES_POSITION + CAMERA_THIRD_PERSON_OFFSET.y; |
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camera->target.z = camera->position.z + CAMERA_THIRD_PERSON_OFFSET.z*sin(cameraAngle.x) - CAMERA_THIRD_PERSON_OFFSET.x*sin(cameraAngle.x); |
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// Camera position update |
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camera->position.x = sin(cameraAngle.x)*cameraTargetDistance*cos(cameraAngle.y) + camera->target.x; |
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@ -610,9 +512,12 @@ static void ProcessCamera(Camera *camera, Vector3 *playerPosition) |
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camera->target.y = camera->position.y + sin(cameraAngle.y)*CAMERA_FIRST_PERSON_FOCUS_DISTANCE; |
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camera->target.z = camera->position.z - cos(cameraAngle.x)*CAMERA_FIRST_PERSON_FOCUS_DISTANCE; |
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camera->position.x = playerPosition->x; |
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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; |
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camera->position.z = playerPosition->z; |
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// Camera position update |
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//camera->position.y = (playerPosition.y + PLAYER_HEIGHT*CAMERA_FIRST_PERSON_HEIGHT_RELATIVE_EYES_POSITION) |
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// - sin(cameraMoveCounter/CAMERA_FIRST_PERSON_STEP_TRIGONOMETRIC_DIVIDER)/CAMERA_FIRST_PERSON_STEP_DIVIDER; |
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// TODO: Review limits, avoid moving under the ground (y = 0.0f) and over the 'eyes position', weird movement (rounding issues...) |
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camera->position.y -= sin(cameraMoveCounter/CAMERA_FIRST_PERSON_STEP_TRIGONOMETRIC_DIVIDER)/CAMERA_FIRST_PERSON_STEP_DIVIDER; |
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camera->up.x = sin(cameraMoveCounter/(CAMERA_FIRST_PERSON_STEP_TRIGONOMETRIC_DIVIDER*2))/CAMERA_FIRST_PERSON_WAVING_DIVIDER; |
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camera->up.z = -sin(cameraMoveCounter/(CAMERA_FIRST_PERSON_STEP_TRIGONOMETRIC_DIVIDER*2))/CAMERA_FIRST_PERSON_WAVING_DIVIDER; |
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@ -622,4 +527,70 @@ static void ProcessCamera(Camera *camera, Vector3 *playerPosition) |
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} |
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} |
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/* |
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// Set internal camera position |
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void SetCameraPosition(Vector3 position) |
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{ |
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internalCamera.position = position; |
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Vector3 v1 = internalCamera.position; |
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Vector3 v2 = internalCamera.target; |
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float dx = v2.x - v1.x; |
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float dy = v2.y - v1.y; |
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float dz = v2.z - v1.z; |
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cameraTargetDistance = sqrt(dx*dx + dy*dy + dz*dz); |
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} |
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// Set internal camera target |
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void SetCameraTarget(Vector3 target) |
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{ |
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internalCamera.target = target; |
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Vector3 v1 = internalCamera.position; |
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Vector3 v2 = internalCamera.target; |
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float dx = v2.x - v1.x; |
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float dy = v2.y - v1.y; |
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float dz = v2.z - v1.z; |
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cameraTargetDistance = sqrt(dx*dx + dy*dy + dz*dz); |
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} |
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*/ |
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// Set camera pan key to combine with mouse movement (free camera) |
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void SetCameraPanControl(int panKey) |
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{ |
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cameraPanControlKey = panKey; |
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} |
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// Set camera alt key to combine with mouse movement (free camera) |
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void SetCameraAltControl(int altKey) |
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{ |
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cameraAltControlKey = altKey; |
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} |
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// Set camera smooth zoom key to combine with mouse (free camera) |
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void SetCameraSmoothZoomControl(int szKey) |
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{ |
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cameraSmoothZoomControlKey = szKey; |
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} |
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// Set camera move controls (1st person and 3rd person cameras) |
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void SetCameraMoveControls(int frontKey, int backKey, int leftKey, int rightKey, int upKey, int downKey) |
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{ |
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cameraMoveControl[MOVE_FRONT] = frontKey; |
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cameraMoveControl[MOVE_LEFT] = leftKey; |
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cameraMoveControl[MOVE_BACK] = backKey; |
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cameraMoveControl[MOVE_RIGHT] = rightKey; |
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cameraMoveControl[MOVE_UP] = upKey; |
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cameraMoveControl[MOVE_DOWN] = downKey; |
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} |
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// Set camera mouse sensitivity (1st person and 3rd person cameras) |
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void SetCameraMouseSensitivity(float sensitivity) |
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{ |
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cameraMouseSensitivity = (sensitivity/10000.0f); |
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} |
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#endif // CAMERA_IMPLEMENTATION |