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Simplify camera module -IN PROGRESS-

Removed internal Camera, not required any more
Removed useless functions
pull/189/head
raysan5 před 8 roky
rodič
revize
65d4eb5e82
1 změnil soubory, kde provedl 101 přidání a 130 odebrání
  1. +101
    -130
      src/camera.h

+ 101
- 130
src/camera.h Zobrazit soubor

@ -182,10 +182,8 @@ typedef enum { MOVE_FRONT = 0, MOVE_LEFT, MOVE_BACK, MOVE_RIGHT, MOVE_UP, MOVE_D
//----------------------------------------------------------------------------------
// 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 float cameraTargetDistance = 5.0f; // TODO: Remove! Use predefined camera->target to camera->position distance
static Vector2 cameraMousePosition = { 0.0f, 0.0f };
static Vector2 cameraMouseVariation = { 0.0f, 0.0f };
@ -202,8 +200,6 @@ static int cameraMode = CAMERA_CUSTOM; // Current internal camera
//----------------------------------------------------------------------------------
// 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())
@ -228,65 +224,30 @@ void SetCameraMode(int mode)
{
if ((cameraMode == CAMERA_FIRST_PERSON) && (mode == CAMERA_FREE))
{
cameraMode = CAMERA_THIRD_PERSON;
cameraTargetDistance = 5.0f;
cameraTargetDistance = 5.0f; // TODO: Review hardcode!
cameraAngle.y = -40*DEG2RAD;
ProcessCamera(&internalCamera, &internalCamera.position);
}
else if ((cameraMode == CAMERA_FIRST_PERSON) && (mode == CAMERA_ORBITAL))
{
cameraMode = CAMERA_THIRD_PERSON;
cameraTargetDistance = 5.0f;
cameraTargetDistance = 5.0f; // TODO: Review hardcode!
cameraAngle.y = -40*DEG2RAD;
ProcessCamera(&internalCamera, &internalCamera.position);
}
else if ((cameraMode == CAMERA_CUSTOM) && (mode == CAMERA_FREE))
{
cameraTargetDistance = 10.0f;
cameraTargetDistance = 10.0f; // TODO: Review hardcode!
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;
o">//cameraTargetDistance = 10.0f; // TODO: Review hardcode!
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;
@ -295,75 +256,24 @@ void SetCameraPosition(Vector3 position)
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 SetCameraMouseSensitivity(float sensitivity)
{
cameraMouseSensitivity = (sensitivity/10000.0f);
cameraMode = mode;
}
//----------------------------------------------------------------------------------
// Module specific Functions Definition
//----------------------------------------------------------------------------------
// Process desired camera mode and controls
// Update camera depending on selected mode
// 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)
void UpdateCamera(Camera *camera)
{
/*
if (cameraMode != CAMERA_CUSTOM)
{
}
*/
// Mouse movement detection
Vector2 mousePosition = GetMousePosition();
int mouseWheelMove = GetMouseWheelMove();
@ -523,46 +433,38 @@ static void ProcessCamera(Camera *camera, Vector3 *playerPosition)
// 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.x -= sin(cameraAngle.x)/PLAYER_MOVEMENT_DIVIDER;
camera->position.y += sin(cameraAngle.y)/PLAYER_MOVEMENT_DIVIDER;
camera->position.z -= cos(cameraAngle.x)/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.x += sin(cameraAngle.x)/PLAYER_MOVEMENT_DIVIDER;
camera->position.y -= sin(cameraAngle.y)/PLAYER_MOVEMENT_DIVIDER;
camera->position.z += cos(cameraAngle.x)/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;
camera->position.x -= cos(cameraAngle.x)/PLAYER_MOVEMENT_DIVIDER;
camera->position.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;
camera->position.x += cos(cameraAngle.x)/PLAYER_MOVEMENT_DIVIDER;
camera->position.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 (IsKeyDown(cameraMoveControl[MOVE_UP])) camera->position.y += 1.0f/PLAYER_MOVEMENT_DIVIDER;
else if (IsKeyDown(cameraMoveControl[MOVE_DOWN])) camera->position.y -= 1.0f/PLAYER_MOVEMENT_DIVIDER;
if (cameraMode == CAMERA_THIRD_PERSON)
{
@ -581,9 +483,9 @@ static void ProcessCamera(Camera *camera, Vector3 *playerPosition)
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->target.x = camera->position.x + CAMERA_THIRD_PERSON_OFFSET.x*cos(cameraAngle.x) + CAMERA_THIRD_PERSON_OFFSET.z*sin(cameraAngle.x);
camera->target.y = camera->position.y + PLAYER_HEIGHT*CAMERA_FIRST_PERSON_HEIGHT_RELATIVE_EYES_POSITION + CAMERA_THIRD_PERSON_OFFSET.y;
camera->target.z = camera->position.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;
@ -610,9 +512,12 @@ static void ProcessCamera(Camera *camera, Vector3 *playerPosition)
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 position update
//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;
// TODO: Review limits, avoid moving under the ground (y = 0.0f) and over the 'eyes position', weird movement (rounding issues...)
camera->position.y -= sin(cameraMoveCounter/CAMERA_FIRST_PERSON_STEP_TRIGONOMETRIC_DIVIDER)/CAMERA_FIRST_PERSON_STEP_DIVIDER;
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;
@ -622,4 +527,70 @@ static void ProcessCamera(Camera *camera, Vector3 *playerPosition)
}
}
/*
// 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 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 SetCameraMouseSensitivity(float sensitivity)
{
cameraMouseSensitivity = (sensitivity/10000.0f);
}
#endif // CAMERA_IMPLEMENTATION

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