diff --git a/examples/core/core_3d_camera_first_person.c b/examples/core/core_3d_camera_first_person.c index 0fc784fa..de0a43c3 100644 --- a/examples/core/core_3d_camera_first_person.c +++ b/examples/core/core_3d_camera_first_person.c @@ -113,7 +113,26 @@ int main(void) } } + // Update camera computes movement internally depending on the camera mode + // Some default standard keyboard/mouse inputs are hardcoded to simplify use + // For advance camera controls, it's reecommended to compute camera movement manually UpdateCamera(&camera, cameraMode); // Update camera + +/* + // Camera PRO usage example (EXPERIMENTAL) + // This new camera function allows custom movement/rotation values to be directly provided + // as input parameters, with this approach, rcamera module is internally independent of raylib inputs + UpdateCameraPro(&camera, + (IsKeyDown(KEY_W) || IsKeyDown(KEY_UP))*0.1f - // Move forward-backward + (IsKeyDown(KEY_S) || IsKeyDown(KEY_DOWN))*0.1f, + (IsKeyDown(KEY_D) || IsKeyDown(KEY_RIGHT))*0.1f - // Move right-left + (IsKeyDown(KEY_A) || IsKeyDown(KEY_LEFT))*0.1f, + 0.0f, // Move up-down + GetMouseWheelMove()*2.0f, // Move to target (zoom) + GetMouseDelta().x*0.05f, // Rotation: yaw + GetMouseDelta().y*0.05f, // Rotation: pitch + 0.0f); // Rotation: roll +*/ //---------------------------------------------------------------------------------- // Draw diff --git a/src/rcamera.h b/src/rcamera.h index c3a101f0..17223758 100644 --- a/src/rcamera.h +++ b/src/rcamera.h @@ -46,32 +46,35 @@ //---------------------------------------------------------------------------------- // Defines and Macros //---------------------------------------------------------------------------------- -//... +// Function specifiers definition +#ifndef RLAPI + #define RLAPI // Functions defined as 'extern' by default (implicit specifiers) +#endif + #if defined(CAMERA_STANDALONE) -#define CAMERA_CULL_DISTANCE_NEAR 0.01 -#define CAMERA_CULL_DISTANCE_FAR 1000.0 + #define CAMERA_CULL_DISTANCE_NEAR 0.01 + #define CAMERA_CULL_DISTANCE_FAR 1000.0 #else -#define CAMERA_CULL_DISTANCE_NEAR RL_CULL_DISTANCE_NEAR -#define CAMERA_CULL_DISTANCE_FAR RL_CULL_DISTANCE_FAR + #define CAMERA_CULL_DISTANCE_NEAR RL_CULL_DISTANCE_NEAR + #define CAMERA_CULL_DISTANCE_FAR RL_CULL_DISTANCE_FAR #endif //---------------------------------------------------------------------------------- // Types and Structures Definition // NOTE: Below types are required for CAMERA_STANDALONE usage //---------------------------------------------------------------------------------- -// TODO review #if defined(CAMERA_STANDALONE) - // Vector2 type + // Vector2, 2 components typedef struct Vector2 { - float x; - float y; + float x; // Vector x component + float y; // Vector y component } Vector2; - // Vector3 type + // Vector3, 3 components typedef struct Vector3 { - float x; - float y; - float z; + float x; // Vector x component + float y; // Vector y component + float z; // Vector z component } Vector3; // Camera type, defines a camera position/orientation in 3d space @@ -80,31 +83,31 @@ 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 projection; // Camera type, defines projection type: CAMERA_PERSPECTIVE or CAMERA_ORTHOGRAPHIC + int projection; // Camera projection type: CAMERA_PERSPECTIVE or CAMERA_ORTHOGRAPHIC } Camera3D; typedef Camera3D Camera; // Camera type fallback, defaults to Camera3D - // Camera system modes + // Camera projection typedef enum { - CAMERA_CUSTOM = 0, - CAMERA_FREE, - CAMERA_ORBITAL, - CAMERA_FIRST_PERSON, - CAMERA_THIRD_PERSON - } CameraMode; + CAMERA_PERSPECTIVE = 0, // Perspective projection + CAMERA_ORTHOGRAPHIC // Orthographic projection + } CameraProjection; - // Camera projection modes + // Camera system modes typedef enum { - CAMERA_PERSPECTIVE = 0, - CAMERA_ORTHOGRAPHIC - } CameraProjection; + CAMERA_CUSTOM = 0, // Camera custom, controlled by user (UpdateCamera() does nothing) + CAMERA_FREE, // Camera free mode + CAMERA_ORBITAL, // Camera orbital, around target, zoom supported + CAMERA_FIRST_PERSON, // Camera first person + CAMERA_THIRD_PERSON // Camera third person + } CameraMode; #endif //---------------------------------------------------------------------------------- // Global Variables Definition //---------------------------------------------------------------------------------- - +//... //---------------------------------------------------------------------------------- // Module Functions Declaration @@ -114,21 +117,23 @@ extern "C" { // Prevents name mangling of functions #endif -Vector3 GetCameraForward(Camera *camera); -Vector3 GetCameraUp(Camera *camera); -Vector3 GetCameraRight(Camera *camera); +RLAPI Vector3 GetCameraForward(Camera *camera); +RLAPI Vector3 GetCameraUp(Camera *camera); +RLAPI Vector3 GetCameraRight(Camera *camera); -void CameraMoveForward(Camera *camera, float distance, bool moveInWorldPlane); -void CameraMoveUp(Camera *camera, float distance); -void CameraMoveRight(Camera *camera, float distance, bool moveInWorldPlane); -void CameraMoveToTarget(Camera *camera, float delta); +// Camera movement +RLAPI void CameraMoveForward(Camera *camera, float distance, bool moveInWorldPlane); +RLAPI void CameraMoveUp(Camera *camera, float distance); +RLAPI void CameraMoveRight(Camera *camera, float distance, bool moveInWorldPlane); +RLAPI void CameraMoveToTarget(Camera *camera, float delta); -void CameraYaw(Camera *camera, float angle, bool rotateAroundTarget); -void CameraPitch(Camera *camera, float angle, bool lockView, bool rotateAroundTarget, bool rotateUp); -void CameraRoll(Camera *camera, float angle); +// Camera rotation +RLAPI void CameraYaw(Camera *camera, float angle, bool rotateAroundTarget); +RLAPI void CameraPitch(Camera *camera, float angle, bool lockView, bool rotateAroundTarget, bool rotateUp); +RLAPI void CameraRoll(Camera *camera, float angle); -Matrix GetCameraViewMatrix(Camera *camera); -Matrix GetCameraProjectionMatrix(Camera* camera, float aspect); +RLAPI Matrix GetCameraViewMatrix(Camera *camera); +RLAPI Matrix GetCameraProjectionMatrix(Camera* camera, float aspect); #if defined(__cplusplus) } @@ -306,36 +311,35 @@ void CameraYaw(Camera *camera, float angle, bool rotateAroundTarget) Vector3 up = GetCameraUp(camera); // View vector - Vector3 target_position = Vector3Subtract(camera->target, camera->position); + Vector3 targetPosition = Vector3Subtract(camera->target, camera->position); // Rotate view vector around up axis - target_position = Vector3RotateByAxisAngle(target_position, up, angle); + targetPosition = Vector3RotateByAxisAngle(targetPosition, up, angle); if (rotateAroundTarget) { // Move position relative to target - camera->position = Vector3Subtract(camera->target, target_position); + camera->position = Vector3Subtract(camera->target, targetPosition); } else // rotate around camera.position { // Move target relative to position - camera->target = Vector3Add(camera->position, target_position); + camera->target = Vector3Add(camera->position, targetPosition); } } -// Rotates the camera around its right vector -// Pitch is "looking up and down" -// lockView prevents camera overrotation (aka "somersaults") -// If rotateAroundTarget is false, the camera rotates around its position -// rotateUp rotates the up direction as well (typically only usefull in CAMERA_FREE) -// Note: angle must be provided in radians +// Rotates the camera around its right vector, pitch is "looking up and down" +// - lockView prevents camera overrotation (aka "somersaults") +// - rotateAroundTarget defines if rotation is around target or around its position +// - rotateUp rotates the up direction as well (typically only usefull in CAMERA_FREE) +// NOTE: angle must be provided in radians void CameraPitch(Camera *camera, float angle, bool lockView, bool rotateAroundTarget, bool rotateUp) { // Up direction Vector3 up = GetCameraUp(camera); // View vector - Vector3 target_position = Vector3Subtract(camera->target, camera->position); + Vector3 targetPosition = Vector3Subtract(camera->target, camera->position); if (lockView) { @@ -343,32 +347,32 @@ void CameraPitch(Camera *camera, float angle, bool lockView, bool rotateAroundTa // to allow only viewing straight up or down. // Clamp view up - float max_angle_up = Vector3Angle(up, target_position); - max_angle_up -= 0.001f; // avoid numerical errors - if (angle > max_angle_up) angle = max_angle_up; + float maxAngleUp = Vector3Angle(up, targetPosition); + maxAngleUp -= 0.001f; // avoid numerical errors + if (angle > maxAngleUp) angle = maxAngleUp; // Clamp view down - float max_angle_down = Vector3Angle(Vector3Negate(up), target_position); - max_angle_down *= -1.0f; // downwards angle is negative - max_angle_down += 0.001f; // avoid numerical errors - if (angle < max_angle_down) angle = max_angle_down; + float maxAngleDown = Vector3Angle(Vector3Negate(up), targetPosition); + maxAngleDown *= -1.0f; // downwards angle is negative + maxAngleDown += 0.001f; // avoid numerical errors + if (angle < maxAngleDown) angle = maxAngleDown; } // Rotation axis Vector3 right = GetCameraRight(camera); // Rotate view vector around right axis - target_position = Vector3RotateByAxisAngle(target_position, right, angle); + targetPosition = Vector3RotateByAxisAngle(targetPosition, right, angle); if (rotateAroundTarget) { // Move position relative to target - camera->position = Vector3Subtract(camera->target, target_position); + camera->position = Vector3Subtract(camera->target, targetPosition); } else // rotate around camera.position { // Move target relative to position - camera->target = Vector3Add(camera->position, target_position); + camera->target = Vector3Add(camera->position, targetPosition); } if (rotateUp) @@ -466,4 +470,26 @@ void UpdateCamera(Camera *camera, int mode) } #endif // !CAMERA_STANDALONE +// Update camera movement, movement/rotation values should be provided by user +void UpdateCameraPro(Camera *camera, float moveForward, float moveRightLeft, float moveUpDown, float moveToTarget, float yaw, float pitch, float roll) +{ + bool lockView = true; + bool rotateAroundTarget = false; + bool rotateUp = false; + bool moveInWorldPlane = true; + + // Camera rotation + CameraPitch(camera, -pitch*DEG2RAD, lockView, rotateAroundTarget, rotateUp); + CameraYaw(camera, -yaw*DEG2RAD, rotateAroundTarget); + CameraRoll(camera, roll*DEG2RAD); + + // Camera movement + CameraMoveForward(camera, moveForward, moveInWorldPlane); + CameraMoveRight(camera, moveRightLeft, moveInWorldPlane); + CameraMoveUp(camera, moveUpDown); + + // Zoom target distance + CameraMoveToTarget(camera, moveToTarget); +} + #endif // CAMERA_IMPLEMENTATION