|
@ -46,32 +46,35 @@ |
|
|
//---------------------------------------------------------------------------------- |
|
|
//---------------------------------------------------------------------------------- |
|
|
// Defines and Macros |
|
|
// Defines and Macros |
|
|
//---------------------------------------------------------------------------------- |
|
|
//---------------------------------------------------------------------------------- |
|
|
//... |
|
|
|
|
|
|
|
|
// Function specifiers definition |
|
|
|
|
|
#ifndef RLAPI |
|
|
|
|
|
#define RLAPI // Functions defined as 'extern' by default (implicit specifiers) |
|
|
|
|
|
#endif |
|
|
|
|
|
|
|
|
#if defined(CAMERA_STANDALONE) |
|
|
#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 |
|
|
#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 |
|
|
#endif |
|
|
|
|
|
|
|
|
//---------------------------------------------------------------------------------- |
|
|
//---------------------------------------------------------------------------------- |
|
|
// Types and Structures Definition |
|
|
// Types and Structures Definition |
|
|
// NOTE: Below types are required for CAMERA_STANDALONE usage |
|
|
// NOTE: Below types are required for CAMERA_STANDALONE usage |
|
|
//---------------------------------------------------------------------------------- |
|
|
//---------------------------------------------------------------------------------- |
|
|
// TODO review |
|
|
|
|
|
#if defined(CAMERA_STANDALONE) |
|
|
#if defined(CAMERA_STANDALONE) |
|
|
// Vector2 type |
|
|
|
|
|
|
|
|
// Vector2, 2 components |
|
|
typedef struct Vector2 { |
|
|
typedef struct Vector2 { |
|
|
float x; |
|
|
|
|
|
float y; |
|
|
|
|
|
|
|
|
float x; // Vector x component |
|
|
|
|
|
float y; // Vector y component |
|
|
} Vector2; |
|
|
} Vector2; |
|
|
|
|
|
|
|
|
// Vector3 type |
|
|
|
|
|
|
|
|
// Vector3, 3 components |
|
|
typedef struct Vector3 { |
|
|
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; |
|
|
} Vector3; |
|
|
|
|
|
|
|
|
// Camera type, defines a camera position/orientation in 3d space |
|
|
// Camera type, defines a camera position/orientation in 3d space |
|
@ -80,31 +83,31 @@ |
|
|
Vector3 target; // Camera target it looks-at |
|
|
Vector3 target; // Camera target it looks-at |
|
|
Vector3 up; // Camera up vector (rotation over its axis) |
|
|
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 |
|
|
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; |
|
|
} Camera3D; |
|
|
|
|
|
|
|
|
typedef Camera3D Camera; // Camera type fallback, defaults to Camera3D |
|
|
typedef Camera3D Camera; // Camera type fallback, defaults to Camera3D |
|
|
|
|
|
|
|
|
// Camera system modes |
|
|
|
|
|
|
|
|
// Camera projection |
|
|
typedef enum { |
|
|
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 { |
|
|
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 |
|
|
#endif |
|
|
|
|
|
|
|
|
//---------------------------------------------------------------------------------- |
|
|
//---------------------------------------------------------------------------------- |
|
|
// Global Variables Definition |
|
|
// Global Variables Definition |
|
|
//---------------------------------------------------------------------------------- |
|
|
//---------------------------------------------------------------------------------- |
|
|
|
|
|
|
|
|
|
|
|
//... |
|
|
|
|
|
|
|
|
//---------------------------------------------------------------------------------- |
|
|
//---------------------------------------------------------------------------------- |
|
|
// Module Functions Declaration |
|
|
// Module Functions Declaration |
|
@ -114,21 +117,23 @@ |
|
|
extern "C" { // Prevents name mangling of functions |
|
|
extern "C" { // Prevents name mangling of functions |
|
|
#endif |
|
|
#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) |
|
|
#if defined(__cplusplus) |
|
|
} |
|
|
} |
|
@ -306,36 +311,35 @@ void CameraYaw(Camera *camera, float angle, bool rotateAroundTarget) |
|
|
Vector3 up = GetCameraUp(camera); |
|
|
Vector3 up = GetCameraUp(camera); |
|
|
|
|
|
|
|
|
// View vector |
|
|
// View vector |
|
|
Vector3 target_position = Vector3Subtract(camera->target, camera->position); |
|
|
|
|
|
|
|
|
Vector3 targetPosition = Vector3Subtract(camera->target, camera->position); |
|
|
|
|
|
|
|
|
// Rotate view vector around up axis |
|
|
// Rotate view vector around up axis |
|
|
target_position = Vector3RotateByAxisAngle(target_position, up, angle); |
|
|
|
|
|
|
|
|
targetPosition = Vector3RotateByAxisAngle(targetPosition, up, angle); |
|
|
|
|
|
|
|
|
if (rotateAroundTarget) |
|
|
if (rotateAroundTarget) |
|
|
{ |
|
|
{ |
|
|
// Move position relative to target |
|
|
// Move position relative to target |
|
|
camera->position = Vector3Subtract(camera->target, target_position); |
|
|
|
|
|
|
|
|
camera->position = Vector3Subtract(camera->target, targetPosition); |
|
|
} |
|
|
} |
|
|
else // rotate around camera.position |
|
|
else // rotate around camera.position |
|
|
{ |
|
|
{ |
|
|
// Move target relative to 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) |
|
|
void CameraPitch(Camera *camera, float angle, bool lockView, bool rotateAroundTarget, bool rotateUp) |
|
|
{ |
|
|
{ |
|
|
// Up direction |
|
|
// Up direction |
|
|
Vector3 up = GetCameraUp(camera); |
|
|
Vector3 up = GetCameraUp(camera); |
|
|
|
|
|
|
|
|
// View vector |
|
|
// View vector |
|
|
Vector3 target_position = Vector3Subtract(camera->target, camera->position); |
|
|
|
|
|
|
|
|
Vector3 targetPosition = Vector3Subtract(camera->target, camera->position); |
|
|
|
|
|
|
|
|
if (lockView) |
|
|
if (lockView) |
|
|
{ |
|
|
{ |
|
@ -343,32 +347,32 @@ void CameraPitch(Camera *camera, float angle, bool lockView, bool rotateAroundTa |
|
|
// to allow only viewing straight up or down. |
|
|
// to allow only viewing straight up or down. |
|
|
|
|
|
|
|
|
// Clamp view up |
|
|
// 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 |
|
|
// 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 |
|
|
// Rotation axis |
|
|
Vector3 right = GetCameraRight(camera); |
|
|
Vector3 right = GetCameraRight(camera); |
|
|
|
|
|
|
|
|
// Rotate view vector around right axis |
|
|
// Rotate view vector around right axis |
|
|
target_position = Vector3RotateByAxisAngle(target_position, right, angle); |
|
|
|
|
|
|
|
|
targetPosition = Vector3RotateByAxisAngle(targetPosition, right, angle); |
|
|
|
|
|
|
|
|
if (rotateAroundTarget) |
|
|
if (rotateAroundTarget) |
|
|
{ |
|
|
{ |
|
|
// Move position relative to target |
|
|
// Move position relative to target |
|
|
camera->position = Vector3Subtract(camera->target, target_position); |
|
|
|
|
|
|
|
|
camera->position = Vector3Subtract(camera->target, targetPosition); |
|
|
} |
|
|
} |
|
|
else // rotate around camera.position |
|
|
else // rotate around camera.position |
|
|
{ |
|
|
{ |
|
|
// Move target relative to position |
|
|
// Move target relative to position |
|
|
camera->target = Vector3Add(camera->position, target_position); |
|
|
|
|
|
|
|
|
camera->target = Vector3Add(camera->position, targetPosition); |
|
|
} |
|
|
} |
|
|
|
|
|
|
|
|
if (rotateUp) |
|
|
if (rotateUp) |
|
@ -466,4 +470,26 @@ void UpdateCamera(Camera *camera, int mode) |
|
|
} |
|
|
} |
|
|
#endif // !CAMERA_STANDALONE |
|
|
#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 |
|
|
#endif // CAMERA_IMPLEMENTATION |