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@ -197,22 +197,23 @@ typedef enum { |
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MOVE_DOWN |
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} CameraMove; |
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// Camera global state context data |
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typedef struct { |
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int mode; // Current camera mode |
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float targetDistance; // Camera distance from position to target |
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float playerEyesPosition; // Default player eyes position from ground (in meters) |
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Vector2 angle; // Camera angle in plane XZ |
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int mode; // Current camera mode |
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float targetDistance; // Camera distance from position to target |
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float playerEyesPosition; // Default player eyes position from ground (in meters) |
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Vector2 angle; // Camera angle in plane XZ |
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int moveControl[6]; |
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int smoothZoomControl; // raylib: KEY_LEFT_CONTROL |
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int altControl; // raylib: KEY_LEFT_ALT |
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int panControl; // raylib: MOUSE_MIDDLE_BUTTON |
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int smoothZoomControl; // raylib: KEY_LEFT_CONTROL |
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int altControl; // raylib: KEY_LEFT_ALT |
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int panControl; // raylib: MOUSE_MIDDLE_BUTTON |
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} CameraData; |
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//---------------------------------------------------------------------------------- |
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// Global Variables Definition |
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//---------------------------------------------------------------------------------- |
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static CameraData CAMERA = { |
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static CameraData CAMERA = { // Global CAMERA state context |
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.mode = 0, |
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.targetDistance = 0, |
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.playerEyesPosition = 1.85f, |
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@ -228,7 +229,6 @@ static CameraData CAMERA = { |
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//---------------------------------------------------------------------------------- |
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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 UpdateCamera()) |
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static void EnableCursor() {} // Unlock cursor |
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static void DisableCursor() {} // Lock cursor |
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@ -273,13 +273,13 @@ void SetCameraMode(Camera camera, int mode) |
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// System: EnableCursor(), DisableCursor() |
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// Mouse: IsMouseButtonDown(), GetMousePosition(), GetMouseWheelMove() |
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// Keys: IsKeyDown() |
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// TODO: Port to quaternion-based camera |
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// TODO: Port to quaternion-based camera (?) |
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void UpdateCamera(Camera *camera) |
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{ |
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static int swingCounter = 0; // Used for 1st person swinging movement |
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static Vector2 previousMousePosition = { 0.0f, 0.0f }; |
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// TODO: Compute CAMERA.targetDistance and CAMERA.angle here |
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// TODO: Compute CAMERA.targetDistance and CAMERA.angle here (?) |
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// Mouse movement detection |
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Vector2 mousePositionDelta = { 0.0f, 0.0f }; |
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@ -290,7 +290,6 @@ void UpdateCamera(Camera *camera) |
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bool panKey = IsMouseButtonDown(CAMERA.panControl); |
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bool altKey = IsKeyDown(CAMERA.altControl); |
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bool szoomKey = IsKeyDown(CAMERA.smoothZoomControl); |
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bool direction[6] = { IsKeyDown(CAMERA.moveControl[MOVE_FRONT]), |
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IsKeyDown(CAMERA.moveControl[MOVE_BACK]), |
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IsKeyDown(CAMERA.moveControl[MOVE_RIGHT]), |
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@ -298,7 +297,7 @@ void UpdateCamera(Camera *camera) |
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IsKeyDown(CAMERA.moveControl[MOVE_UP]), |
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IsKeyDown(CAMERA.moveControl[MOVE_DOWN]) }; |
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// TODO: Consider touch inputs for camera |
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// TODO: Touch input detection (probably gestures system required) |
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if (CAMERA.mode != CAMERA_CUSTOM) |
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{ |
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@ -309,19 +308,20 @@ void UpdateCamera(Camera *camera) |
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} |
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// Support for multiple automatic camera modes |
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// NOTE: In case of CAMERA_CUSTOM nothing happens here, user must update it manually |
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switch (CAMERA.mode) |
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{ |
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case CAMERA_FREE: |
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case CAMERA_FREE: // Camera free controls, using standard 3d-content-creation scheme |
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{ |
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// Camera zoom |
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if ((CAMERA.targetDistance < CAMERA_FREE_DISTANCE_MAX_CLAMP) && (mouseWheelMove < 0)) |
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{ |
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CAMERA.targetDistance -= (mouseWheelMove*CAMERA_MOUSE_SCROLL_SENSITIVITY); |
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if (CAMERA.targetDistance > CAMERA_FREE_DISTANCE_MAX_CLAMP) CAMERA.targetDistance = CAMERA_FREE_DISTANCE_MAX_CLAMP; |
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} |
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// Camera looking down |
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// TODO: Review, weird comparisson of CAMERA.targetDistance == 120.0f? |
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// TODO: Review, weird comparison of CAMERA.targetDistance == 120.0f? |
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else if ((camera->position.y > camera->target.y) && (CAMERA.targetDistance == CAMERA_FREE_DISTANCE_MAX_CLAMP) && (mouseWheelMove < 0)) |
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{ |
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camera->target.x += mouseWheelMove*(camera->target.x - camera->position.x)*CAMERA_MOUSE_SCROLL_SENSITIVITY/CAMERA.targetDistance; |
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@ -397,8 +397,9 @@ void UpdateCamera(Camera *camera) |
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camera->position.x = -sinf(CAMERA.angle.x)*CAMERA.targetDistance*cosf(CAMERA.angle.y) + camera->target.x; |
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camera->position.y = -sinf(CAMERA.angle.y)*CAMERA.targetDistance + camera->target.y; |
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camera->position.z = -cosf(CAMERA.angle.x)*CAMERA.targetDistance*cosf(CAMERA.angle.y) + camera->target.z; |
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} break; |
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case CAMERA_ORBITAL: |
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case CAMERA_ORBITAL: // Camera just orbits around target, only zoom allowed |
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{ |
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CAMERA.angle.x += CAMERA_ORBITAL_SPEED; // Camera orbit angle |
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CAMERA.targetDistance -= (mouseWheelMove*CAMERA_MOUSE_SCROLL_SENSITIVITY); // Camera zoom |
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@ -412,7 +413,7 @@ void UpdateCamera(Camera *camera) |
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camera->position.z = cosf(CAMERA.angle.x)*CAMERA.targetDistance*cosf(CAMERA.angle.y) + camera->target.z; |
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} break; |
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case CAMERA_FIRST_PERSON: |
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case CAMERA_FIRST_PERSON: // Camera moves as in a first-person game, controls are configurable |
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{ |
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camera->position.x += (sinf(CAMERA.angle.x)*direction[MOVE_BACK] - |
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sinf(CAMERA.angle.x)*direction[MOVE_FRONT] - |
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@ -428,10 +429,6 @@ void UpdateCamera(Camera *camera) |
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sinf(CAMERA.angle.x)*direction[MOVE_LEFT] - |
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sinf(CAMERA.angle.x)*direction[MOVE_RIGHT])/PLAYER_MOVEMENT_SENSITIVITY; |
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bool isMoving = false; // Required for swinging |
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for (int i = 0; i < 6; i++) if (direction[i]) { isMoving = true; break; } |
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// Camera orientation calculation |
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CAMERA.angle.x += (mousePositionDelta.x*-CAMERA_MOUSE_MOVE_SENSITIVITY); |
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CAMERA.angle.y += (mousePositionDelta.y*-CAMERA_MOUSE_MOVE_SENSITIVITY); |
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@ -448,8 +445,9 @@ void UpdateCamera(Camera *camera) |
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camera->target.x = camera->position.x - transform.m12; |
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camera->target.y = camera->position.y - transform.m13; |
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camera->target.z = camera->position.z - transform.m14; |
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if (isMoving) swingCounter++; |
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// If movement detected (some key pressed), increase swinging |
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for (int i = 0; i < 6; i++) if (direction[i]) { swingCounter++; break; } |
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// Camera position update |
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// NOTE: On CAMERA_FIRST_PERSON player Y-movement is limited to player 'eyes position' |
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@ -458,9 +456,8 @@ void UpdateCamera(Camera *camera) |
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camera->up.x = sinf(swingCounter/(CAMERA_FIRST_PERSON_STEP_TRIGONOMETRIC_DIVIDER*2))/CAMERA_FIRST_PERSON_WAVING_DIVIDER; |
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camera->up.z = -sinf(swingCounter/(CAMERA_FIRST_PERSON_STEP_TRIGONOMETRIC_DIVIDER*2))/CAMERA_FIRST_PERSON_WAVING_DIVIDER; |
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} break; |
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case CAMERA_THIRD_PERSON: |
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case CAMERA_THIRD_PERSON: // Camera moves as in a third-person game, following target at a distance, controls are configurable |
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{ |
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camera->position.x += (sinf(CAMERA.angle.x)*direction[MOVE_BACK] - |
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sinf(CAMERA.angle.x)*direction[MOVE_FRONT] - |
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@ -497,6 +494,7 @@ void UpdateCamera(Camera *camera) |
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camera->position.z = cosf(CAMERA.angle.x)*CAMERA.targetDistance*cosf(CAMERA.angle.y) + camera->target.z; |
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} break; |
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case CAMERA_CUSTOM: break; |
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default: break; |
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} |
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} |
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