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raylib-python-cffi/examples/extra/extra_camera.py
2024-11-16 20:11:08 +00:00

138 lines
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4.1 KiB
Python

# python3 -m pip install pyglm
from math import sin, cos
import glm # type: ignore
from raylib import rl, ffi
class CameraFly:
def __init__(self, x=0, y=0, z=0, fov=70.0):
self.last_mouse = ffi.new("struct Vector2 *", [0, 0])
self.fov = fov
self.yaw = -46.33
self.pitch = 0.0
self.front = glm.vec3()
self.up = glm.vec3()
self.right = glm.vec3()
self.position = glm.vec3(x, y, z)
self.world_up = glm.vec3(0, 1, 0)
self.fps_facing = glm.vec3()
self.movement_speed = 10
self.mouse_sensitivity = 0.002
self.last_time = rl.GetFrameTime()
def get_camera(self):
return ffi.new(
"struct Camera3D *",
[
self.get_ray_front(),
self.get_ray_position(),
self.get_ray_up(),
self.fov,
rl.CAMERA_PERSPECTIVE
]
)
def get_ray_front(self):
return list(self.position + self.front)
def get_ray_up(self):
return list(self.up)
def get_ray_position(self):
return list(self.position)
def update_keyboard(self):
boost = 4 if rl.IsKeyDown(rl.KEY_LEFT_SHIFT) else 1
velocity = self.movement_speed * boost * rl.GetFrameTime()
if rl.IsKeyDown(rl.KEY_W):
self.position = self.position - self.fps_facing * velocity
if rl.IsKeyDown(rl.KEY_S):
self.position = self.position + self.fps_facing * velocity
if rl.IsKeyDown(rl.KEY_D):
dirr = glm.normalize(glm.cross(self.fps_facing, self.world_up))
self.position = self.position - dirr * velocity
if rl.IsKeyDown(rl.KEY_A):
dirr = glm.normalize(glm.cross(self.fps_facing, self.world_up))
self.position = self.position + dirr * velocity
if rl.IsKeyDown(rl.KEY_SPACE):
self.position = self.position + self.world_up * velocity
if rl.IsKeyDown(rl.KEY_LEFT_CONTROL) or rl.IsKeyDown(rl.KEY_RIGHT_CONTROL):
self.position = self.position - self.world_up * velocity
def update_mouse(self):
pos = rl.GetMousePosition()
width = rl.GetScreenWidth()
height = rl.GetScreenHeight()
mouse_coordinates = ffi.new("struct Vector2 *", [
pos.x - self.last_mouse.x,
pos.y - self.last_mouse.y
])
self.yaw += mouse_coordinates.x * self.mouse_sensitivity
self.pitch += (mouse_coordinates.y * self.mouse_sensitivity)
self.pitch = min(self.pitch, 1.5)
self.pitch = max(self.pitch, -1.5)
self.last_mouse = rl.GetMousePosition()
def update(self):
# NOTE(pebaz): Comment out these lines to control them in a game loop
self.update_keyboard()
self.update_mouse()
# Update all camera vectors to reflect changes
self.fps_facing = glm.vec3(
cos((self.yaw)) * cos((0)),
sin((0)),
sin((self.yaw)) * cos((0))
)
self.fps_facing = glm.normalize(self.fps_facing)
front = glm.vec3(
cos((self.yaw)) * cos((self.pitch)),
sin((self.pitch)),
sin((self.yaw)) * cos((self.pitch))
)
self.front = glm.normalize(front)
self.right = glm.normalize(glm.cross(self.front, self.world_up))
self.up = glm.normalize(glm.cross(self.right, self.front))
def camera_test():
rl.SetTraceLogLevel(rl.LOG_ERROR)
rl.SetConfigFlags(rl.FLAG_WINDOW_RESIZABLE)
rl.InitWindow(512, 256, b'Test')
rl.SetTargetFPS(60)
rl.DisableCursor()
flycam = CameraFly()
while not rl.WindowShouldClose():
flycam.update()
cam = flycam.get_camera()
rl.BeginDrawing()
rl.ClearBackground((0, 200, 255, 255))
rl.BeginMode3D(cam[0])
# NOTE(pebaz): For whatever reason, this can solve a percentage of artifacts
#rl.DrawGizmo([100000000, 100000000, 100000000])
rl.DrawGrid(32, 1)
rl.EndMode3D()
rl.EndDrawing()
rl.CloseWindow()
if __name__ == '__main__':
camera_test()