Some camera improvements #2563

Reviewed some camera functionality:

 - Reviewed camera swinging (up-down movement)
 - Reviewed camera tilting (left-right movement)
 - Make movement independent of frame-rate
 - removed unneeded variables

NOTE: Camera rotation has some speed issues on first person when fixed 60 fps are used: it moves too fast. Independent framerate movement is not properly implemented.
This commit is contained in:
Ray 2022-07-29 10:04:12 +02:00
parent 7b05444af8
commit 241d6526b0

View file

@ -150,7 +150,7 @@ void SetCameraMoveControls(int keyFront, int keyBack,
#endif #endif
// Camera mouse movement sensitivity // Camera mouse movement sensitivity
#define CAMERA_MOUSE_MOVE_SENSITIVITY 0.003f #define CAMERA_MOUSE_MOVE_SENSITIVITY 0.5f // TODO: it should be independant of framerate
#define CAMERA_MOUSE_SCROLL_SENSITIVITY 1.5f #define CAMERA_MOUSE_SCROLL_SENSITIVITY 1.5f
// FREE_CAMERA // FREE_CAMERA
@ -163,7 +163,7 @@ void SetCameraMoveControls(int keyFront, int keyBack,
#define CAMERA_FREE_PANNING_DIVIDER 5.1f #define CAMERA_FREE_PANNING_DIVIDER 5.1f
// ORBITAL_CAMERA // ORBITAL_CAMERA
#define CAMERA_ORBITAL_SPEED 0.01f // Radians per frame #define CAMERA_ORBITAL_SPEED 0.5f // Radians per second
// FIRST_PERSON // FIRST_PERSON
//#define CAMERA_FIRST_PERSON_MOUSE_SENSITIVITY 0.003f //#define CAMERA_FIRST_PERSON_MOUSE_SENSITIVITY 0.003f
@ -171,9 +171,11 @@ void SetCameraMoveControls(int keyFront, int keyBack,
#define CAMERA_FIRST_PERSON_MIN_CLAMP 89.0f #define CAMERA_FIRST_PERSON_MIN_CLAMP 89.0f
#define CAMERA_FIRST_PERSON_MAX_CLAMP -89.0f #define CAMERA_FIRST_PERSON_MAX_CLAMP -89.0f
#define CAMERA_FIRST_PERSON_STEP_TRIGONOMETRIC_DIVIDER 8.0f // When walking, y-position of the player moves up-down at step frequency (swinging) but
#define CAMERA_FIRST_PERSON_STEP_DIVIDER 30.0f // also the body slightly tilts left-right on every step, when all the body weight is left over one foot (tilting)
#define CAMERA_FIRST_PERSON_WAVING_DIVIDER 200.0f #define CAMERA_FIRST_PERSON_STEP_FREQUENCY 1.8f // Step frequency when walking (steps per second)
#define CAMERA_FIRST_PERSON_SWINGING_DELTA 0.03f // Maximum up-down swinging distance when walking
#define CAMERA_FIRST_PERSON_TILTING_DELTA 0.005f // Maximum left-right tilting distance when walking
// THIRD_PERSON // THIRD_PERSON
//#define CAMERA_THIRD_PERSON_MOUSE_SENSITIVITY 0.003f //#define CAMERA_THIRD_PERSON_MOUSE_SENSITIVITY 0.003f
@ -183,7 +185,7 @@ void SetCameraMoveControls(int keyFront, int keyBack,
#define CAMERA_THIRD_PERSON_OFFSET (Vector3){ 0.4f, 0.0f, 0.0f } #define CAMERA_THIRD_PERSON_OFFSET (Vector3){ 0.4f, 0.0f, 0.0f }
// PLAYER (used by camera) // PLAYER (used by camera)
#define PLAYER_MOVEMENT_SENSITIVITY 20.0f #define PLAYER_MOVEMENT_SENSITIVITY 2.0f
//---------------------------------------------------------------------------------- //----------------------------------------------------------------------------------
// Types and Structures Definition // Types and Structures Definition
@ -204,7 +206,6 @@ typedef struct {
float targetDistance; // Camera distance from position to target float targetDistance; // Camera distance from position to target
float playerEyesPosition; // Player eyes position from ground (in meters) float playerEyesPosition; // Player eyes position from ground (in meters)
Vector2 angle; // Camera angle in plane XZ Vector2 angle; // Camera angle in plane XZ
Vector2 previousMousePosition; // Previous mouse position
// Camera movement control keys // Camera movement control keys
int moveControl[6]; // Move controls (CAMERA_FIRST_PERSON) int moveControl[6]; // Move controls (CAMERA_FIRST_PERSON)
@ -221,7 +222,6 @@ static CameraData CAMERA = { // Global CAMERA state context
.targetDistance = 0, .targetDistance = 0,
.playerEyesPosition = 1.85f, .playerEyesPosition = 1.85f,
.angle = { 0 }, .angle = { 0 },
.previousMousePosition = { 0 },
.moveControl = { 'W', 'S', 'D', 'A', 'E', 'Q' }, .moveControl = { 'W', 'S', 'D', 'A', 'E', 'Q' },
.smoothZoomControl = 341, // raylib: KEY_LEFT_CONTROL .smoothZoomControl = 341, // raylib: KEY_LEFT_CONTROL
.altControl = 342, // raylib: KEY_LEFT_ALT .altControl = 342, // raylib: KEY_LEFT_ALT
@ -265,8 +265,6 @@ void SetCameraMode(Camera camera, int mode)
CAMERA.playerEyesPosition = camera.position.y; // Init player eyes position to camera Y position CAMERA.playerEyesPosition = camera.position.y; // Init player eyes position to camera Y position
CAMERA.previousMousePosition = GetMousePosition(); // Init mouse position
// Lock cursor for first person and third person cameras // Lock cursor for first person and third person cameras
if ((mode == CAMERA_FIRST_PERSON) || (mode == CAMERA_THIRD_PERSON)) DisableCursor(); if ((mode == CAMERA_FIRST_PERSON) || (mode == CAMERA_THIRD_PERSON)) DisableCursor();
else EnableCursor(); else EnableCursor();
@ -281,13 +279,12 @@ void SetCameraMode(Camera camera, int mode)
// Keys: IsKeyDown() // Keys: IsKeyDown()
void UpdateCamera(Camera *camera) void UpdateCamera(Camera *camera)
{ {
static int swingCounter = 0; // Used for 1st person swinging movement static float swingCounter = 0.0f; // Used for 1st person swinging movement
// TODO: Compute CAMERA.targetDistance and CAMERA.angle here (?) // TODO: Compute CAMERA.targetDistance and CAMERA.angle here (?)
// Mouse movement detection // Mouse movement detection
Vector2 mousePositionDelta = { 0.0f, 0.0f }; Vector2 mousePositionDelta = GetMouseDelta();
Vector2 mousePosition = GetMousePosition();
float mouseWheelMove = GetMouseWheelMove(); float mouseWheelMove = GetMouseWheelMove();
// Keys input detection // Keys input detection
@ -302,14 +299,6 @@ void UpdateCamera(Camera *camera)
IsKeyDown(CAMERA.moveControl[MOVE_UP]), IsKeyDown(CAMERA.moveControl[MOVE_UP]),
IsKeyDown(CAMERA.moveControl[MOVE_DOWN]) }; IsKeyDown(CAMERA.moveControl[MOVE_DOWN]) };
if (CAMERA.mode != CAMERA_CUSTOM)
{
mousePositionDelta.x = mousePosition.x - CAMERA.previousMousePosition.x;
mousePositionDelta.y = mousePosition.y - CAMERA.previousMousePosition.y;
CAMERA.previousMousePosition = mousePosition;
}
// Support for multiple automatic camera modes // Support for multiple automatic camera modes
// NOTE: In case of CAMERA_CUSTOM nothing happens here, user must update it manually // NOTE: In case of CAMERA_CUSTOM nothing happens here, user must update it manually
switch (CAMERA.mode) switch (CAMERA.mode)
@ -402,7 +391,7 @@ void UpdateCamera(Camera *camera)
} break; } break;
case CAMERA_ORBITAL: // Camera just orbits around target, only zoom allowed case CAMERA_ORBITAL: // Camera just orbits around target, only zoom allowed
{ {
CAMERA.angle.x += CAMERA_ORBITAL_SPEED; // Camera orbit angle CAMERA.angle.x += CAMERA_ORBITAL_SPEED*GetFrameTime(); // Camera orbit angle
CAMERA.targetDistance -= (mouseWheelMove*CAMERA_MOUSE_SCROLL_SENSITIVITY); // Camera zoom CAMERA.targetDistance -= (mouseWheelMove*CAMERA_MOUSE_SCROLL_SENSITIVITY); // Camera zoom
// Camera distance clamp // Camera distance clamp
@ -419,20 +408,20 @@ void UpdateCamera(Camera *camera)
camera->position.x += (sinf(CAMERA.angle.x)*direction[MOVE_BACK] - camera->position.x += (sinf(CAMERA.angle.x)*direction[MOVE_BACK] -
sinf(CAMERA.angle.x)*direction[MOVE_FRONT] - sinf(CAMERA.angle.x)*direction[MOVE_FRONT] -
cosf(CAMERA.angle.x)*direction[MOVE_LEFT] + cosf(CAMERA.angle.x)*direction[MOVE_LEFT] +
cosf(CAMERA.angle.x)*direction[MOVE_RIGHT])/PLAYER_MOVEMENT_SENSITIVITY; cosf(CAMERA.angle.x)*direction[MOVE_RIGHT])*PLAYER_MOVEMENT_SENSITIVITY*GetFrameTime();
camera->position.y += (sinf(CAMERA.angle.y)*direction[MOVE_FRONT] - camera->position.y += (sinf(CAMERA.angle.y)*direction[MOVE_FRONT] -
sinf(CAMERA.angle.y)*direction[MOVE_BACK] + sinf(CAMERA.angle.y)*direction[MOVE_BACK] +
1.0f*direction[MOVE_UP] - 1.0f*direction[MOVE_DOWN])/PLAYER_MOVEMENT_SENSITIVITY; 1.0f*direction[MOVE_UP] - 1.0f*direction[MOVE_DOWN])*PLAYER_MOVEMENT_SENSITIVITY*GetFrameTime();
camera->position.z += (cosf(CAMERA.angle.x)*direction[MOVE_BACK] - camera->position.z += (cosf(CAMERA.angle.x)*direction[MOVE_BACK] -
cosf(CAMERA.angle.x)*direction[MOVE_FRONT] + cosf(CAMERA.angle.x)*direction[MOVE_FRONT] +
sinf(CAMERA.angle.x)*direction[MOVE_LEFT] - sinf(CAMERA.angle.x)*direction[MOVE_LEFT] -
sinf(CAMERA.angle.x)*direction[MOVE_RIGHT])/PLAYER_MOVEMENT_SENSITIVITY; sinf(CAMERA.angle.x)*direction[MOVE_RIGHT])*PLAYER_MOVEMENT_SENSITIVITY*GetFrameTime();
// Camera orientation calculation // Camera orientation calculation
CAMERA.angle.x += (mousePositionDelta.x*-CAMERA_MOUSE_MOVE_SENSITIVITY); CAMERA.angle.x -= mousePositionDelta.x*CAMERA_MOUSE_MOVE_SENSITIVITY*GetFrameTime();
CAMERA.angle.y += (mousePositionDelta.y*-CAMERA_MOUSE_MOVE_SENSITIVITY); CAMERA.angle.y -= mousePositionDelta.y*CAMERA_MOUSE_MOVE_SENSITIVITY*GetFrameTime();
// Angle clamp // Angle clamp
if (CAMERA.angle.y > CAMERA_FIRST_PERSON_MIN_CLAMP*DEG2RAD) CAMERA.angle.y = CAMERA_FIRST_PERSON_MIN_CLAMP*DEG2RAD; if (CAMERA.angle.y > CAMERA_FIRST_PERSON_MIN_CLAMP*DEG2RAD) CAMERA.angle.y = CAMERA_FIRST_PERSON_MIN_CLAMP*DEG2RAD;
@ -490,15 +479,17 @@ void UpdateCamera(Camera *camera)
camera->target.y = camera->position.y - matTransform.m13; camera->target.y = camera->position.y - matTransform.m13;
camera->target.z = camera->position.z - matTransform.m14; camera->target.z = camera->position.z - matTransform.m14;
// If movement detected (some key pressed), increase swinging
for (int i = 0; i < 6; i++) if (direction[i]) { swingCounter++; break; }
// Camera position update // Camera position update
// NOTE: On CAMERA_FIRST_PERSON player Y-movement is limited to player 'eyes position' // NOTE: On CAMERA_FIRST_PERSON player Y-movement is limited to player 'eyes position'
camera->position.y = CAMERA.playerEyesPosition - sinf(swingCounter/CAMERA_FIRST_PERSON_STEP_TRIGONOMETRIC_DIVIDER)/CAMERA_FIRST_PERSON_STEP_DIVIDER; camera->position.y = CAMERA.playerEyesPosition;
camera->up.x = sinf(swingCounter/(CAMERA_FIRST_PERSON_STEP_TRIGONOMETRIC_DIVIDER*2))/CAMERA_FIRST_PERSON_WAVING_DIVIDER; // Camera swinging (y-movement), only when walking (some key pressed)
camera->up.z = -sinf(swingCounter/(CAMERA_FIRST_PERSON_STEP_TRIGONOMETRIC_DIVIDER*2))/CAMERA_FIRST_PERSON_WAVING_DIVIDER; for (int i = 0; i < 6; i++) if (direction[i]) { swingCounter += GetFrameTime(); break; }
camera->position.y -= sinf(2*PI*CAMERA_FIRST_PERSON_STEP_FREQUENCY*swingCounter)*CAMERA_FIRST_PERSON_SWINGING_DELTA;
// Camera waiving (xz-movement), only when walking (some key pressed)
camera->up.x = sinf(2*PI*CAMERA_FIRST_PERSON_STEP_FREQUENCY*swingCounter)*CAMERA_FIRST_PERSON_TILTING_DELTA;
camera->up.z = -sinf(2*PI*CAMERA_FIRST_PERSON_STEP_FREQUENCY*swingCounter)*CAMERA_FIRST_PERSON_TILTING_DELTA;
} break; } break;
case CAMERA_THIRD_PERSON: // Camera moves as in a third-person game, following target at a distance, controls are configurable case CAMERA_THIRD_PERSON: // Camera moves as in a third-person game, following target at a distance, controls are configurable
@ -506,16 +497,16 @@ void UpdateCamera(Camera *camera)
camera->position.x += (sinf(CAMERA.angle.x)*direction[MOVE_BACK] - camera->position.x += (sinf(CAMERA.angle.x)*direction[MOVE_BACK] -
sinf(CAMERA.angle.x)*direction[MOVE_FRONT] - sinf(CAMERA.angle.x)*direction[MOVE_FRONT] -
cosf(CAMERA.angle.x)*direction[MOVE_LEFT] + cosf(CAMERA.angle.x)*direction[MOVE_LEFT] +
cosf(CAMERA.angle.x)*direction[MOVE_RIGHT])/PLAYER_MOVEMENT_SENSITIVITY; cosf(CAMERA.angle.x)*direction[MOVE_RIGHT])*PLAYER_MOVEMENT_SENSITIVITY*GetFrameTime();
camera->position.y += (sinf(CAMERA.angle.y)*direction[MOVE_FRONT] - camera->position.y += (sinf(CAMERA.angle.y)*direction[MOVE_FRONT] -
sinf(CAMERA.angle.y)*direction[MOVE_BACK] + sinf(CAMERA.angle.y)*direction[MOVE_BACK] +
1.0f*direction[MOVE_UP] - 1.0f*direction[MOVE_DOWN])/PLAYER_MOVEMENT_SENSITIVITY; 1.0f*direction[MOVE_UP] - 1.0f*direction[MOVE_DOWN])*PLAYER_MOVEMENT_SENSITIVITY*GetFrameTime();
camera->position.z += (cosf(CAMERA.angle.x)*direction[MOVE_BACK] - camera->position.z += (cosf(CAMERA.angle.x)*direction[MOVE_BACK] -
cosf(CAMERA.angle.x)*direction[MOVE_FRONT] + cosf(CAMERA.angle.x)*direction[MOVE_FRONT] +
sinf(CAMERA.angle.x)*direction[MOVE_LEFT] - sinf(CAMERA.angle.x)*direction[MOVE_LEFT] -
sinf(CAMERA.angle.x)*direction[MOVE_RIGHT])/PLAYER_MOVEMENT_SENSITIVITY; sinf(CAMERA.angle.x)*direction[MOVE_RIGHT])*PLAYER_MOVEMENT_SENSITIVITY*GetFrameTime();
// Camera orientation calculation // Camera orientation calculation
CAMERA.angle.x += (mousePositionDelta.x*-CAMERA_MOUSE_MOVE_SENSITIVITY); CAMERA.angle.x += (mousePositionDelta.x*-CAMERA_MOUSE_MOVE_SENSITIVITY);