Simplify camera module -IN PROGRESS-
Removed internal Camera, not required any more Removed useless functions
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1 changed files with 110 additions and 139 deletions
249
src/camera.h
249
src/camera.h
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@ -182,10 +182,8 @@ typedef enum { MOVE_FRONT = 0, MOVE_LEFT, MOVE_BACK, MOVE_RIGHT, MOVE_UP, MOVE_D
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//----------------------------------------------------------------------------------
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// Global Variables Definition
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//----------------------------------------------------------------------------------
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static Camera internalCamera = {{ 2.0f, 0.0f, 2.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f };
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static Vector2 cameraAngle = { 0.0f, 0.0f };
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static float cameraTargetDistance = 5.0f;
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static float cameraTargetDistance = 5.0f; // TODO: Remove! Use predefined camera->target to camera->position distance
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static Vector2 cameraMousePosition = { 0.0f, 0.0f };
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static Vector2 cameraMouseVariation = { 0.0f, 0.0f };
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@ -202,8 +200,6 @@ static int cameraMode = CAMERA_CUSTOM; // Current internal camera
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//----------------------------------------------------------------------------------
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// Module specific Functions Declaration
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//----------------------------------------------------------------------------------
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static void ProcessCamera(Camera *camera, Vector3 *playerPosition);
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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 ProcessCamera())
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@ -228,142 +224,56 @@ void SetCameraMode(int mode)
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{
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if ((cameraMode == CAMERA_FIRST_PERSON) && (mode == CAMERA_FREE))
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{
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cameraMode = CAMERA_THIRD_PERSON;
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cameraTargetDistance = 5.0f;
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cameraTargetDistance = 5.0f; // TODO: Review hardcode!
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cameraAngle.y = -40*DEG2RAD;
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ProcessCamera(&internalCamera, &internalCamera.position);
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}
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else if ((cameraMode == CAMERA_FIRST_PERSON) && (mode == CAMERA_ORBITAL))
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{
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cameraMode = CAMERA_THIRD_PERSON;
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cameraTargetDistance = 5.0f;
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cameraTargetDistance = 5.0f; // TODO: Review hardcode!
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cameraAngle.y = -40*DEG2RAD;
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ProcessCamera(&internalCamera, &internalCamera.position);
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}
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else if ((cameraMode == CAMERA_CUSTOM) && (mode == CAMERA_FREE))
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{
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cameraTargetDistance = 10.0f;
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cameraTargetDistance = 10.0f; // TODO: Review hardcode!
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cameraAngle.x = 45*DEG2RAD;
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cameraAngle.y = -40*DEG2RAD;
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internalCamera.target = (Vector3){ 0.0f, 0.0f, 0.0f };
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ProcessCamera(&internalCamera, &internalCamera.position);
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ShowCursor();
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}
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else if ((cameraMode == CAMERA_CUSTOM) && (mode == CAMERA_ORBITAL))
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{
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cameraTargetDistance = 10.0f;
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//cameraTargetDistance = 10.0f; // TODO: Review hardcode!
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cameraAngle.x = 225*DEG2RAD;
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cameraAngle.y = -40*DEG2RAD;
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internalCamera.target = (Vector3){ 0.0f, 0.0f, 0.0f };
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ProcessCamera(&internalCamera, &internalCamera.position);
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}
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/*
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Vector3 v1 = internalCamera.position;
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Vector3 v2 = internalCamera.target;
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float dx = v2.x - v1.x;
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float dy = v2.y - v1.y;
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float dz = v2.z - v1.z;
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cameraTargetDistance = sqrt(dx*dx + dy*dy + dz*dz);
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*/
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cameraMode = mode;
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}
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// Update camera (player position is ignored)
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void UpdateCamera(Camera *camera)
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{
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Vector3 position = { 0.0f, 0.0f, 0.0f };
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// Process internal camera and player position (if required)
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if (cameraMode != CAMERA_CUSTOM) ProcessCamera(&internalCamera, &position);
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*camera = internalCamera;
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}
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// Update camera and player position (1st person and 3rd person cameras)
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void UpdateCameraPlayer(Camera *camera, Vector3 *position)
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{
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// Process internal camera and player position (if required)
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if (cameraMode != CAMERA_CUSTOM) ProcessCamera(&internalCamera, position);
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*camera = internalCamera;
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}
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// Set internal camera position
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void SetCameraPosition(Vector3 position)
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{
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internalCamera.position = position;
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Vector3 v1 = internalCamera.position;
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Vector3 v2 = internalCamera.target;
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float dx = v2.x - v1.x;
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float dy = v2.y - v1.y;
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float dz = v2.z - v1.z;
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cameraTargetDistance = sqrt(dx*dx + dy*dy + dz*dz);
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}
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// Set internal camera target
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void SetCameraTarget(Vector3 target)
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{
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internalCamera.target = target;
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Vector3 v1 = internalCamera.position;
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Vector3 v2 = internalCamera.target;
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float dx = v2.x - v1.x;
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float dy = v2.y - v1.y;
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float dz = v2.z - v1.z;
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cameraTargetDistance = sqrt(dx*dx + dy*dy + dz*dz);
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}
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// Set internal camera fovy
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void SetCameraFovy(float fovy)
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{
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internalCamera.fovy = fovy;
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}
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// Set camera pan key to combine with mouse movement (free camera)
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void SetCameraPanControl(int panKey)
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{
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cameraPanControlKey = panKey;
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}
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// Set camera alt key to combine with mouse movement (free camera)
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void SetCameraAltControl(int altKey)
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{
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cameraAltControlKey = altKey;
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}
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// Set camera smooth zoom key to combine with mouse (free camera)
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void SetCameraSmoothZoomControl(int szKey)
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{
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cameraSmoothZoomControlKey = szKey;
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}
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// Set camera move controls (1st person and 3rd person cameras)
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void SetCameraMoveControls(int frontKey, int backKey, int leftKey, int rightKey, int upKey, int downKey)
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{
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cameraMoveControl[MOVE_FRONT] = frontKey;
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cameraMoveControl[MOVE_LEFT] = leftKey;
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cameraMoveControl[MOVE_BACK] = backKey;
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cameraMoveControl[MOVE_RIGHT] = rightKey;
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cameraMoveControl[MOVE_UP] = upKey;
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cameraMoveControl[MOVE_DOWN] = downKey;
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}
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// Set camera mouse sensitivity (1st person and 3rd person cameras)
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void SetCameraMouseSensitivity(float sensitivity)
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{
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cameraMouseSensitivity = (sensitivity/10000.0f);
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}
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//----------------------------------------------------------------------------------
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// Module specific Functions Definition
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//----------------------------------------------------------------------------------
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// Process desired camera mode and controls
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// Update camera depending on selected mode
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// NOTE: Camera controls depend on some raylib functions:
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// Mouse: GetMousePosition(), SetMousePosition(), IsMouseButtonDown(), GetMouseWheelMove()
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// System: GetScreenWidth(), GetScreenHeight(), ShowCursor(), HideCursor()
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// Keys: IsKeyDown()
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static void ProcessCamera(Camera *camera, Vector3 *playerPosition)
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void UpdateCamera(Camera *camera)
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{
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/*
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if (cameraMode != CAMERA_CUSTOM)
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{
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}
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*/
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// Mouse movement detection
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Vector2 mousePosition = GetMousePosition();
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int mouseWheelMove = GetMouseWheelMove();
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@ -523,46 +433,38 @@ static void ProcessCamera(Camera *camera, Vector3 *playerPosition)
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// Keyboard inputs
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if (IsKeyDown(cameraMoveControl[MOVE_FRONT]))
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{
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playerPosition->x -= sin(cameraAngle.x)/PLAYER_MOVEMENT_DIVIDER;
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playerPosition->z -= cos(cameraAngle.x)/PLAYER_MOVEMENT_DIVIDER;
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camera->position.x -= sin(cameraAngle.x)/PLAYER_MOVEMENT_DIVIDER;
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camera->position.y += sin(cameraAngle.y)/PLAYER_MOVEMENT_DIVIDER;
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camera->position.z -= cos(cameraAngle.x)/PLAYER_MOVEMENT_DIVIDER;
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isMoving = true;
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}
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else if (IsKeyDown(cameraMoveControl[MOVE_BACK]))
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{
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playerPosition->x += sin(cameraAngle.x)/PLAYER_MOVEMENT_DIVIDER;
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playerPosition->z += cos(cameraAngle.x)/PLAYER_MOVEMENT_DIVIDER;
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camera->position.x += sin(cameraAngle.x)/PLAYER_MOVEMENT_DIVIDER;
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camera->position.y -= sin(cameraAngle.y)/PLAYER_MOVEMENT_DIVIDER;
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camera->position.z += cos(cameraAngle.x)/PLAYER_MOVEMENT_DIVIDER;
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isMoving = true;
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}
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if (IsKeyDown(cameraMoveControl[MOVE_LEFT]))
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{
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playerPosition->x -= cos(cameraAngle.x)/PLAYER_MOVEMENT_DIVIDER;
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playerPosition->z += sin(cameraAngle.x)/PLAYER_MOVEMENT_DIVIDER;
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camera->position.x -= cos(cameraAngle.x)/PLAYER_MOVEMENT_DIVIDER;
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camera->position.z += sin(cameraAngle.x)/PLAYER_MOVEMENT_DIVIDER;
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isMoving = true;
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}
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else if (IsKeyDown(cameraMoveControl[MOVE_RIGHT]))
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{
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playerPosition->x += cos(cameraAngle.x)/PLAYER_MOVEMENT_DIVIDER;
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playerPosition->z -= sin(cameraAngle.x)/PLAYER_MOVEMENT_DIVIDER;
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camera->position.x += cos(cameraAngle.x)/PLAYER_MOVEMENT_DIVIDER;
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camera->position.z -= sin(cameraAngle.x)/PLAYER_MOVEMENT_DIVIDER;
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isMoving = true;
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}
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if (IsKeyDown(cameraMoveControl[MOVE_UP]))
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{
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playerPosition->y += 1.0f/PLAYER_MOVEMENT_DIVIDER;
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}
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else if (IsKeyDown(cameraMoveControl[MOVE_DOWN]))
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{
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playerPosition->y -= 1.0f/PLAYER_MOVEMENT_DIVIDER;
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}
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if (IsKeyDown(cameraMoveControl[MOVE_UP])) camera->position.y += 1.0f/PLAYER_MOVEMENT_DIVIDER;
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else if (IsKeyDown(cameraMoveControl[MOVE_DOWN])) camera->position.y -= 1.0f/PLAYER_MOVEMENT_DIVIDER;
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if (cameraMode == CAMERA_THIRD_PERSON)
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{
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@ -581,9 +483,9 @@ static void ProcessCamera(Camera *camera, Vector3 *playerPosition)
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if (cameraTargetDistance < CAMERA_THIRD_PERSON_DISTANCE_CLAMP) cameraTargetDistance = CAMERA_THIRD_PERSON_DISTANCE_CLAMP;
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// Camera is always looking at player
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camera->target.x = playerPosition->x + CAMERA_THIRD_PERSON_OFFSET.x*cos(cameraAngle.x) + CAMERA_THIRD_PERSON_OFFSET.z*sin(cameraAngle.x);
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camera->target.y = playerPosition->y + PLAYER_HEIGHT*CAMERA_FIRST_PERSON_HEIGHT_RELATIVE_EYES_POSITION + CAMERA_THIRD_PERSON_OFFSET.y;
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camera->target.z = playerPosition->z + CAMERA_THIRD_PERSON_OFFSET.z*sin(cameraAngle.x) - CAMERA_THIRD_PERSON_OFFSET.x*sin(cameraAngle.x);
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camera->target.x = camera->position.x + CAMERA_THIRD_PERSON_OFFSET.x*cos(cameraAngle.x) + CAMERA_THIRD_PERSON_OFFSET.z*sin(cameraAngle.x);
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camera->target.y = camera->position.y + PLAYER_HEIGHT*CAMERA_FIRST_PERSON_HEIGHT_RELATIVE_EYES_POSITION + CAMERA_THIRD_PERSON_OFFSET.y;
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camera->target.z = camera->position.z + CAMERA_THIRD_PERSON_OFFSET.z*sin(cameraAngle.x) - CAMERA_THIRD_PERSON_OFFSET.x*sin(cameraAngle.x);
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// Camera position update
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camera->position.x = sin(cameraAngle.x)*cameraTargetDistance*cos(cameraAngle.y) + camera->target.x;
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@ -610,9 +512,12 @@ static void ProcessCamera(Camera *camera, Vector3 *playerPosition)
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camera->target.y = camera->position.y + sin(cameraAngle.y)*CAMERA_FIRST_PERSON_FOCUS_DISTANCE;
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camera->target.z = camera->position.z - cos(cameraAngle.x)*CAMERA_FIRST_PERSON_FOCUS_DISTANCE;
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camera->position.x = playerPosition->x;
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camera->position.y = (playerPosition->y + PLAYER_HEIGHT*CAMERA_FIRST_PERSON_HEIGHT_RELATIVE_EYES_POSITION) - sin(cameraMoveCounter/CAMERA_FIRST_PERSON_STEP_TRIGONOMETRIC_DIVIDER)/CAMERA_FIRST_PERSON_STEP_DIVIDER;
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camera->position.z = playerPosition->z;
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// Camera position update
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//camera->position.y = (playerPosition.y + PLAYER_HEIGHT*CAMERA_FIRST_PERSON_HEIGHT_RELATIVE_EYES_POSITION)
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// - sin(cameraMoveCounter/CAMERA_FIRST_PERSON_STEP_TRIGONOMETRIC_DIVIDER)/CAMERA_FIRST_PERSON_STEP_DIVIDER;
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// TODO: Review limits, avoid moving under the ground (y = 0.0f) and over the 'eyes position', weird movement (rounding issues...)
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camera->position.y -= sin(cameraMoveCounter/CAMERA_FIRST_PERSON_STEP_TRIGONOMETRIC_DIVIDER)/CAMERA_FIRST_PERSON_STEP_DIVIDER;
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camera->up.x = sin(cameraMoveCounter/(CAMERA_FIRST_PERSON_STEP_TRIGONOMETRIC_DIVIDER*2))/CAMERA_FIRST_PERSON_WAVING_DIVIDER;
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camera->up.z = -sin(cameraMoveCounter/(CAMERA_FIRST_PERSON_STEP_TRIGONOMETRIC_DIVIDER*2))/CAMERA_FIRST_PERSON_WAVING_DIVIDER;
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@ -622,4 +527,70 @@ static void ProcessCamera(Camera *camera, Vector3 *playerPosition)
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}
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}
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/*
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// Set internal camera position
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void SetCameraPosition(Vector3 position)
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{
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internalCamera.position = position;
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Vector3 v1 = internalCamera.position;
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Vector3 v2 = internalCamera.target;
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float dx = v2.x - v1.x;
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float dy = v2.y - v1.y;
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float dz = v2.z - v1.z;
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cameraTargetDistance = sqrt(dx*dx + dy*dy + dz*dz);
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}
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// Set internal camera target
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void SetCameraTarget(Vector3 target)
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{
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internalCamera.target = target;
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Vector3 v1 = internalCamera.position;
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Vector3 v2 = internalCamera.target;
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float dx = v2.x - v1.x;
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float dy = v2.y - v1.y;
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float dz = v2.z - v1.z;
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cameraTargetDistance = sqrt(dx*dx + dy*dy + dz*dz);
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}
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*/
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// Set camera pan key to combine with mouse movement (free camera)
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void SetCameraPanControl(int panKey)
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{
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cameraPanControlKey = panKey;
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}
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// Set camera alt key to combine with mouse movement (free camera)
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void SetCameraAltControl(int altKey)
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{
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cameraAltControlKey = altKey;
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}
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// Set camera smooth zoom key to combine with mouse (free camera)
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void SetCameraSmoothZoomControl(int szKey)
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{
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cameraSmoothZoomControlKey = szKey;
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}
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// Set camera move controls (1st person and 3rd person cameras)
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void SetCameraMoveControls(int frontKey, int backKey, int leftKey, int rightKey, int upKey, int downKey)
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{
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cameraMoveControl[MOVE_FRONT] = frontKey;
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cameraMoveControl[MOVE_LEFT] = leftKey;
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cameraMoveControl[MOVE_BACK] = backKey;
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cameraMoveControl[MOVE_RIGHT] = rightKey;
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cameraMoveControl[MOVE_UP] = upKey;
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cameraMoveControl[MOVE_DOWN] = downKey;
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}
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// Set camera mouse sensitivity (1st person and 3rd person cameras)
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void SetCameraMouseSensitivity(float sensitivity)
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{
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cameraMouseSensitivity = (sensitivity/10000.0f);
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}
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#endif // CAMERA_IMPLEMENTATION
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