Improving camera system -IN PROGRESS-
This commit is contained in:
parent
87fc7254e7
commit
753b549aa5
5 changed files with 132 additions and 191 deletions
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@ -23,7 +23,7 @@ int main()
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InitWindow(screenWidth, screenHeight, "raylib [core] example - 3d camera first person");
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// Define the camera to look into our 3d world (position, target, up vector)
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Camera camera = {{ 0.0f, 10.0f, 10.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 60.0f };
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Camera camera = {{ 4.0f, 2.0f, 4.0f }, { 0.0f, 2.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 60.0f };
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// Generates some random columns
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float heights[MAX_COLUMNS];
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@ -37,10 +37,7 @@ int main()
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colors[i] = (Color){ GetRandomValue(20, 255), GetRandomValue(10, 55), 30, 255 };
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}
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Vector3 playerPosition = { 4.0f, 2.0f, 4.0f }; // Define player position
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SetCameraMode(CAMERA_FIRST_PERSON); // Set a first person camera mode
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SetCameraFovy(camera.fovy); // Set internal camera field-of-view Y
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SetCameraMode(camera, CAMERA_FIRST_PERSON); // Set a first person camera mode
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SetTargetFPS(60); // Set our game to run at 60 frames-per-second
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//--------------------------------------------------------------------------------------
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@ -50,7 +47,7 @@ int main()
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{
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// Update
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//----------------------------------------------------------------------------------
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UpdateCameraPlayer(&camera, &playerPosition); // Update camera and player position
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UpdateCamera(&camera); // Update camera and player position
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//----------------------------------------------------------------------------------
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// Draw
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@ -29,10 +29,7 @@ int main()
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Vector3 cubePosition = { 0.0f, 0.0f, 0.0f };
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SetCameraMode(CAMERA_FREE); // Set a free camera mode
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SetCameraPosition(camera.position); // Set internal camera position to match our camera position
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SetCameraTarget(camera.target); // Set internal camera target to match our camera target
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SetCameraFovy(camera.fovy); // Set internal camera field-of-view Y
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SetCameraMode(camera, CAMERA_FREE); // Set a free camera mode
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SetTargetFPS(60); // Set our game to run at 60 frames-per-second
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//--------------------------------------------------------------------------------------
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@ -35,19 +35,17 @@ int main()
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UnloadImage(image); // Unload cubesmap image from RAM, already uploaded to VRAM
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SetCameraMode(CAMERA_ORBITAL); // Set an orbital camera mode
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SetCameraPosition(camera.position); // Set internal camera position to match our custom camera position
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SetCameraFovy(camera.fovy); // Set internal camera field-of-view Y
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SetCameraMode(camera, CAMERA_ORBITAL); // Set an orbital camera mode
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SetTargetFPS(60); // Set our game to run at 60 frames-per-second
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SetTargetFPS(60); // Set our game to run at 60 frames-per-second
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//--------------------------------------------------------------------------------------
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// Main game loop
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while (!WindowShouldClose()) // Detect window close button or ESC key
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while (!WindowShouldClose()) // Detect window close button or ESC key
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{
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// Update
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//----------------------------------------------------------------------------------
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UpdateCamera(&camera); // Update internal camera and our camera
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UpdateCamera(&camera); // Update internal camera and our camera
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//----------------------------------------------------------------------------------
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// Draw
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282
src/camera.h
282
src/camera.h
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@ -47,7 +47,13 @@
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//----------------------------------------------------------------------------------
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#if defined(CAMERA_STANDALONE)
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// Camera modes
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typedef enum { CAMERA_CUSTOM = 0, CAMERA_FREE, CAMERA_ORBITAL, CAMERA_FIRST_PERSON, CAMERA_THIRD_PERSON } CameraMode;
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typedef enum {
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CAMERA_CUSTOM = 0,
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CAMERA_FREE,
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CAMERA_ORBITAL,
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CAMERA_FIRST_PERSON,
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CAMERA_THIRD_PERSON
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} CameraMode;
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// Vector2 type
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typedef struct Vector2 {
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@ -67,6 +73,7 @@
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Vector3 position;
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Vector3 target;
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Vector3 up;
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float fovy;
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} Camera;
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#endif
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@ -83,22 +90,16 @@ extern "C" { // Prevents name mangling of functions
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// Module Functions Declaration
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//----------------------------------------------------------------------------------
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#if defined(CAMERA_STANDALONE)
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void SetCameraMode(int mode); // Set camera mode (multiple camera modes available)
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void SetCameraMode(Camera camera, int mode); // Set camera mode (multiple camera modes available)
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void UpdateCamera(Camera *camera); // Update camera (player position is ignored)
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void UpdateCameraPlayer(Camera *camera, Vector3 *position); // Update camera and player position (1st person and 3rd person cameras)
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void SetCameraPosition(Vector3 position); // Set internal camera position
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void SetCameraTarget(Vector3 target); // Set internal camera target
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void SetCameraFovy(float fovy); // Set internal camera field-of-view-y
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// TODO: Do we really need all those functions?
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void SetCameraPanControl(int panKey); // Set camera pan key to combine with mouse movement (free camera)
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void SetCameraAltControl(int altKey); // Set camera alt key to combine with mouse movement (free camera)
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void SetCameraSmoothZoomControl(int szKey); // Set camera smooth zoom key to combine with mouse (free camera)
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void SetCameraMoveControls(int frontKey, int backKey,
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int leftKey, int rightKey,
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int upKey, int downKey); // Set camera move controls (1st person and 3rd person cameras)
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void SetCameraMouseSensitivity(float sensitivity); // Set camera mouse sensitivity (1st person and 3rd person cameras)
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#endif
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#ifdef __cplusplus
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@ -133,8 +134,10 @@ void SetCameraMouseSensitivity(float sensitivity); // Set camera mouse
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//----------------------------------------------------------------------------------
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// Defines and Macros
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//----------------------------------------------------------------------------------
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// CAMERA_GENERIC
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#define CAMERA_SCROLL_SENSITIVITY 1.5f
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// Camera mouse movement sensitivity
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#define CAMERA_MOUSE_MOVE_SENSITIVITY 0.003f
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#define CAMERA_MOUSE_SCROLL_SENSITIVITY 1.5f
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// FREE_CAMERA
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#define CAMERA_FREE_MOUSE_SENSITIVITY 0.01f
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@ -182,20 +185,15 @@ 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 Vector2 cameraAngle = { 0.0f, 0.0f };
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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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static Vector2 cameraAngle = { 0.0f, 0.0f }; // TODO: Remove! Compute it in UpdateCamera() using camera->target and camera->position
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static float cameraTargetDistance = 5.0f; // TODO: Remove! Compute it in UpdateCamera() using camera->target and camera->position
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static int cameraMoveControl[6] = { 'W', 'A', 'S', 'D', 'E', 'Q' };
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static int cameraPanControlKey = 2; // raylib: MOUSE_MIDDLE_BUTTON
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static int cameraAltControlKey = 342; // raylib: KEY_LEFT_ALT
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static int cameraSmoothZoomControlKey = 341; // raylib: KEY_LEFT_CONTROL
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static int cameraMoveCounter = 0; // Used for 1st person swinging movement
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static float cameraMouseSensitivity = 0.003f; // How sensible is camera movement to mouse movement
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static int cameraMode = CAMERA_CUSTOM; // Current internal camera mode
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static int cameraMode = CAMERA_CUSTOM; // Current camera mode
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//----------------------------------------------------------------------------------
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// Module specific Functions Declaration
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@ -219,45 +217,21 @@ static int IsKeyDown(int key) { return 0; }
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//----------------------------------------------------------------------------------
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// Select camera mode (multiple camera modes available)
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// TODO: Review hardcoded values when changing modes...
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void SetCameraMode(int mode)
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void SetCameraMode(Camera camera, 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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cameraTargetDistance = 5.0f; // TODO: Review hardcode!
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cameraAngle.y = -40*DEG2RAD;
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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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cameraTargetDistance = 5.0f; // TODO: Review hardcode!
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cameraAngle.y = -40*DEG2RAD;
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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; // TODO: Review hardcode!
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cameraAngle.x = 45*DEG2RAD;
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cameraAngle.y = -40*DEG2RAD;
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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; // TODO: Review hardcode!
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cameraAngle.x = 225*DEG2RAD;
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cameraAngle.y = -40*DEG2RAD;
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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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// TODO: cameraTargetDistance and cameraAngle should be
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// calculated using camera parameters on UpdateCamera()
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Vector3 v1 = camera.position;
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Vector3 v2 = camera.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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cameraAngle.y = -40*DEG2RAD;
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cameraMode = mode;
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}
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@ -266,47 +240,72 @@ void SetCameraMode(int mode)
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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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// TODO: Consider touch inputs for 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 cameraTargetDistance and cameraAngle
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// NOTE: If cameraTargetDistance and cameraAngle change, camera->position is accordingly updated
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/*
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if (cameraMode != CAMERA_CUSTOM)
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{
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}
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Vector2 cameraAngle = { 0.0f, 0.0f };
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float cameraTargetDistance = 0.0f;
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float dx = camera->target.x - camera->position.x;
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float dy = camera->target.y - camera->position.y;
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float dz = camera->target.z - camera->position.z;
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cameraTargetDistance = sqrt(dx*dx + dy*dy + dz*dz);
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Vector2 distance = { 0.0f, 0.0f };
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distance.x = sqrt(dx*dx + dy*dy);
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distance.y = sqrt(dx*dx + dz*dz);
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cameraAngle.x = asin(fabs(dx)/distance.x);
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cameraAngle.y = asin(fabs(dz)/distance.y);
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*/
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// Mouse movement detection
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Vector2 mousePositionDelta = { 0.0f, 0.0f };
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Vector2 mousePosition = GetMousePosition();
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int mouseWheelMove = GetMouseWheelMove();
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int panKey = IsMouseButtonDown(cameraPanControlKey); // bool value
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int screenWidth = GetScreenWidth();
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int screenHeight = GetScreenHeight();
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if ((cameraMode != CAMERA_FREE) && (cameraMode != CAMERA_ORBITAL))
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if (cameraMode != CAMERA_CUSTOM)
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{
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HideCursor();
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if (mousePosition.x < screenHeight/3) SetMousePosition((Vector2){ screenWidth - screenHeight/3, mousePosition.y});
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else if (mousePosition.y < screenHeight/3) SetMousePosition((Vector2){ mousePosition.x, screenHeight - screenHeight/3});
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else if (mousePosition.x > screenWidth - screenHeight/3) SetMousePosition((Vector2) { screenHeight/3, mousePosition.y});
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else if (mousePosition.y > screenHeight - screenHeight/3) SetMousePosition((Vector2){ mousePosition.x, screenHeight/3});
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else
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// Get screen size
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int screenWidth = GetScreenWidth();
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int screenHeight = GetScreenHeight();
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if ((cameraMode == CAMERA_FIRST_PERSON) ||
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(cameraMode == CAMERA_THIRD_PERSON))
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{
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cameraMouseVariation.x = mousePosition.x - cameraMousePosition.x;
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cameraMouseVariation.y = mousePosition.y - cameraMousePosition.y;
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HideCursor();
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if (mousePosition.x < screenHeight/3) SetMousePosition((Vector2){ screenWidth - screenHeight/3, mousePosition.y});
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else if (mousePosition.y < screenHeight/3) SetMousePosition((Vector2){ mousePosition.x, screenHeight - screenHeight/3});
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else if (mousePosition.x > screenWidth - screenHeight/3) SetMousePosition((Vector2) { screenHeight/3, mousePosition.y});
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else if (mousePosition.y > screenHeight - screenHeight/3) SetMousePosition((Vector2){ mousePosition.x, screenHeight/3});
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else
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{
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mousePositionDelta.x = mousePosition.x - previousMousePosition.x;
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mousePositionDelta.y = mousePosition.y - previousMousePosition.y;
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}
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}
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}
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else
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{
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ShowCursor();
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else // CAMERA_FREE, CAMERA_ORBITAL
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{
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ShowCursor();
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cameraMouseVariation.x = mousePosition.x - cameraMousePosition.x;
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cameraMouseVariation.y = mousePosition.y - cameraMousePosition.y;
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}
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mousePositionDelta.x = mousePosition.x - previousMousePosition.x;
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mousePositionDelta.y = mousePosition.y - previousMousePosition.y;
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}
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// NOTE: We GetMousePosition() again because it can be modified by a previous SetMousePosition() call
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// If using directly mousePosition variable we have problems on CAMERA_FIRST_PERSON and CAMERA_THIRD_PERSON
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cameraMousePosition = GetMousePosition();
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// NOTE: We GetMousePosition() again because it can be modified by a previous SetMousePosition() call
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// If using directly mousePosition variable we have problems on CAMERA_FIRST_PERSON and CAMERA_THIRD_PERSON
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previousMousePosition = GetMousePosition();
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}
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// Support for multiple automatic camera modes
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switch (cameraMode)
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// Camera zoom
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if ((cameraTargetDistance < CAMERA_FREE_DISTANCE_MAX_CLAMP) && (mouseWheelMove < 0))
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{
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cameraTargetDistance -= (mouseWheelMove*CAMERA_SCROLL_SENSITIVITY);
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cameraTargetDistance -= (mouseWheelMove*CAMERA_MOUSE_SCROLL_SENSITIVITY);
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if (cameraTargetDistance > CAMERA_FREE_DISTANCE_MAX_CLAMP) cameraTargetDistance = CAMERA_FREE_DISTANCE_MAX_CLAMP;
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}
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// Camera looking down
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else if ((camera->position.y > camera->target.y) && (cameraTargetDistance == 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_SCROLL_SENSITIVITY/cameraTargetDistance;
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camera->target.y += mouseWheelMove*(camera->target.y - camera->position.y)*CAMERA_SCROLL_SENSITIVITY/cameraTargetDistance;
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camera->target.z += mouseWheelMove*(camera->target.z - camera->position.z)*CAMERA_SCROLL_SENSITIVITY/cameraTargetDistance;
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camera->target.x += mouseWheelMove*(camera->target.x - camera->position.x)*CAMERA_MOUSE_SCROLL_SENSITIVITY/cameraTargetDistance;
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camera->target.y += mouseWheelMove*(camera->target.y - camera->position.y)*CAMERA_MOUSE_SCROLL_SENSITIVITY/cameraTargetDistance;
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camera->target.z += mouseWheelMove*(camera->target.z - camera->position.z)*CAMERA_MOUSE_SCROLL_SENSITIVITY/cameraTargetDistance;
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}
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else if ((camera->position.y > camera->target.y) && (camera->target.y >= 0))
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{
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camera->target.x += mouseWheelMove*(camera->target.x - camera->position.x)*CAMERA_SCROLL_SENSITIVITY/cameraTargetDistance;
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camera->target.y += mouseWheelMove*(camera->target.y - camera->position.y)*CAMERA_SCROLL_SENSITIVITY/cameraTargetDistance;
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camera->target.z += mouseWheelMove*(camera->target.z - camera->position.z)*CAMERA_SCROLL_SENSITIVITY/cameraTargetDistance;
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camera->target.x += mouseWheelMove*(camera->target.x - camera->position.x)*CAMERA_MOUSE_SCROLL_SENSITIVITY/cameraTargetDistance;
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camera->target.y += mouseWheelMove*(camera->target.y - camera->position.y)*CAMERA_MOUSE_SCROLL_SENSITIVITY/cameraTargetDistance;
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camera->target.z += mouseWheelMove*(camera->target.z - camera->position.z)*CAMERA_MOUSE_SCROLL_SENSITIVITY/cameraTargetDistance;
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// if (camera->target.y < 0) camera->target.y = -0.001;
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}
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else if ((camera->position.y > camera->target.y) && (camera->target.y < 0) && (mouseWheelMove > 0))
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{
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cameraTargetDistance -= (mouseWheelMove*CAMERA_SCROLL_SENSITIVITY);
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cameraTargetDistance -= (mouseWheelMove*CAMERA_MOUSE_SCROLL_SENSITIVITY);
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if (cameraTargetDistance < CAMERA_FREE_DISTANCE_MIN_CLAMP) cameraTargetDistance = CAMERA_FREE_DISTANCE_MIN_CLAMP;
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}
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// Camera looking up
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else if ((camera->position.y < camera->target.y) && (cameraTargetDistance == 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_SCROLL_SENSITIVITY/cameraTargetDistance;
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camera->target.y += mouseWheelMove*(camera->target.y - camera->position.y)*CAMERA_SCROLL_SENSITIVITY/cameraTargetDistance;
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camera->target.z += mouseWheelMove*(camera->target.z - camera->position.z)*CAMERA_SCROLL_SENSITIVITY/cameraTargetDistance;
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camera->target.x += mouseWheelMove*(camera->target.x - camera->position.x)*CAMERA_MOUSE_SCROLL_SENSITIVITY/cameraTargetDistance;
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camera->target.y += mouseWheelMove*(camera->target.y - camera->position.y)*CAMERA_MOUSE_SCROLL_SENSITIVITY/cameraTargetDistance;
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camera->target.z += mouseWheelMove*(camera->target.z - camera->position.z)*CAMERA_MOUSE_SCROLL_SENSITIVITY/cameraTargetDistance;
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}
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else if ((camera->position.y < camera->target.y) && (camera->target.y <= 0))
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{
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camera->target.x += mouseWheelMove*(camera->target.x - camera->position.x)*CAMERA_SCROLL_SENSITIVITY/cameraTargetDistance;
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camera->target.y += mouseWheelMove*(camera->target.y - camera->position.y)*CAMERA_SCROLL_SENSITIVITY/cameraTargetDistance;
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camera->target.z += mouseWheelMove*(camera->target.z - camera->position.z)*CAMERA_SCROLL_SENSITIVITY/cameraTargetDistance;
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camera->target.x += mouseWheelMove*(camera->target.x - camera->position.x)*CAMERA_MOUSE_SCROLL_SENSITIVITY/cameraTargetDistance;
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camera->target.y += mouseWheelMove*(camera->target.y - camera->position.y)*CAMERA_MOUSE_SCROLL_SENSITIVITY/cameraTargetDistance;
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camera->target.z += mouseWheelMove*(camera->target.z - camera->position.z)*CAMERA_MOUSE_SCROLL_SENSITIVITY/cameraTargetDistance;
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// if (camera->target.y > 0) camera->target.y = 0.001;
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}
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else if ((camera->position.y < camera->target.y) && (camera->target.y > 0) && (mouseWheelMove > 0))
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{
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cameraTargetDistance -= (mouseWheelMove*CAMERA_SCROLL_SENSITIVITY);
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cameraTargetDistance -= (mouseWheelMove*CAMERA_MOUSE_SCROLL_SENSITIVITY);
|
||||
if (cameraTargetDistance < CAMERA_FREE_DISTANCE_MIN_CLAMP) cameraTargetDistance = CAMERA_FREE_DISTANCE_MIN_CLAMP;
|
||||
}
|
||||
|
||||
|
@ -367,15 +366,15 @@ void UpdateCamera(Camera *camera)
|
|||
if (IsKeyDown(cameraSmoothZoomControlKey))
|
||||
{
|
||||
// Camera smooth zoom
|
||||
if (panKey) cameraTargetDistance += (cameraMouseVariation.y*CAMERA_FREE_SMOOTH_ZOOM_SENSITIVITY);
|
||||
if (panKey) cameraTargetDistance += (mousePositionDelta.y*CAMERA_FREE_SMOOTH_ZOOM_SENSITIVITY);
|
||||
}
|
||||
// Camera orientation calculation
|
||||
else if (panKey)
|
||||
{
|
||||
// Camera orientation calculation
|
||||
// Get the mouse sensitivity
|
||||
cameraAngle.x += cameraMouseVariation.x*-CAMERA_FREE_MOUSE_SENSITIVITY;
|
||||
cameraAngle.y += cameraMouseVariation.y*-CAMERA_FREE_MOUSE_SENSITIVITY;
|
||||
cameraAngle.x += mousePositionDelta.x*-CAMERA_FREE_MOUSE_SENSITIVITY;
|
||||
cameraAngle.y += mousePositionDelta.y*-CAMERA_FREE_MOUSE_SENSITIVITY;
|
||||
|
||||
// Angle clamp
|
||||
if (cameraAngle.y > CAMERA_FREE_MIN_CLAMP*DEG2RAD) cameraAngle.y = CAMERA_FREE_MIN_CLAMP*DEG2RAD;
|
||||
|
@ -385,9 +384,9 @@ void UpdateCamera(Camera *camera)
|
|||
// Paning
|
||||
else if (panKey)
|
||||
{
|
||||
camera->target.x += ((cameraMouseVariation.x*-CAMERA_FREE_MOUSE_SENSITIVITY)*cos(cameraAngle.x) + (cameraMouseVariation.y*CAMERA_FREE_MOUSE_SENSITIVITY)*sin(cameraAngle.x)*sin(cameraAngle.y))*(cameraTargetDistance/CAMERA_FREE_PANNING_DIVIDER);
|
||||
camera->target.y += ((cameraMouseVariation.y*CAMERA_FREE_MOUSE_SENSITIVITY)*cos(cameraAngle.y))*(cameraTargetDistance/CAMERA_FREE_PANNING_DIVIDER);
|
||||
camera->target.z += ((cameraMouseVariation.x*CAMERA_FREE_MOUSE_SENSITIVITY)*sin(cameraAngle.x) + (cameraMouseVariation.y*CAMERA_FREE_MOUSE_SENSITIVITY)*cos(cameraAngle.x)*sin(cameraAngle.y))*(cameraTargetDistance/CAMERA_FREE_PANNING_DIVIDER);
|
||||
camera->target.x += ((mousePositionDelta.x*-CAMERA_FREE_MOUSE_SENSITIVITY)*cos(cameraAngle.x) + (mousePositionDelta.y*CAMERA_FREE_MOUSE_SENSITIVITY)*sin(cameraAngle.x)*sin(cameraAngle.y))*(cameraTargetDistance/CAMERA_FREE_PANNING_DIVIDER);
|
||||
camera->target.y += ((mousePositionDelta.y*CAMERA_FREE_MOUSE_SENSITIVITY)*cos(cameraAngle.y))*(cameraTargetDistance/CAMERA_FREE_PANNING_DIVIDER);
|
||||
camera->target.z += ((mousePositionDelta.x*CAMERA_FREE_MOUSE_SENSITIVITY)*sin(cameraAngle.x) + (mousePositionDelta.y*CAMERA_FREE_MOUSE_SENSITIVITY)*cos(cameraAngle.x)*sin(cameraAngle.y))*(cameraTargetDistance/CAMERA_FREE_PANNING_DIVIDER);
|
||||
}
|
||||
|
||||
// Focus to center
|
||||
|
@ -396,10 +395,8 @@ void UpdateCamera(Camera *camera)
|
|||
|
||||
// Camera position update
|
||||
camera->position.x = sin(cameraAngle.x)*cameraTargetDistance*cos(cameraAngle.y) + camera->target.x;
|
||||
|
||||
if (cameraAngle.y <= 0.0f) camera->position.y = sin(cameraAngle.y)*cameraTargetDistance*sin(cameraAngle.y) + camera->target.y;
|
||||
else camera->position.y = -sin(cameraAngle.y)*cameraTargetDistance*sin(cameraAngle.y) + camera->target.y;
|
||||
|
||||
camera->position.z = cos(cameraAngle.x)*cameraTargetDistance*cos(cameraAngle.y) + camera->target.z;
|
||||
|
||||
} break;
|
||||
|
@ -408,7 +405,7 @@ void UpdateCamera(Camera *camera)
|
|||
cameraAngle.x += CAMERA_ORBITAL_SPEED;
|
||||
|
||||
// Camera zoom
|
||||
cameraTargetDistance -= (mouseWheelMove*CAMERA_SCROLL_SENSITIVITY);
|
||||
cameraTargetDistance -= (mouseWheelMove*CAMERA_MOUSE_SCROLL_SENSITIVITY);
|
||||
|
||||
// Camera distance clamp
|
||||
if (cameraTargetDistance < CAMERA_THIRD_PERSON_DISTANCE_CLAMP) cameraTargetDistance = CAMERA_THIRD_PERSON_DISTANCE_CLAMP;
|
||||
|
@ -417,19 +414,20 @@ void UpdateCamera(Camera *camera)
|
|||
if (IsKeyDown('Z')) camera->target = (Vector3){ 0.0f, 0.0f, 0.0f };
|
||||
|
||||
// Camera position update
|
||||
// TODO: It seems camera->position is not correctly updated or some rounding issue makes the camera move straight to camera->target...
|
||||
camera->position.x = sin(cameraAngle.x)*cameraTargetDistance*cos(cameraAngle.y) + camera->target.x;
|
||||
|
||||
if (cameraAngle.y <= 0.0f) camera->position.y = sin(cameraAngle.y)*cameraTargetDistance*sin(cameraAngle.y) + camera->target.y;
|
||||
else camera->position.y = -sin(cameraAngle.y)*cameraTargetDistance*sin(cameraAngle.y) + camera->target.y;
|
||||
|
||||
camera->position.z = cos(cameraAngle.x)*cameraTargetDistance*cos(cameraAngle.y) + camera->target.z;
|
||||
|
||||
} break;
|
||||
case CAMERA_FIRST_PERSON:
|
||||
case CAMERA_THIRD_PERSON:
|
||||
{
|
||||
bool isMoving = false;
|
||||
bool isMoving = false; // TODO: Really required for swinging?
|
||||
|
||||
// TODO: Get movement direction value [-1, 0, 1] in XZ and just multiply
|
||||
|
||||
// Keyboard inputs
|
||||
if (IsKeyDown(cameraMoveControl[MOVE_FRONT]))
|
||||
{
|
||||
|
@ -469,15 +467,15 @@ void UpdateCamera(Camera *camera)
|
|||
if (cameraMode == CAMERA_THIRD_PERSON)
|
||||
{
|
||||
// Camera orientation calculation
|
||||
cameraAngle.x += cameraMouseVariation.x*-cameraMouseSensitivity;
|
||||
cameraAngle.y += cameraMouseVariation.y*-cameraMouseSensitivity;
|
||||
cameraAngle.x += mousePositionDelta.x*-CAMERA_MOUSE_MOVE_SENSITIVITY;
|
||||
cameraAngle.y += mousePositionDelta.y*-CAMERA_MOUSE_MOVE_SENSITIVITY;
|
||||
|
||||
// Angle clamp
|
||||
if (cameraAngle.y > CAMERA_THIRD_PERSON_MIN_CLAMP*DEG2RAD) cameraAngle.y = CAMERA_THIRD_PERSON_MIN_CLAMP*DEG2RAD;
|
||||
else if (cameraAngle.y < CAMERA_THIRD_PERSON_MAX_CLAMP*DEG2RAD) cameraAngle.y = CAMERA_THIRD_PERSON_MAX_CLAMP*DEG2RAD;
|
||||
|
||||
// Camera zoom
|
||||
cameraTargetDistance -= (mouseWheelMove*CAMERA_SCROLL_SENSITIVITY);
|
||||
cameraTargetDistance -= (mouseWheelMove*CAMERA_MOUSE_SCROLL_SENSITIVITY);
|
||||
|
||||
// Camera distance clamp
|
||||
if (cameraTargetDistance < CAMERA_THIRD_PERSON_DISTANCE_CLAMP) cameraTargetDistance = CAMERA_THIRD_PERSON_DISTANCE_CLAMP;
|
||||
|
@ -489,19 +487,17 @@ void UpdateCamera(Camera *camera)
|
|||
|
||||
// Camera position update
|
||||
camera->position.x = sin(cameraAngle.x)*cameraTargetDistance*cos(cameraAngle.y) + camera->target.x;
|
||||
|
||||
if (cameraAngle.y <= 0.0f) camera->position.y = sin(cameraAngle.y)*cameraTargetDistance*sin(cameraAngle.y) + camera->target.y;
|
||||
else camera->position.y = -sin(cameraAngle.y)*cameraTargetDistance*sin(cameraAngle.y) + camera->target.y;
|
||||
|
||||
camera->position.z = cos(cameraAngle.x)*cameraTargetDistance*cos(cameraAngle.y) + camera->target.z;
|
||||
}
|
||||
else // CAMERA_FIRST_PERSON
|
||||
{
|
||||
if (isMoving) cameraMoveCounter++;
|
||||
if (isMoving) swingCounter++;
|
||||
|
||||
// Camera orientation calculation
|
||||
cameraAngle.x += (cameraMouseVariation.x*-cameraMouseSensitivity);
|
||||
cameraAngle.y += (cameraMouseVariation.y*-cameraMouseSensitivity);
|
||||
cameraAngle.x += (mousePositionDelta.x*-CAMERA_MOUSE_MOVE_SENSITIVITY);
|
||||
cameraAngle.y += (mousePositionDelta.y*-CAMERA_MOUSE_MOVE_SENSITIVITY);
|
||||
|
||||
// Angle clamp
|
||||
if (cameraAngle.y > CAMERA_FIRST_PERSON_MIN_CLAMP*DEG2RAD) cameraAngle.y = CAMERA_FIRST_PERSON_MIN_CLAMP*DEG2RAD;
|
||||
|
@ -514,67 +510,27 @@ void UpdateCamera(Camera *camera)
|
|||
|
||||
// Camera position update
|
||||
//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;
|
||||
// - sin(swingCounter/CAMERA_FIRST_PERSON_STEP_TRIGONOMETRIC_DIVIDER)/CAMERA_FIRST_PERSON_STEP_DIVIDER;
|
||||
|
||||
// TODO: Review limits, avoid moving under the ground (y = 0.0f) and over the 'eyes position', weird movement (rounding issues...)
|
||||
camera->position.y -= sin(cameraMoveCounter/CAMERA_FIRST_PERSON_STEP_TRIGONOMETRIC_DIVIDER)/CAMERA_FIRST_PERSON_STEP_DIVIDER;
|
||||
camera->position.y -= sin(swingCounter/CAMERA_FIRST_PERSON_STEP_TRIGONOMETRIC_DIVIDER)/CAMERA_FIRST_PERSON_STEP_DIVIDER;
|
||||
|
||||
camera->up.x = sin(cameraMoveCounter/(CAMERA_FIRST_PERSON_STEP_TRIGONOMETRIC_DIVIDER*2))/CAMERA_FIRST_PERSON_WAVING_DIVIDER;
|
||||
camera->up.z = -sin(cameraMoveCounter/(CAMERA_FIRST_PERSON_STEP_TRIGONOMETRIC_DIVIDER*2))/CAMERA_FIRST_PERSON_WAVING_DIVIDER;
|
||||
camera->up.x = sin(swingCounter/(CAMERA_FIRST_PERSON_STEP_TRIGONOMETRIC_DIVIDER*2))/CAMERA_FIRST_PERSON_WAVING_DIVIDER;
|
||||
camera->up.z = -sin(swingCounter/(CAMERA_FIRST_PERSON_STEP_TRIGONOMETRIC_DIVIDER*2))/CAMERA_FIRST_PERSON_WAVING_DIVIDER;
|
||||
}
|
||||
} break;
|
||||
default: break;
|
||||
}
|
||||
}
|
||||
|
||||
/*
|
||||
// Set internal camera position
|
||||
void SetCameraPosition(Vector3 position)
|
||||
{
|
||||
internalCamera.position = position;
|
||||
|
||||
Vector3 v1 = internalCamera.position;
|
||||
Vector3 v2 = internalCamera.target;
|
||||
|
||||
float dx = v2.x - v1.x;
|
||||
float dy = v2.y - v1.y;
|
||||
float dz = v2.z - v1.z;
|
||||
|
||||
cameraTargetDistance = sqrt(dx*dx + dy*dy + dz*dz);
|
||||
}
|
||||
|
||||
// Set internal camera target
|
||||
void SetCameraTarget(Vector3 target)
|
||||
{
|
||||
internalCamera.target = target;
|
||||
|
||||
Vector3 v1 = internalCamera.position;
|
||||
Vector3 v2 = internalCamera.target;
|
||||
|
||||
float dx = v2.x - v1.x;
|
||||
float dy = v2.y - v1.y;
|
||||
float dz = v2.z - v1.z;
|
||||
|
||||
cameraTargetDistance = sqrt(dx*dx + dy*dy + dz*dz);
|
||||
}
|
||||
*/
|
||||
// Set camera pan key to combine with mouse movement (free camera)
|
||||
void SetCameraPanControl(int panKey)
|
||||
{
|
||||
cameraPanControlKey = panKey;
|
||||
}
|
||||
void SetCameraPanControl(int panKey) { cameraPanControlKey = panKey; }
|
||||
|
||||
// Set camera alt key to combine with mouse movement (free camera)
|
||||
void SetCameraAltControl(int altKey)
|
||||
{
|
||||
cameraAltControlKey = altKey;
|
||||
}
|
||||
void SetCameraAltControl(int altKey) { cameraAltControlKey = altKey; }
|
||||
|
||||
// Set camera smooth zoom key to combine with mouse (free camera)
|
||||
void SetCameraSmoothZoomControl(int szKey)
|
||||
{
|
||||
cameraSmoothZoomControlKey = szKey;
|
||||
}
|
||||
void SetCameraSmoothZoomControl(int szKey) { cameraSmoothZoomControlKey = szKey; }
|
||||
|
||||
// Set camera move controls (1st person and 3rd person cameras)
|
||||
void SetCameraMoveControls(int frontKey, int backKey, int leftKey, int rightKey, int upKey, int downKey)
|
||||
|
@ -587,10 +543,4 @@ void SetCameraMoveControls(int frontKey, int backKey, int leftKey, int rightKey,
|
|||
cameraMoveControl[MOVE_DOWN] = downKey;
|
||||
}
|
||||
|
||||
// Set camera mouse sensitivity (1st person and 3rd person cameras)
|
||||
void SetCameraMouseSensitivity(float sensitivity)
|
||||
{
|
||||
cameraMouseSensitivity = (sensitivity/10000.0f);
|
||||
}
|
||||
|
||||
#endif // CAMERA_IMPLEMENTATION
|
||||
|
|
17
src/raylib.h
17
src/raylib.h
|
@ -559,7 +559,13 @@ typedef enum {
|
|||
} Gestures;
|
||||
|
||||
// Camera system modes
|
||||
typedef enum { CAMERA_CUSTOM = 0, CAMERA_FREE, CAMERA_ORBITAL, CAMERA_FIRST_PERSON, CAMERA_THIRD_PERSON } CameraMode;
|
||||
typedef enum {
|
||||
CAMERA_CUSTOM = 0,
|
||||
CAMERA_FREE,
|
||||
CAMERA_ORBITAL,
|
||||
CAMERA_FIRST_PERSON,
|
||||
CAMERA_THIRD_PERSON
|
||||
} CameraMode;
|
||||
|
||||
// Head Mounted Display devices
|
||||
typedef enum {
|
||||
|
@ -698,22 +704,15 @@ RLAPI float GetGesturePinchAngle(void); // Get gesture pin
|
|||
//------------------------------------------------------------------------------------
|
||||
// Camera System Functions (Module: camera)
|
||||
//------------------------------------------------------------------------------------
|
||||
RLAPI void SetCameraMode(int mode); // Set camera mode (multiple camera modes available)
|
||||
RLAPI void SetCameraMode(Camera, int mode); // Set camera mode (multiple camera modes available)
|
||||
RLAPI void UpdateCamera(Camera *camera); // Update camera (player position is ignored)
|
||||
RLAPI void UpdateCameraPlayer(Camera *camera, Vector3 *position); // Update camera and player position (1st person and 3rd person cameras)
|
||||
|
||||
RLAPI void SetCameraPosition(Vector3 position); // Set internal camera position
|
||||
RLAPI void SetCameraTarget(Vector3 target); // Set internal camera target
|
||||
RLAPI void SetCameraFovy(float fovy); // Set internal camera field-of-view-y
|
||||
|
||||
RLAPI void SetCameraPanControl(int panKey); // Set camera pan key to combine with mouse movement (free camera)
|
||||
RLAPI void SetCameraAltControl(int altKey); // Set camera alt key to combine with mouse movement (free camera)
|
||||
RLAPI void SetCameraSmoothZoomControl(int szKey); // Set camera smooth zoom key to combine with mouse (free camera)
|
||||
|
||||
RLAPI void SetCameraMoveControls(int frontKey, int backKey,
|
||||
int leftKey, int rightKey,
|
||||
int upKey, int downKey); // Set camera move controls (1st person and 3rd person cameras)
|
||||
RLAPI void SetCameraMouseSensitivity(float sensitivity); // Set camera mouse sensitivity (1st person and 3rd person cameras)
|
||||
|
||||
//------------------------------------------------------------------------------------
|
||||
// Basic Shapes Drawing Functions (Module: shapes)
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue