REVIEWED: Camera redesign PR
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73989a4981
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34 changed files with 321 additions and 268 deletions
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@ -30,13 +30,12 @@ int main(void)
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// Define the camera to look into our 3d world (position, target, up vector)
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Camera camera = { 0 };
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camera.position = (Vector3){ 0.0f, 2.0f, 4.0f };
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camera.target = (Vector3){ 0.0f, 2.0f, 0.0f };
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camera.up = (Vector3){ 0.0f, 1.0f, 0.0f };
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camera.fovy = 60.0f;
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camera.projection = CAMERA_PERSPECTIVE;
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camera.swingCounter = 1; // Enable view bobbing
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camera.position = (Vector3){ 0.0f, 2.0f, 4.0f }; // Camera position
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camera.target = (Vector3){ 0.0f, 2.0f, 0.0f }; // Camera looking at point
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camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target)
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camera.fovy = 60.0f; // Camera field-of-view Y
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camera.projection = CAMERA_PERSPECTIVE; // Camera projection type
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int cameraMode = CAMERA_FIRST_PERSON;
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// Generates some random columns
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@ -51,36 +50,46 @@ int main(void)
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colors[i] = (Color){ GetRandomValue(20, 255), GetRandomValue(10, 55), 30, 255 };
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}
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DisableCursor(); // Catch cursor
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SetTargetFPS(60); // Set our game to run at 60 frames-per-second
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DisableCursor(); // Limit cursor to relative movement inside the window
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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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// Switch camera mode
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if (IsKeyPressed(KEY_ONE)) {
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if (IsKeyPressed(KEY_ONE))
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{
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cameraMode = CAMERA_FREE;
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camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Reset roll
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}
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if (IsKeyPressed(KEY_TWO)) {
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if (IsKeyPressed(KEY_TWO))
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{
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cameraMode = CAMERA_FIRST_PERSON;
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camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Reset roll
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}
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if (IsKeyPressed(KEY_THREE)) {
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if (IsKeyPressed(KEY_THREE))
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{
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cameraMode = CAMERA_THIRD_PERSON;
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camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Reset roll
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}
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if (IsKeyPressed(KEY_FOUR)) {
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if (IsKeyPressed(KEY_FOUR))
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{
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cameraMode = CAMERA_ORBITAL;
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camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Reset roll
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}
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// Switch camera projection
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if (IsKeyPressed(KEY_P)) {
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if (camera.projection == CAMERA_PERSPECTIVE) {
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if (IsKeyPressed(KEY_P))
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{
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if (camera.projection == CAMERA_PERSPECTIVE)
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{
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// Create isometric view
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cameraMode = CAMERA_THIRD_PERSON;
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// Note: The target distance is related to the render distance in the orthographic projection
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@ -31,10 +31,12 @@ int main(void)
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camera.target = (Vector3){ 0.0f, 0.0f, 0.0f }; // Camera looking at point
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camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target)
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camera.fovy = 45.0f; // Camera field-of-view Y
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camera.projection = CAMERA_PERSPECTIVE; // Camera mode type
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camera.projection = CAMERA_PERSPECTIVE; // Camera projection type
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Vector3 cubePosition = { 0.0f, 0.0f, 0.0f };
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DisableCursor(); // Limit cursor to relative movement inside the window
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SetTargetFPS(60); // Set our game to run at 60 frames-per-second
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//--------------------------------------------------------------------------------------
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@ -31,16 +31,13 @@ int main(void)
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camera.target = (Vector3){ 0.0f, 0.0f, 0.0f }; // Camera looking at point
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camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target)
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camera.fovy = 45.0f; // Camera field-of-view Y
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camera.projection = CAMERA_PERSPECTIVE; // Camera mode type
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camera.projection = CAMERA_PERSPECTIVE; // Camera projection type
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Vector3 cubePosition = { 0.0f, 1.0f, 0.0f };
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Vector3 cubeSize = { 2.0f, 2.0f, 2.0f };
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Ray ray = { 0 }; // Picking line ray
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RayCollision collision = { 0 };
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EnableCursor(); // Disable camera controls
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RayCollision collision = { 0 }; // Ray collision hit info
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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(void)
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{
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// Update
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//----------------------------------------------------------------------------------
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if (IsCursorHidden()) UpdateCamera(&camera, CAMERA_FIRST_PERSON); // Update camera
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if (IsCursorHidden()) UpdateCamera(&camera, CAMERA_FIRST_PERSON);
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// Toggle camera controls
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if (IsMouseButtonPressed(MOUSE_BUTTON_RIGHT))
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@ -95,12 +95,12 @@ int main(void)
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camera.target = (Vector3){ 0.0f, 2.0f, 0.0f }; // Camera looking at point
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camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector
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camera.fovy = 60.0f; // Camera field-of-view Y
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camera.projection = CAMERA_PERSPECTIVE; // Camera type
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camera.swingCounter = 1; // Enable view bobbing
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camera.projection = CAMERA_PERSPECTIVE; // Camera projection type
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Vector3 cubePosition = { 0.0f, 0.0f, 0.0f };
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DisableCursor(); // Catch cursor
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DisableCursor(); // Limit cursor to relative movement inside the window
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SetTargetFPS(90); // Set our game to run at 90 frames-per-second
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//--------------------------------------------------------------------------------------
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@ -27,16 +27,17 @@ int main(void)
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// Define the camera to look into our 3d world
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Camera camera = { 0 };
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camera.position = (Vector3){ 10.0f, 10.0f, 10.0f };
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camera.target = (Vector3){ 0.0f, 0.0f, 0.0f };
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camera.up = (Vector3){ 0.0f, 1.0f, 0.0f };
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camera.fovy = 45.0f;
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camera.projection = CAMERA_PERSPECTIVE;
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camera.position = (Vector3){ 10.0f, 10.0f, 10.0f }; // Camera position
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camera.target = (Vector3){ 0.0f, 0.0f, 0.0f }; // Camera looking at point
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camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target)
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camera.fovy = 45.0f; // Camera field-of-view Y
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camera.projection = CAMERA_PERSPECTIVE; // Camera projection type
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Vector3 cubePosition = { 0.0f, 0.0f, 0.0f };
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Vector2 cubeScreenPosition = { 0.0f, 0.0f };
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DisableCursor(); // Catch cursor
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DisableCursor(); // Limit cursor to relative movement inside the window
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SetTargetFPS(60); // Set our game to run at 60 frames-per-second
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//--------------------------------------------------------------------------------------
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@ -67,7 +68,9 @@ int main(void)
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EndMode3D();
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DrawText("Enemy: 100 / 100", (int)cubeScreenPosition.x - MeasureText("Enemy: 100/100", 20)/2, (int)cubeScreenPosition.y, 20, BLACK);
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DrawText("Text is always on top of the cube", (screenWidth - MeasureText("Text is always on top of the cube", 20))/2, 25, 20, GRAY);
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DrawText(TextFormat("Cube position in screen space coordinates: [%i, %i]", (int)cubeScreenPosition.x, (int)cubeScreenPosition.y), 10, 10, 20, LIME);
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DrawText("Text 2d should be always on top of the cube", 10, 40, 20, GRAY);
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EndDrawing();
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//----------------------------------------------------------------------------------
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