REVIEWED: Camera redesign PR

This commit is contained in:
Ray 2023-02-14 20:00:51 +01:00
parent 73989a4981
commit ea590c44a9
34 changed files with 321 additions and 268 deletions

View file

@ -1,6 +1,6 @@
/*******************************************************************************************
*
* rcamera - Basic camera system for multiple camera modes
* rcamera - Basic camera system with support for multiple camera modes
*
* CONFIGURATION:
*
@ -15,13 +15,13 @@
*
* CONTRIBUTORS:
* Ramon Santamaria: Supervision, review, update and maintenance
* Christoph Wagner: Redesign (2022)
* Christoph Wagner: Complete redesign, using raymath (2022)
* Marc Palau: Initial implementation (2014)
*
*
* LICENSE: zlib/libpng
*
* Copyright (c) 2015-2023 Ramon Santamaria (@raysan5)
* Copyright (c) 2022-2023 Christoph Wagner (@Crydsch) & Ramon Santamaria (@raysan5)
*
* This software is provided "as-is", without any express or implied warranty. In no event
* will the authors be held liable for any damages arising from the use of this software.
@ -43,9 +43,6 @@
#ifndef RCAMERA_H
#define RCAMERA_H
// The only dependency // TODO review standalone mode
#include "raymath.h"
//----------------------------------------------------------------------------------
// Defines and Macros
//----------------------------------------------------------------------------------
@ -86,6 +83,8 @@
int projection; // Camera type, defines projection type: CAMERA_PERSPECTIVE or CAMERA_ORTHOGRAPHIC
} Camera3D;
typedef Camera3D Camera; // Camera type fallback, defaults to Camera3D
// Camera system modes
typedef enum {
CAMERA_CUSTOM = 0,
@ -115,19 +114,21 @@
extern "C" { // Prevents name mangling of functions
#endif
Vector3 GetCameraForward(Camera3D* camera);
Vector3 GetCameraUp(Camera3D* camera);
Vector3 GetCameraRight(Camera3D* camera);
void CameraMoveForward(Camera3D* camera, float distance, bool moveInWorldPlane);
void CameraMoveUp(Camera3D* camera, float distance);
void CameraMoveRight(Camera3D* camera, float distance, bool moveInWorldPlane);
void CameraZoom(Camera3D* camera, float delta);
void CameraYaw(Camera3D* camera, float angle, bool rotateAroundTarget);
void CameraPitch(Camera3D* camera, float angle, bool lockView, bool rotateAroundTarget, bool rotateUp);
void CameraRoll(Camera3D* camera, float angle);
void CameraViewBobbing(Camera3D* camera);
Matrix GetCameraViewMatrix(Camera3D* camera);
Matrix GetCameraProjectionMatrix(Camera3D* camera, float aspect);
Vector3 GetCameraForward(Camera *camera);
Vector3 GetCameraUp(Camera *camera);
Vector3 GetCameraRight(Camera *camera);
void CameraMoveForward(Camera *camera, float distance, bool moveInWorldPlane);
void CameraMoveUp(Camera *camera, float distance);
void CameraMoveRight(Camera *camera, float distance, bool moveInWorldPlane);
void CameraMoveToTarget(Camera *camera, float delta);
void CameraYaw(Camera *camera, float angle, bool rotateAroundTarget);
void CameraPitch(Camera *camera, float angle, bool lockView, bool rotateAroundTarget, bool rotateUp);
void CameraRoll(Camera *camera, float angle);
Matrix GetCameraViewMatrix(Camera *camera);
Matrix GetCameraProjectionMatrix(Camera* camera, float aspect);
#if defined(__cplusplus)
}
@ -144,10 +145,12 @@ Matrix GetCameraProjectionMatrix(Camera3D* camera, float aspect);
#if defined(CAMERA_IMPLEMENTATION)
#include "raymath.h" // Required for some vector maths
//----------------------------------------------------------------------------------
// Defines and Macros
//----------------------------------------------------------------------------------
#define CAMERA_MOVE_SPEED 0.09f
#define CAMERA_ROTATION_SPEED 0.03f
@ -185,20 +188,20 @@ Matrix GetCameraProjectionMatrix(Camera3D* camera, float aspect);
//----------------------------------------------------------------------------------
// Returns the cameras forward vector (normalized)
Vector3 GetCameraForward(Camera3D *camera)
Vector3 GetCameraForward(Camera *camera)
{
return Vector3Normalize(Vector3Subtract(camera->target, camera->position));
}
// Returns the cameras up vector (normalized)
// Note: The up vector might not be perpendicular to the forward vector
Vector3 GetCameraUp(Camera3D *camera)
Vector3 GetCameraUp(Camera *camera)
{
return Vector3Normalize(camera->up);
}
// Returns the cameras right vector (normalized)
Vector3 GetCameraRight(Camera3D *camera)
Vector3 GetCameraRight(Camera *camera)
{
Vector3 forward = GetCameraForward(camera);
Vector3 up = GetCameraUp(camera);
@ -206,7 +209,7 @@ Vector3 GetCameraRight(Camera3D *camera)
}
// Moves the camera in its forward direction
void CameraMoveForward(Camera3D *camera, float distance, bool moveInWorldPlane)
void CameraMoveForward(Camera *camera, float distance, bool moveInWorldPlane)
{
Vector3 forward = GetCameraForward(camera);
@ -226,7 +229,7 @@ void CameraMoveForward(Camera3D *camera, float distance, bool moveInWorldPlane)
}
// Moves the camera in its up direction
void CameraMoveUp(Camera3D *camera, float distance)
void CameraMoveUp(Camera *camera, float distance)
{
Vector3 up = GetCameraUp(camera);
@ -239,7 +242,7 @@ void CameraMoveUp(Camera3D *camera, float distance)
}
// Moves the camera target in its current right direction
void CameraMoveRight(Camera3D *camera, float distance, bool moveInWorldPlane)
void CameraMoveRight(Camera *camera, float distance, bool moveInWorldPlane)
{
Vector3 right = GetCameraRight(camera);
@ -259,7 +262,7 @@ void CameraMoveRight(Camera3D *camera, float distance, bool moveInWorldPlane)
}
// Moves the camera position closer/farther to/from the camera target
void CameraZoom(Camera3D *camera, float delta)
void CameraMoveToTarget(Camera *camera, float delta)
{
float distance = Vector3Distance(camera->position, camera->target);
@ -278,7 +281,7 @@ void CameraZoom(Camera3D *camera, float delta)
// Yaw is "looking left and right"
// If rotateAroundTarget is false, the camera rotates around its position
// Note: angle must be provided in radians
void CameraYaw(Camera3D *camera, float angle, bool rotateAroundTarget)
void CameraYaw(Camera *camera, float angle, bool rotateAroundTarget)
{
// Rotation axis
Vector3 up = GetCameraUp(camera);
@ -307,7 +310,7 @@ void CameraYaw(Camera3D *camera, float angle, bool rotateAroundTarget)
// If rotateAroundTarget is false, the camera rotates around its position
// rotateUp rotates the up direction as well (typically only usefull in CAMERA_FREE)
// Note: angle must be provided in radians
void CameraPitch(Camera3D *camera, float angle, bool lockView, bool rotateAroundTarget, bool rotateUp)
void CameraPitch(Camera *camera, float angle, bool lockView, bool rotateAroundTarget, bool rotateUp)
{
// Up direction
Vector3 up = GetCameraUp(camera);
@ -359,7 +362,7 @@ void CameraPitch(Camera3D *camera, float angle, bool lockView, bool rotateAround
// Rotates the camera around its forward vector
// Roll is "turning your head sideways to the left or right"
// Note: angle must be provided in radians
void CameraRoll(Camera3D *camera, float angle)
void CameraRoll(Camera *camera, float angle)
{
// Rotation axis
Vector3 forward = GetCameraForward(camera);
@ -368,30 +371,14 @@ void CameraRoll(Camera3D *camera, float angle)
camera->up = Vector3RotateByAxisAngle(camera->up, forward, angle);
}
// Moves camera slightly to simulate a walking motion
// Note: Only active if camera->swingCounter > 0
void CameraViewBobbing(Camera3D *camera)
{
if (camera->swingCounter > 0)
{
// NOTE: We delay the target movement relative to the position movement to create a little pitch with each step.
camera->position.y = camera->position.y - 0.25f * sinf((camera->swingCounter + 1) / CAMERA_FIRST_PERSON_STEP_TRIGONOMETRIC_DIVIDER) / CAMERA_FIRST_PERSON_STEP_DIVIDER;
camera->target.y = camera->target.y - 0.25f * sinf((camera->swingCounter - 1) / CAMERA_FIRST_PERSON_STEP_TRIGONOMETRIC_DIVIDER) / CAMERA_FIRST_PERSON_STEP_DIVIDER;
// Update counter for next frame
camera->swingCounter %= 2147483647 /* INT_MAX */; // Counter must be positive
camera->swingCounter++;
}
}
// Returns the camera view matrix
Matrix GetCameraViewMatrix(Camera3D *camera)
Matrix GetCameraViewMatrix(Camera *camera)
{
return MatrixLookAt(camera->position, camera->target, camera->up);
}
// Returns the camera projection matrix
Matrix GetCameraProjectionMatrix(Camera3D *camera, float aspect)
Matrix GetCameraProjectionMatrix(Camera *camera, float aspect)
{
if (camera->projection == CAMERA_PERSPECTIVE)
{
@ -407,11 +394,10 @@ Matrix GetCameraProjectionMatrix(Camera3D *camera, float aspect)
return MatrixIdentity();
}
#ifndef CAMERA_STANDALONE
// Update camera position for selected mode
// Camera mode: CAMERA_FREE, CAMERA_FIRST_PERSON, CAMERA_THIRD_PERSON, CAMERA_ORBITAL or CUSTOM
void UpdateCamera(Camera3D *camera, int mode)
void UpdateCamera(Camera *camera, int mode)
{
Vector2 mousePositionDelta = GetMouseDelta();
@ -422,11 +408,11 @@ void UpdateCamera(Camera3D *camera, int mode)
// Camera movement
if (IsKeyDown(KEY_W)) CameraMoveForward(camera, CAMERA_MOVE_SPEED, moveInWorldPlane);
if (IsKeyDown(KEY_A)) CameraMoveRight(camera, -CAMERA_MOVE_SPEED, moveInWorldPlane);
if (IsKeyDown(KEY_S)) CameraMoveForward(camera, -CAMERA_MOVE_SPEED, moveInWorldPlane);
if (IsKeyDown(KEY_D)) CameraMoveRight(camera, CAMERA_MOVE_SPEED, moveInWorldPlane);
if (IsKeyDown(KEY_A)) CameraMoveRight(camera, -CAMERA_MOVE_SPEED, moveInWorldPlane);
if (IsKeyDown(KEY_SPACE)) CameraMoveUp(camera, CAMERA_MOVE_SPEED);
if (IsKeyDown(KEY_LEFT_CONTROL)) CameraMoveUp(camera, -CAMERA_MOVE_SPEED);
//if (IsKeyDown(KEY_SPACE)) CameraMoveUp(camera, CAMERA_MOVE_SPEED);
//if (IsKeyDown(KEY_LEFT_CONTROL)) CameraMoveUp(camera, -CAMERA_MOVE_SPEED);
// Camera rotation
if (IsKeyDown(KEY_DOWN)) CameraPitch(camera, -CAMERA_ROTATION_SPEED, lockView, rotateAroundTarget, rotateUp);
@ -436,17 +422,13 @@ void UpdateCamera(Camera3D *camera, int mode)
if (IsKeyDown(KEY_Q)) CameraRoll(camera, -CAMERA_ROTATION_SPEED);
if (IsKeyDown(KEY_E)) CameraRoll(camera, CAMERA_ROTATION_SPEED);
CameraYaw(camera, mousePositionDelta.x * -CAMERA_MOUSE_MOVE_SENSITIVITY, rotateAroundTarget);
CameraPitch(camera, mousePositionDelta.y * -CAMERA_MOUSE_MOVE_SENSITIVITY, lockView, rotateAroundTarget, rotateUp);
CameraYaw(camera, -mousePositionDelta.x*CAMERA_MOUSE_MOVE_SENSITIVITY, rotateAroundTarget);
CameraPitch(camera, -mousePositionDelta.y*CAMERA_MOUSE_MOVE_SENSITIVITY, lockView, rotateAroundTarget, rotateUp);
// Zoom target distance
CameraZoom(camera, -GetMouseWheelMove());
if (IsKeyPressed(KEY_KP_SUBTRACT)) CameraZoom(camera, 2.0f);
if (IsKeyPressed(KEY_KP_ADD)) CameraZoom(camera, -2.0f);
// Apply view bobbing when moving around (per default only active in CAMERA_FIRST_PERSON)
if (mode == CAMERA_FIRST_PERSON && (IsKeyDown(KEY_W) || IsKeyDown(KEY_A) || IsKeyDown(KEY_S) || IsKeyDown(KEY_D))) CameraViewBobbing(camera);
CameraMoveToTarget(camera, -GetMouseWheelMove());
if (IsKeyPressed(KEY_KP_SUBTRACT)) CameraMoveToTarget(camera, 2.0f);
if (IsKeyPressed(KEY_KP_ADD)) CameraMoveToTarget(camera, -2.0f);
}
#endif // !CAMERA_STANDALONE