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authorCrydsch Cube <[email protected]>2023-02-14 17:47:21 +0100
committerGitHub <[email protected]>2023-02-14 17:47:21 +0100
commit73989a49817225f11f547d270598e93745bf7df0 (patch)
treec5ab826343e7b131c1e3733924156add0d445dbc /examples/models
parentf1bcabcc3799df741d54593980ac06afe2e0f081 (diff)
downloadraylib-73989a49817225f11f547d270598e93745bf7df0.tar.gz
raylib-73989a49817225f11f547d270598e93745bf7df0.zip
WIP rcamera redesign vector (#2563)
* core functionality CAMERA_FREE * fix example * add remaining camera modes * add view bobbing * view bobbing * catch curser in SetCameraMode * adjust examples * fix compilation on linux * fix example text_draw_3d * actually fix text_draw_3d * Updated camera API * Improve Vector3RotateByAxisAngle() function * remove camera.mode dependency from low-level functions * remove camera.mode from struct * fixes after rebase * adjust examples for new UpdateCamera function * adjust example models_loading_m3d --------- Co-authored-by: Ray <[email protected]>
Diffstat (limited to 'examples/models')
-rw-r--r--examples/models/models_animation.c5
-rw-r--r--examples/models/models_billboard.c6
-rw-r--r--examples/models/models_cubicmap.c5
-rw-r--r--examples/models/models_first_person_maze.c5
-rw-r--r--examples/models/models_heightmap.c5
-rw-r--r--examples/models/models_loading.c5
-rw-r--r--examples/models/models_loading_gltf.c6
-rw-r--r--examples/models/models_loading_m3d.c5
-rw-r--r--examples/models/models_loading_vox.c5
-rw-r--r--examples/models/models_mesh_generation.c5
-rw-r--r--examples/models/models_mesh_picking.c14
-rw-r--r--examples/models/models_rlgl_solar_system.c5
-rw-r--r--examples/models/models_skybox.c5
13 files changed, 34 insertions, 42 deletions
diff --git a/examples/models/models_animation.c b/examples/models/models_animation.c
index b9216b21..a36f3fe5 100644
--- a/examples/models/models_animation.c
+++ b/examples/models/models_animation.c
@@ -54,8 +54,7 @@ int main(void)
ModelAnimation *anims = LoadModelAnimations("resources/models/iqm/guyanim.iqm", &animsCount);
int animFrameCounter = 0;
- SetCameraMode(camera, CAMERA_FREE); // Set free camera mode
-
+ DisableCursor(); // Catch cursor
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
@@ -64,7 +63,7 @@ int main(void)
{
// Update
//----------------------------------------------------------------------------------
- UpdateCamera(&camera);
+ UpdateCamera(&camera, CAMERA_FIRST_PERSON);
// Play animation when spacebar is held down
if (IsKeyDown(KEY_SPACE))
diff --git a/examples/models/models_billboard.c b/examples/models/models_billboard.c
index ce313949..6d16cf01 100644
--- a/examples/models/models_billboard.c
+++ b/examples/models/models_billboard.c
@@ -48,14 +48,13 @@ int main(void)
// Here we choose to rotate around the image center
// NOTE: (-1, 1) is the range where origin.x, origin.y is inside the texture
Vector2 rotateOrigin = { 0.0f };
- SetCameraMode(camera, CAMERA_ORBITAL); // Set an orbital camera mode
// Distance is needed for the correct billboard draw order
// Larger distance (further away from the camera) should be drawn prior to smaller distance.
float distanceStatic;
float distanceRotating;
-
float rotation = 0.0f;
+
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
@@ -64,7 +63,8 @@ int main(void)
{
// Update
//----------------------------------------------------------------------------------
- UpdateCamera(&camera);
+ UpdateCamera(&camera, CAMERA_ORBITAL);
+
rotation += 0.4f;
distanceStatic = Vector3Distance(camera.position, billPositionStatic);
distanceRotating = Vector3Distance(camera.position, billPositionRotating);
diff --git a/examples/models/models_cubicmap.c b/examples/models/models_cubicmap.c
index 4953a99f..83bfab68 100644
--- a/examples/models/models_cubicmap.c
+++ b/examples/models/models_cubicmap.c
@@ -42,8 +42,7 @@ int main(void)
UnloadImage(image); // Unload cubesmap image from RAM, already uploaded to VRAM
- SetCameraMode(camera, CAMERA_ORBITAL); // Set an orbital camera mode
-
+ DisableCursor(); // Catch cursor
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
@@ -52,7 +51,7 @@ int main(void)
{
// Update
//----------------------------------------------------------------------------------
- UpdateCamera(&camera);
+ UpdateCamera(&camera, CAMERA_ORBITAL);
//----------------------------------------------------------------------------------
// Draw
diff --git a/examples/models/models_first_person_maze.c b/examples/models/models_first_person_maze.c
index b5e35b58..3f6a935c 100644
--- a/examples/models/models_first_person_maze.c
+++ b/examples/models/models_first_person_maze.c
@@ -45,8 +45,7 @@ int main(void)
Vector3 mapPosition = { -16.0f, 0.0f, -8.0f }; // Set model position
- SetCameraMode(camera, CAMERA_FIRST_PERSON); // Set camera mode
-
+ DisableCursor(); // Catch cursor
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
@@ -57,7 +56,7 @@ int main(void)
//----------------------------------------------------------------------------------
Vector3 oldCamPos = camera.position; // Store old camera position
- UpdateCamera(&camera);
+ UpdateCamera(&camera, CAMERA_FIRST_PERSON);
// Check player collision (we simplify to 2D collision detection)
Vector2 playerPos = { camera.position.x, camera.position.z };
diff --git a/examples/models/models_heightmap.c b/examples/models/models_heightmap.c
index a5d17b02..25dc004d 100644
--- a/examples/models/models_heightmap.c
+++ b/examples/models/models_heightmap.c
@@ -39,8 +39,7 @@ int main(void)
UnloadImage(image); // Unload heightmap image from RAM, already uploaded to VRAM
- SetCameraMode(camera, CAMERA_ORBITAL); // Set an orbital camera mode
-
+ DisableCursor(); // Catch cursor
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
@@ -49,7 +48,7 @@ int main(void)
{
// Update
//----------------------------------------------------------------------------------
- UpdateCamera(&camera);
+ UpdateCamera(&camera, CAMERA_ORBITAL);
//----------------------------------------------------------------------------------
// Draw
diff --git a/examples/models/models_loading.c b/examples/models/models_loading.c
index 7bdf1772..56dad408 100644
--- a/examples/models/models_loading.c
+++ b/examples/models/models_loading.c
@@ -57,10 +57,9 @@ int main(void)
// NOTE: bounds are calculated from the original size of the model,
// if model is scaled on drawing, bounds must be also scaled
- SetCameraMode(camera, CAMERA_FREE); // Set a free camera mode
-
bool selected = false; // Selected object flag
+ DisableCursor(); // Catch cursor
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
@@ -69,7 +68,7 @@ int main(void)
{
// Update
//----------------------------------------------------------------------------------
- UpdateCamera(&camera);
+ UpdateCamera(&camera, CAMERA_FIRST_PERSON);
// Load new models/textures on drag&drop
if (IsFileDropped())
diff --git a/examples/models/models_loading_gltf.c b/examples/models/models_loading_gltf.c
index 92b517a1..0c907071 100644
--- a/examples/models/models_loading_gltf.c
+++ b/examples/models/models_loading_gltf.c
@@ -51,8 +51,6 @@ int main(void)
Vector3 position = { 0.0f, 0.0f, 0.0f }; // Set model position
- SetCameraMode(camera, CAMERA_FREE); // Set free camera mode
-
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
@@ -61,6 +59,7 @@ int main(void)
{
// Update
//----------------------------------------------------------------------------------
+ UpdateCamera(&camera, CAMERA_THIRD_PERSON);
// Select current animation
if (IsKeyPressed(KEY_UP)) animIndex = (animIndex + 1)%animsCount;
else if (IsKeyPressed(KEY_DOWN)) animIndex = (animIndex + animsCount - 1)%animsCount;
@@ -69,9 +68,6 @@ int main(void)
ModelAnimation anim = modelAnimations[animIndex];
animCurrentFrame = (animCurrentFrame + 1)%anim.frameCount;
UpdateModelAnimation(model, anim, animCurrentFrame);
-
- // Update camera
- UpdateCamera(&camera);
//----------------------------------------------------------------------------------
// Draw
diff --git a/examples/models/models_loading_m3d.c b/examples/models/models_loading_m3d.c
index 52dc9522..c1a4af07 100644
--- a/examples/models/models_loading_m3d.c
+++ b/examples/models/models_loading_m3d.c
@@ -53,8 +53,7 @@ int main(void)
int animFrameCounter = 0, animId = 0;
ModelAnimation *anims = LoadModelAnimations(modelFileName, &animsCount); // Load skeletal animation data
- SetCameraMode(camera, CAMERA_FREE); // Set free camera mode
-
+ DisableCursor(); // Catch cursor
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
@@ -63,7 +62,7 @@ int main(void)
{
// Update
//----------------------------------------------------------------------------------
- UpdateCamera(&camera);
+ UpdateCamera(&camera, CAMERA_FIRST_PERSON);
if (animsCount)
{
diff --git a/examples/models/models_loading_vox.c b/examples/models/models_loading_vox.c
index 49477cd9..6a38fe89 100644
--- a/examples/models/models_loading_vox.c
+++ b/examples/models/models_loading_vox.c
@@ -69,8 +69,7 @@ int main(void)
int currentModel = 0;
- SetCameraMode(camera, CAMERA_ORBITAL); // Set a orbital camera mode
-
+ DisableCursor(); // Catch cursor
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
@@ -79,7 +78,7 @@ int main(void)
{
// Update
//----------------------------------------------------------------------------------
- UpdateCamera(&camera);
+ UpdateCamera(&camera, CAMERA_ORBITAL);
// Cycle between models on mouse click
if (IsMouseButtonPressed(MOUSE_BUTTON_LEFT)) currentModel = (currentModel + 1)%MAX_VOX_FILES;
diff --git a/examples/models/models_mesh_generation.c b/examples/models/models_mesh_generation.c
index b4ff018c..8e9fdf90 100644
--- a/examples/models/models_mesh_generation.c
+++ b/examples/models/models_mesh_generation.c
@@ -68,8 +68,7 @@ int main(void)
int currentModel = 0;
- SetCameraMode(camera, CAMERA_ORBITAL); // Set a orbital camera mode
-
+ DisableCursor(); // Catch cursor
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
@@ -78,7 +77,7 @@ int main(void)
{
// Update
//----------------------------------------------------------------------------------
- UpdateCamera(&camera);
+ UpdateCamera(&camera, CAMERA_ORBITAL);
if (IsMouseButtonPressed(MOUSE_BUTTON_LEFT))
{
diff --git a/examples/models/models_mesh_picking.c b/examples/models/models_mesh_picking.c
index 52f9974d..1118168c 100644
--- a/examples/models/models_mesh_picking.c
+++ b/examples/models/models_mesh_picking.c
@@ -64,8 +64,7 @@ int main(void)
Vector3 sp = (Vector3){ -30.0f, 5.0f, 5.0f };
float sr = 4.0f;
- SetCameraMode(camera, CAMERA_FREE); // Set a free camera mode
-
+ EnableCursor(); // Disable camera controls
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
// Main game loop
@@ -73,7 +72,14 @@ int main(void)
{
// Update
//----------------------------------------------------------------------------------
- UpdateCamera(&camera);
+ if (IsCursorHidden()) UpdateCamera(&camera, CAMERA_FIRST_PERSON); // Update camera
+
+ // Toggle camera controls
+ if (IsMouseButtonPressed(MOUSE_BUTTON_RIGHT))
+ {
+ if (IsCursorHidden()) EnableCursor();
+ else DisableCursor();
+ }
// Display information about closest hit
RayCollision collision = { 0 };
@@ -219,7 +225,7 @@ int main(void)
DrawText(TextFormat("Barycenter: %3.2f %3.2f %3.2f", bary.x, bary.y, bary.z), 10, ypos + 45, 10, BLACK);
}
- DrawText("Use Mouse to Move Camera", 10, 430, 10, GRAY);
+ DrawText("Right click mouse to toggle camera controls", 10, 430, 10, GRAY);
DrawText("(c) Turret 3D model by Alberto Cano", screenWidth - 200, screenHeight - 20, 10, GRAY);
diff --git a/examples/models/models_rlgl_solar_system.c b/examples/models/models_rlgl_solar_system.c
index 903752f7..24f8b9a5 100644
--- a/examples/models/models_rlgl_solar_system.c
+++ b/examples/models/models_rlgl_solar_system.c
@@ -49,8 +49,6 @@ int main(void)
camera.fovy = 45.0f;
camera.projection = CAMERA_PERSPECTIVE;
- SetCameraMode(camera, CAMERA_FREE);
-
float rotationSpeed = 0.2f; // General system rotation speed
float earthRotation = 0.0f; // Rotation of earth around itself (days) in degrees
@@ -58,6 +56,7 @@ int main(void)
float moonRotation = 0.0f; // Rotation of moon around itself
float moonOrbitRotation = 0.0f; // Rotation of moon around earth in degrees
+ DisableCursor(); // Catch cursor
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
@@ -66,7 +65,7 @@ int main(void)
{
// Update
//----------------------------------------------------------------------------------
- UpdateCamera(&camera);
+ UpdateCamera(&camera, CAMERA_ORBITAL);
earthRotation += (5.0f*rotationSpeed);
earthOrbitRotation += (365/360.0f*(5.0f*rotationSpeed)*rotationSpeed);
diff --git a/examples/models/models_skybox.c b/examples/models/models_skybox.c
index 1b992333..d12cc557 100644
--- a/examples/models/models_skybox.c
+++ b/examples/models/models_skybox.c
@@ -87,8 +87,7 @@ int main(void)
UnloadImage(img);
}
- SetCameraMode(camera, CAMERA_FIRST_PERSON); // Set a first person camera mode
-
+ DisableCursor(); // Catch cursor
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
@@ -97,7 +96,7 @@ int main(void)
{
// Update
//----------------------------------------------------------------------------------
- UpdateCamera(&camera);
+ UpdateCamera(&camera, CAMERA_FIRST_PERSON);
// Load new cubemap texture on drag&drop
if (IsFileDropped())