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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 /src
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 'src')
-rw-r--r--src/raylib.h8
-rw-r--r--src/rcamera.h670
-rw-r--r--src/rcamera_old.h567
3 files changed, 851 insertions, 394 deletions
diff --git a/src/raylib.h b/src/raylib.h
index e31a514a..650b5b29 100644
--- a/src/raylib.h
+++ b/src/raylib.h
@@ -1156,13 +1156,7 @@ RLAPI float GetGesturePinchAngle(void); // Get gesture pinch ang
//------------------------------------------------------------------------------------
// Camera System Functions (Module: rcamera)
//------------------------------------------------------------------------------------
-RLAPI void SetCameraMode(Camera camera, int mode); // Set camera mode (multiple camera modes available)
-RLAPI void UpdateCamera(Camera *camera); // Update camera position for selected mode
-
-RLAPI void SetCameraPanControl(int keyPan); // Set camera pan key to combine with mouse movement (free camera)
-RLAPI void SetCameraAltControl(int keyAlt); // Set camera alt key to combine with mouse movement (free camera)
-RLAPI void SetCameraSmoothZoomControl(int keySmoothZoom); // Set camera smooth zoom key to combine with mouse (free camera)
-RLAPI void SetCameraMoveControls(int keyFront, int keyBack, int keyRight, int keyLeft, int keyUp, int keyDown); // Set camera move controls (1st person and 3rd person cameras)
+RLAPI void UpdateCamera(Camera3D *camera, int mode); // Update camera position for selected mode
//------------------------------------------------------------------------------------
// Basic Shapes Drawing Functions (Module: shapes)
diff --git a/src/rcamera.h b/src/rcamera.h
index 0caad666..60ac642a 100644
--- a/src/rcamera.h
+++ b/src/rcamera.h
@@ -2,8 +2,6 @@
*
* rcamera - Basic camera system for multiple camera modes
*
-* NOTE: Memory footprint of this library is aproximately 52 bytes (global variables)
-*
* CONFIGURATION:
*
* #define CAMERA_IMPLEMENTATION
@@ -17,6 +15,7 @@
*
* CONTRIBUTORS:
* Ramon Santamaria: Supervision, review, update and maintenance
+* Christoph Wagner: Redesign (2022)
* Marc Palau: Initial implementation (2014)
*
*
@@ -44,15 +43,26 @@
#ifndef RCAMERA_H
#define RCAMERA_H
+// The only dependency // TODO review standalone mode
+#include "raymath.h"
+
//----------------------------------------------------------------------------------
// Defines and Macros
//----------------------------------------------------------------------------------
//...
+#if defined(CAMERA_STANDALONE)
+#define CAMERA_CULL_DISTANCE_NEAR 0.01
+#define CAMERA_CULL_DISTANCE_FAR 1000.0
+#else
+#define CAMERA_CULL_DISTANCE_NEAR RL_CULL_DISTANCE_NEAR
+#define CAMERA_CULL_DISTANCE_FAR RL_CULL_DISTANCE_FAR
+#endif
//----------------------------------------------------------------------------------
// Types and Structures Definition
// NOTE: Below types are required for CAMERA_STANDALONE usage
//----------------------------------------------------------------------------------
+// TODO review
#if defined(CAMERA_STANDALONE)
// Vector2 type
typedef struct Vector2 {
@@ -76,8 +86,6 @@
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,
@@ -97,7 +105,7 @@
//----------------------------------------------------------------------------------
// Global Variables Definition
//----------------------------------------------------------------------------------
-//...
+
//----------------------------------------------------------------------------------
// Module Functions Declaration
@@ -107,17 +115,19 @@
extern "C" { // Prevents name mangling of functions
#endif
-#if defined(CAMERA_STANDALONE)
-void SetCameraMode(Camera camera, int mode); // Set camera mode (multiple camera modes available)
-void UpdateCamera(Camera *camera); // Update camera position for selected mode
-
-void SetCameraPanControl(int keyPan); // Set camera pan key to combine with mouse movement (free camera)
-void SetCameraAltControl(int keyAlt); // Set camera alt key to combine with mouse movement (free camera)
-void SetCameraSmoothZoomControl(int szoomKey); // Set camera smooth zoom key to combine with mouse (free camera)
-void SetCameraMoveControls(int keyFront, int keyBack,
- int keyRight, int keyLeft,
- int keyUp, int keyDown); // Set camera move controls (1st person and 3rd person cameras)
-#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);
#if defined(__cplusplus)
}
@@ -134,424 +144,310 @@ void SetCameraMoveControls(int keyFront, int keyBack,
#if defined(CAMERA_IMPLEMENTATION)
-#include <math.h> // Required for: sinf(), cosf(), sqrtf()
-
//----------------------------------------------------------------------------------
// Defines and Macros
//----------------------------------------------------------------------------------
-#ifndef PI
- #define PI 3.14159265358979323846
-#endif
-#ifndef DEG2RAD
- #define DEG2RAD (PI/180.0f)
-#endif
-#ifndef RAD2DEG
- #define RAD2DEG (180.0f/PI)
-#endif
+
+#define CAMERA_MOVE_SPEED 0.09f
+#define CAMERA_ROTATION_SPEED 0.03f
// Camera mouse movement sensitivity
-#define CAMERA_MOUSE_MOVE_SENSITIVITY 0.5f // TODO: it should be independent of framerate
+#define CAMERA_MOUSE_MOVE_SENSITIVITY 0.003f // TODO: it should be independant of framerate
#define CAMERA_MOUSE_SCROLL_SENSITIVITY 1.5f
-// FREE_CAMERA
-#define CAMERA_FREE_MOUSE_SENSITIVITY 0.01f
-#define CAMERA_FREE_DISTANCE_MIN_CLAMP 0.3f
-#define CAMERA_FREE_DISTANCE_MAX_CLAMP 120.0f
-#define CAMERA_FREE_MIN_CLAMP 85.0f
-#define CAMERA_FREE_MAX_CLAMP -85.0f
-#define CAMERA_FREE_SMOOTH_ZOOM_SENSITIVITY 0.05f
-#define CAMERA_FREE_PANNING_DIVIDER 5.1f
-
-// ORBITAL_CAMERA
-#define CAMERA_ORBITAL_SPEED 0.5f // Radians per second
-
-// FIRST_PERSON
-//#define CAMERA_FIRST_PERSON_MOUSE_SENSITIVITY 0.003f
-#define CAMERA_FIRST_PERSON_FOCUS_DISTANCE 25.0f
-#define CAMERA_FIRST_PERSON_MIN_CLAMP 89.0f
-#define CAMERA_FIRST_PERSON_MAX_CLAMP -89.0f
-
-// When walking, y-position of the player moves up-down at step frequency (swinging) but
-// also the body slightly tilts left-right on every step, when all the body weight is left over one foot (tilting)
-#define CAMERA_FIRST_PERSON_STEP_FREQUENCY 1.8f // Step frequency when walking (steps per second)
-#define CAMERA_FIRST_PERSON_SWINGING_DELTA 0.03f // Maximum up-down swinging distance when walking
-#define CAMERA_FIRST_PERSON_TILTING_DELTA 0.005f // Maximum left-right tilting distance when walking
-
-// THIRD_PERSON
-//#define CAMERA_THIRD_PERSON_MOUSE_SENSITIVITY 0.003f
-#define CAMERA_THIRD_PERSON_DISTANCE_CLAMP 1.2f
-#define CAMERA_THIRD_PERSON_MIN_CLAMP 5.0f
-#define CAMERA_THIRD_PERSON_MAX_CLAMP -85.0f
-#define CAMERA_THIRD_PERSON_OFFSET (Vector3){ 0.4f, 0.0f, 0.0f }
+#define CAMERA_ORBITAL_SPEED 0.01f // Radians per frame
+
+
+#define CAMERA_FIRST_PERSON_STEP_TRIGONOMETRIC_DIVIDER 8.0f
+#define CAMERA_FIRST_PERSON_STEP_DIVIDER 30.0f
+#define CAMERA_FIRST_PERSON_WAVING_DIVIDER 200.0f
// PLAYER (used by camera)
-#define PLAYER_MOVEMENT_SENSITIVITY 2.0f
+#define PLAYER_MOVEMENT_SENSITIVITY 20.0f
//----------------------------------------------------------------------------------
// Types and Structures Definition
//----------------------------------------------------------------------------------
-// Camera move modes (first person and third person cameras)
-typedef enum {
- MOVE_FRONT = 0,
- MOVE_BACK,
- MOVE_RIGHT,
- MOVE_LEFT,
- MOVE_UP,
- MOVE_DOWN
-} CameraMove;
-
-// Camera global state context data [56 bytes]
-typedef struct {
- unsigned int mode; // Current camera mode
- float targetDistance; // Camera distance from position to target
- float playerEyesPosition; // Player eyes position from ground (in meters)
- Vector2 angle; // Camera angle in plane XZ
-
- // Camera movement control keys
- int moveControl[6]; // Move controls (CAMERA_FIRST_PERSON)
- int smoothZoomControl; // Smooth zoom control key
- int altControl; // Alternative control key
- int panControl; // Pan view control key
-} CameraData;
+
//----------------------------------------------------------------------------------
// Global Variables Definition
//----------------------------------------------------------------------------------
-static CameraData CAMERA = { // Global CAMERA state context
- .mode = 0,
- .targetDistance = 0,
- .playerEyesPosition = 1.85f,
- .angle = { 0 },
- .moveControl = { 'W', 'S', 'D', 'A', 'E', 'Q' },
- .smoothZoomControl = 341, // raylib: KEY_LEFT_CONTROL
- .altControl = 342, // raylib: KEY_LEFT_ALT
- .panControl = 2 // raylib: MOUSE_BUTTON_MIDDLE
-};
+
//----------------------------------------------------------------------------------
// Module specific Functions Declaration
//----------------------------------------------------------------------------------
-#if defined(CAMERA_STANDALONE)
-// NOTE: Camera controls depend on some raylib input functions
-static void EnableCursor() {} // Unlock cursor
-static void DisableCursor() {} // Lock cursor
-static int IsKeyDown(int key) { return 0; }
-
-static int IsMouseButtonDown(int button) { return 0;}
-static float GetMouseWheelMove() { return 0.0f; }
-static Vector2 GetMousePosition() { return (Vector2){ 0.0f, 0.0f }; }
-#endif
//----------------------------------------------------------------------------------
// Module Functions Definition
//----------------------------------------------------------------------------------
-// Select camera mode (multiple camera modes available)
-void SetCameraMode(Camera camera, int mode)
+// Returns the cameras forward vector (normalized)
+Vector3 GetCameraForward(Camera3D *camera)
{
- Vector3 v1 = camera.position;
- Vector3 v2 = camera.target;
+ return Vector3Normalize(Vector3Subtract(camera->target, camera->position));
+}
- float dx = v2.x - v1.x;
- float dy = v2.y - v1.y;
- float dz = v2.z - v1.z;
+// Returns the cameras up vector (normalized)
+// Note: The up vector might not be perpendicular to the forward vector
+Vector3 GetCameraUp(Camera3D *camera)
+{
+ return Vector3Normalize(camera->up);
+}
- CAMERA.targetDistance = sqrtf(dx*dx + dy*dy + dz*dz); // Distance to target
+// Returns the cameras right vector (normalized)
+Vector3 GetCameraRight(Camera3D *camera)
+{
+ Vector3 forward = GetCameraForward(camera);
+ Vector3 up = GetCameraUp(camera);
+ return Vector3CrossProduct(forward, up);
+}
- // Camera angle calculation
- CAMERA.angle.x = atan2f(dx, dz); // Camera angle in plane XZ (0 aligned with Z, move positive CCW)
- CAMERA.angle.y = atan2f(dy, sqrtf(dx*dx + dz*dz)); // Camera angle in plane XY (0 aligned with X, move positive CW)
+// Moves the camera in its forward direction
+void CameraMoveForward(Camera3D *camera, float distance, bool moveInWorldPlane)
+{
+ Vector3 forward = GetCameraForward(camera);
- CAMERA.playerEyesPosition = camera.position.y; // Init player eyes position to camera Y position
+ if (moveInWorldPlane)
+ {
+ // Project vector onto world plane
+ forward.y = 0;
+ forward = Vector3Normalize(forward);
+ }
- // Lock cursor for first person and third person cameras
- if ((mode == CAMERA_FIRST_PERSON) || (mode == CAMERA_THIRD_PERSON)) DisableCursor();
- else EnableCursor();
+ // Scale by distance
+ forward = Vector3Scale(forward, distance);
- CAMERA.mode = mode;
+ // Move position and target
+ camera->position = Vector3Add(camera->position, forward);
+ camera->target = Vector3Add(camera->target, forward);
}
-// Update camera depending on selected mode
-// NOTE: Camera controls depend on some raylib functions:
-// System: EnableCursor(), DisableCursor()
-// Mouse: IsMouseButtonDown(), GetMousePosition(), GetMouseWheelMove()
-// Keys: IsKeyDown()
-void UpdateCamera(Camera *camera)
+// Moves the camera in its up direction
+void CameraMoveUp(Camera3D *camera, float distance)
{
- static float swingCounter = 0.0f; // Used for 1st person swinging movement
+ Vector3 up = GetCameraUp(camera);
+
+ // Scale by distance
+ up = Vector3Scale(up, distance);
+
+ // Move position and target
+ camera->position = Vector3Add(camera->position, up);
+ camera->target = Vector3Add(camera->target, up);
+}
- // TODO: Compute CAMERA.targetDistance and CAMERA.angle here (?)
+// Moves the camera target in its current right direction
+void CameraMoveRight(Camera3D *camera, float distance, bool moveInWorldPlane)
+{
+ Vector3 right = GetCameraRight(camera);
- // Mouse movement detection
- Vector2 mousePositionDelta = GetMouseDelta();
- float mouseWheelMove = GetMouseWheelMove();
-
- // Keys input detection
- // TODO: Input detection is raylib-dependant, it could be moved outside the module
- bool keyPan = IsMouseButtonDown(CAMERA.panControl);
- bool keyAlt = IsKeyDown(CAMERA.altControl);
- bool szoomKey = IsKeyDown(CAMERA.smoothZoomControl);
- bool direction[6] = { IsKeyDown(CAMERA.moveControl[MOVE_FRONT]),
- IsKeyDown(CAMERA.moveControl[MOVE_BACK]),
- IsKeyDown(CAMERA.moveControl[MOVE_RIGHT]),
- IsKeyDown(CAMERA.moveControl[MOVE_LEFT]),
- IsKeyDown(CAMERA.moveControl[MOVE_UP]),
- IsKeyDown(CAMERA.moveControl[MOVE_DOWN]) };
-
- // Support for multiple automatic camera modes
- // NOTE: In case of CAMERA_CUSTOM nothing happens here, user must update it manually
- switch (CAMERA.mode)
+ if (moveInWorldPlane)
{
- case CAMERA_FREE: // Camera free controls, using standard 3d-content-creation scheme
- {
- // Camera zoom
- if ((CAMERA.targetDistance < CAMERA_FREE_DISTANCE_MAX_CLAMP) && (mouseWheelMove < 0))
- {
- CAMERA.targetDistance -= (mouseWheelMove*CAMERA_MOUSE_SCROLL_SENSITIVITY);
- if (CAMERA.targetDistance > CAMERA_FREE_DISTANCE_MAX_CLAMP) CAMERA.targetDistance = CAMERA_FREE_DISTANCE_MAX_CLAMP;
- }
-
- // Camera looking down
- else if ((camera->position.y > camera->target.y) && (CAMERA.targetDistance == CAMERA_FREE_DISTANCE_MAX_CLAMP) && (mouseWheelMove < 0))
- {
- camera->target.x += mouseWheelMove*(camera->target.x - camera->position.x)*CAMERA_MOUSE_SCROLL_SENSITIVITY/CAMERA.targetDistance;
- camera->target.y += mouseWheelMove*(camera->target.y - camera->position.y)*CAMERA_MOUSE_SCROLL_SENSITIVITY/CAMERA.targetDistance;
- camera->target.z += mouseWheelMove*(camera->target.z - camera->position.z)*CAMERA_MOUSE_SCROLL_SENSITIVITY/CAMERA.targetDistance;
- }
- else if ((camera->position.y > camera->target.y) && (camera->target.y >= 0))
- {
- camera->target.x += mouseWheelMove*(camera->target.x - camera->position.x)*CAMERA_MOUSE_SCROLL_SENSITIVITY/CAMERA.targetDistance;
- camera->target.y += mouseWheelMove*(camera->target.y - camera->position.y)*CAMERA_MOUSE_SCROLL_SENSITIVITY/CAMERA.targetDistance;
- camera->target.z += mouseWheelMove*(camera->target.z - camera->position.z)*CAMERA_MOUSE_SCROLL_SENSITIVITY/CAMERA.targetDistance;
-
- // if (camera->target.y < 0) camera->target.y = -0.001;
- }
- else if ((camera->position.y > camera->target.y) && (camera->target.y < 0) && (mouseWheelMove > 0))
- {
- CAMERA.targetDistance -= (mouseWheelMove*CAMERA_MOUSE_SCROLL_SENSITIVITY);
- if (CAMERA.targetDistance < CAMERA_FREE_DISTANCE_MIN_CLAMP) CAMERA.targetDistance = CAMERA_FREE_DISTANCE_MIN_CLAMP;
- }
- // Camera looking up
- else if ((camera->position.y < camera->target.y) && (CAMERA.targetDistance == CAMERA_FREE_DISTANCE_MAX_CLAMP) && (mouseWheelMove < 0))
- {
- camera->target.x += mouseWheelMove*(camera->target.x - camera->position.x)*CAMERA_MOUSE_SCROLL_SENSITIVITY/CAMERA.targetDistance;
- camera->target.y += mouseWheelMove*(camera->target.y - camera->position.y)*CAMERA_MOUSE_SCROLL_SENSITIVITY/CAMERA.targetDistance;
- camera->target.z += mouseWheelMove*(camera->target.z - camera->position.z)*CAMERA_MOUSE_SCROLL_SENSITIVITY/CAMERA.targetDistance;
- }
- else if ((camera->position.y < camera->target.y) && (camera->target.y <= 0))
- {
- camera->target.x += mouseWheelMove*(camera->target.x - camera->position.x)*CAMERA_MOUSE_SCROLL_SENSITIVITY/CAMERA.targetDistance;
- camera->target.y += mouseWheelMove*(camera->target.y - camera->position.y)*CAMERA_MOUSE_SCROLL_SENSITIVITY/CAMERA.targetDistance;
- camera->target.z += mouseWheelMove*(camera->target.z - camera->position.z)*CAMERA_MOUSE_SCROLL_SENSITIVITY/CAMERA.targetDistance;
-
- // if (camera->target.y > 0) camera->target.y = 0.001;
- }
- else if ((camera->position.y < camera->target.y) && (camera->target.y > 0) && (mouseWheelMove > 0))
- {
- CAMERA.targetDistance -= (mouseWheelMove*CAMERA_MOUSE_SCROLL_SENSITIVITY);
- if (CAMERA.targetDistance < CAMERA_FREE_DISTANCE_MIN_CLAMP) CAMERA.targetDistance = CAMERA_FREE_DISTANCE_MIN_CLAMP;
- }
-
- // Input keys checks
- if (keyPan)
- {
- if (keyAlt) // Alternative key behaviour
- {
- if (szoomKey)
- {
- // Camera smooth zoom
- CAMERA.targetDistance += (mousePositionDelta.y*CAMERA_FREE_SMOOTH_ZOOM_SENSITIVITY);
- }
- else
- {
- // Camera rotation
- CAMERA.angle.x += mousePositionDelta.x*-CAMERA_FREE_MOUSE_SENSITIVITY;
- CAMERA.angle.y += mousePositionDelta.y*-CAMERA_FREE_MOUSE_SENSITIVITY;
-
- // Angle clamp
- if (CAMERA.angle.y > CAMERA_FREE_MIN_CLAMP*DEG2RAD) CAMERA.angle.y = CAMERA_FREE_MIN_CLAMP*DEG2RAD;
- else if (CAMERA.angle.y < CAMERA_FREE_MAX_CLAMP*DEG2RAD) CAMERA.angle.y = CAMERA_FREE_MAX_CLAMP*DEG2RAD;
- }
- }
- else
- {
- // Camera panning
- camera->target.x += ((mousePositionDelta.x*CAMERA_FREE_MOUSE_SENSITIVITY)*cosf(CAMERA.angle.x) + (mousePositionDelta.y*-CAMERA_FREE_MOUSE_SENSITIVITY)*sinf(CAMERA.angle.x)*sinf(CAMERA.angle.y))*(CAMERA.targetDistance/CAMERA_FREE_PANNING_DIVIDER);
- camera->target.y += ((mousePositionDelta.y*CAMERA_FREE_MOUSE_SENSITIVITY)*cosf(CAMERA.angle.y))*(CAMERA.targetDistance/CAMERA_FREE_PANNING_DIVIDER);
- camera->target.z += ((mousePositionDelta.x*-CAMERA_FREE_MOUSE_SENSITIVITY)*sinf(CAMERA.angle.x) + (mousePositionDelta.y*-CAMERA_FREE_MOUSE_SENSITIVITY)*cosf(CAMERA.angle.x)*sinf(CAMERA.angle.y))*(CAMERA.targetDistance/CAMERA_FREE_PANNING_DIVIDER);
- }
- }
-
- // Update camera position with changes
- camera->position.x = -sinf(CAMERA.angle.x)*CAMERA.targetDistance*cosf(CAMERA.angle.y) + camera->target.x;
- camera->position.y = -sinf(CAMERA.angle.y)*CAMERA.targetDistance + camera->target.y;
- camera->position.z = -cosf(CAMERA.angle.x)*CAMERA.targetDistance*cosf(CAMERA.angle.y) + camera->target.z;
-
- } break;
- case CAMERA_ORBITAL: // Camera just orbits around target, only zoom allowed
- {
- CAMERA.angle.x += CAMERA_ORBITAL_SPEED*GetFrameTime(); // Camera orbit angle
- CAMERA.targetDistance -= (mouseWheelMove*CAMERA_MOUSE_SCROLL_SENSITIVITY); // Camera zoom
-
- // Camera distance clamp
- if (CAMERA.targetDistance < CAMERA_THIRD_PERSON_DISTANCE_CLAMP) CAMERA.targetDistance = CAMERA_THIRD_PERSON_DISTANCE_CLAMP;
-
- // Update camera position with changes
- camera->position.x = sinf(CAMERA.angle.x)*CAMERA.targetDistance*cosf(CAMERA.angle.y) + camera->target.x;
- camera->position.y = ((CAMERA.angle.y <= 0.0f)? 1 : -1)*sinf(CAMERA.angle.y)*CAMERA.targetDistance*sinf(CAMERA.angle.y) + camera->target.y;
- camera->position.z = cosf(CAMERA.angle.x)*CAMERA.targetDistance*cosf(CAMERA.angle.y) + camera->target.z;
-
- } break;
- case CAMERA_FIRST_PERSON: // Camera moves as in a first-person game, controls are configurable
- {
- // NOTE: On CAMERA_FIRST_PERSON player Y-movement is limited to player 'eyes position'
- camera->position.y = CAMERA.playerEyesPosition;
-
- camera->position.x += (sinf(CAMERA.angle.x)*direction[MOVE_BACK] -
- sinf(CAMERA.angle.x)*direction[MOVE_FRONT] -
- cosf(CAMERA.angle.x)*direction[MOVE_LEFT] +
- cosf(CAMERA.angle.x)*direction[MOVE_RIGHT])*PLAYER_MOVEMENT_SENSITIVITY*GetFrameTime();
-
- camera->position.y += (sinf(CAMERA.angle.y)*direction[MOVE_FRONT] -
- sinf(CAMERA.angle.y)*direction[MOVE_BACK] +
- 1.0f*direction[MOVE_UP] - 1.0f*direction[MOVE_DOWN])*PLAYER_MOVEMENT_SENSITIVITY*GetFrameTime();
-
- camera->position.z += (cosf(CAMERA.angle.x)*direction[MOVE_BACK] -
- cosf(CAMERA.angle.x)*direction[MOVE_FRONT] +
- sinf(CAMERA.angle.x)*direction[MOVE_LEFT] -
- sinf(CAMERA.angle.x)*direction[MOVE_RIGHT])*PLAYER_MOVEMENT_SENSITIVITY*GetFrameTime();
-
- // Camera orientation calculation
- CAMERA.angle.x -= mousePositionDelta.x*CAMERA_MOUSE_MOVE_SENSITIVITY*GetFrameTime();
- CAMERA.angle.y -= mousePositionDelta.y*CAMERA_MOUSE_MOVE_SENSITIVITY*GetFrameTime();
-
- // Angle clamp
- if (CAMERA.angle.y > CAMERA_FIRST_PERSON_MIN_CLAMP*DEG2RAD) CAMERA.angle.y = CAMERA_FIRST_PERSON_MIN_CLAMP*DEG2RAD;
- else if (CAMERA.angle.y < CAMERA_FIRST_PERSON_MAX_CLAMP*DEG2RAD) CAMERA.angle.y = CAMERA_FIRST_PERSON_MAX_CLAMP*DEG2RAD;
-
- // Calculate translation matrix
- Matrix matTranslation = { 1.0f, 0.0f, 0.0f, 0.0f,
- 0.0f, 1.0f, 0.0f, 0.0f,
- 0.0f, 0.0f, 1.0f, (CAMERA.targetDistance/CAMERA_FREE_PANNING_DIVIDER),
- 0.0f, 0.0f, 0.0f, 1.0f };
-
- // Calculate rotation matrix
- Matrix matRotation = { 1.0f, 0.0f, 0.0f, 0.0f,
- 0.0f, 1.0f, 0.0f, 0.0f,
- 0.0f, 0.0f, 1.0f, 0.0f,
- 0.0f, 0.0f, 0.0f, 1.0f };
-
- float cosz = cosf(0.0f);
- float sinz = sinf(0.0f);
- float cosy = cosf(-(PI*2 - CAMERA.angle.x));
- float siny = sinf(-(PI*2 - CAMERA.angle.x));
- float cosx = cosf(-(PI*2 - CAMERA.angle.y));
- float sinx = sinf(-(PI*2 - CAMERA.angle.y));
-
- matRotation.m0 = cosz*cosy;
- matRotation.m4 = (cosz*siny*sinx) - (sinz*cosx);
- matRotation.m8 = (cosz*siny*cosx) + (sinz*sinx);
- matRotation.m1 = sinz*cosy;
- matRotation.m5 = (sinz*siny*sinx) + (cosz*cosx);
- matRotation.m9 = (sinz*siny*cosx) - (cosz*sinx);
- matRotation.m2 = -siny;
- matRotation.m6 = cosy*sinx;
- matRotation.m10= cosy*cosx;
-
- // Multiply translation and rotation matrices
- Matrix matTransform = { 0 };
- matTransform.m0 = matTranslation.m0*matRotation.m0 + matTranslation.m1*matRotation.m4 + matTranslation.m2*matRotation.m8 + matTranslation.m3*matRotation.m12;
- matTransform.m1 = matTranslation.m0*matRotation.m1 + matTranslation.m1*matRotation.m5 + matTranslation.m2*matRotation.m9 + matTranslation.m3*matRotation.m13;
- matTransform.m2 = matTranslation.m0*matRotation.m2 + matTranslation.m1*matRotation.m6 + matTranslation.m2*matRotation.m10 + matTranslation.m3*matRotation.m14;
- matTransform.m3 = matTranslation.m0*matRotation.m3 + matTranslation.m1*matRotation.m7 + matTranslation.m2*matRotation.m11 + matTranslation.m3*matRotation.m15;
- matTransform.m4 = matTranslation.m4*matRotation.m0 + matTranslation.m5*matRotation.m4 + matTranslation.m6*matRotation.m8 + matTranslation.m7*matRotation.m12;
- matTransform.m5 = matTranslation.m4*matRotation.m1 + matTranslation.m5*matRotation.m5 + matTranslation.m6*matRotation.m9 + matTranslation.m7*matRotation.m13;
- matTransform.m6 = matTranslation.m4*matRotation.m2 + matTranslation.m5*matRotation.m6 + matTranslation.m6*matRotation.m10 + matTranslation.m7*matRotation.m14;
- matTransform.m7 = matTranslation.m4*matRotation.m3 + matTranslation.m5*matRotation.m7 + matTranslation.m6*matRotation.m11 + matTranslation.m7*matRotation.m15;
- matTransform.m8 = matTranslation.m8*matRotation.m0 + matTranslation.m9*matRotation.m4 + matTranslation.m10*matRotation.m8 + matTranslation.m11*matRotation.m12;
- matTransform.m9 = matTranslation.m8*matRotation.m1 + matTranslation.m9*matRotation.m5 + matTranslation.m10*matRotation.m9 + matTranslation.m11*matRotation.m13;
- matTransform.m10 = matTranslation.m8*matRotation.m2 + matTranslation.m9*matRotation.m6 + matTranslation.m10*matRotation.m10 + matTranslation.m11*matRotation.m14;
- matTransform.m11 = matTranslation.m8*matRotation.m3 + matTranslation.m9*matRotation.m7 + matTranslation.m10*matRotation.m11 + matTranslation.m11*matRotation.m15;
- matTransform.m12 = matTranslation.m12*matRotation.m0 + matTranslation.m13*matRotation.m4 + matTranslation.m14*matRotation.m8 + matTranslation.m15*matRotation.m12;
- matTransform.m13 = matTranslation.m12*matRotation.m1 + matTranslation.m13*matRotation.m5 + matTranslation.m14*matRotation.m9 + matTranslation.m15*matRotation.m13;
- matTransform.m14 = matTranslation.m12*matRotation.m2 + matTranslation.m13*matRotation.m6 + matTranslation.m14*matRotation.m10 + matTranslation.m15*matRotation.m14;
- matTransform.m15 = matTranslation.m12*matRotation.m3 + matTranslation.m13*matRotation.m7 + matTranslation.m14*matRotation.m11 + matTranslation.m15*matRotation.m15;
-
- camera->target.x = camera->position.x - matTransform.m12;
- camera->target.y = camera->position.y - matTransform.m13;
- camera->target.z = camera->position.z - matTransform.m14;
-
- // Camera swinging (y-movement), only when walking (some key pressed)
- for (int i = 0; i < 6; i++) if (direction[i]) { swingCounter += GetFrameTime(); break; }
- camera->position.y -= sinf(2*PI*CAMERA_FIRST_PERSON_STEP_FREQUENCY*swingCounter)*CAMERA_FIRST_PERSON_SWINGING_DELTA;
-
- // Camera waiving (xz-movement), only when walking (some key pressed)
- camera->up.x = sinf(2*PI*CAMERA_FIRST_PERSON_STEP_FREQUENCY*swingCounter)*CAMERA_FIRST_PERSON_TILTING_DELTA;
- camera->up.z = -sinf(2*PI*CAMERA_FIRST_PERSON_STEP_FREQUENCY*swingCounter)*CAMERA_FIRST_PERSON_TILTING_DELTA;
-
- } break;
- case CAMERA_THIRD_PERSON: // Camera moves as in a third-person game, following target at a distance, controls are configurable
- {
- camera->position.x += (sinf(CAMERA.angle.x)*direction[MOVE_BACK] -
- sinf(CAMERA.angle.x)*direction[MOVE_FRONT] -
- cosf(CAMERA.angle.x)*direction[MOVE_LEFT] +
- cosf(CAMERA.angle.x)*direction[MOVE_RIGHT])*PLAYER_MOVEMENT_SENSITIVITY*GetFrameTime();
-
- camera->position.y += (sinf(CAMERA.angle.y)*direction[MOVE_FRONT] -
- sinf(CAMERA.angle.y)*direction[MOVE_BACK] +
- 1.0f*direction[MOVE_UP] - 1.0f*direction[MOVE_DOWN])*PLAYER_MOVEMENT_SENSITIVITY*GetFrameTime();
-
- camera->position.z += (cosf(CAMERA.angle.x)*direction[MOVE_BACK] -
- cosf(CAMERA.angle.x)*direction[MOVE_FRONT] +
- sinf(CAMERA.angle.x)*direction[MOVE_LEFT] -
- sinf(CAMERA.angle.x)*direction[MOVE_RIGHT])*PLAYER_MOVEMENT_SENSITIVITY*GetFrameTime();
-
- // Camera orientation calculation
- CAMERA.angle.x += (mousePositionDelta.x*-CAMERA_MOUSE_MOVE_SENSITIVITY);
- CAMERA.angle.y += (mousePositionDelta.y*-CAMERA_MOUSE_MOVE_SENSITIVITY);
-
- // Angle clamp
- if (CAMERA.angle.y > CAMERA_THIRD_PERSON_MIN_CLAMP*DEG2RAD) CAMERA.angle.y = CAMERA_THIRD_PERSON_MIN_CLAMP*DEG2RAD;
- else if (CAMERA.angle.y < CAMERA_THIRD_PERSON_MAX_CLAMP*DEG2RAD) CAMERA.angle.y = CAMERA_THIRD_PERSON_MAX_CLAMP*DEG2RAD;
-
- // Camera zoom
- CAMERA.targetDistance -= (mouseWheelMove*CAMERA_MOUSE_SCROLL_SENSITIVITY);
-
- // Camera distance clamp
- if (CAMERA.targetDistance < CAMERA_THIRD_PERSON_DISTANCE_CLAMP) CAMERA.targetDistance = CAMERA_THIRD_PERSON_DISTANCE_CLAMP;
-
- camera->position.x = sinf(CAMERA.angle.x)*CAMERA.targetDistance*cosf(CAMERA.angle.y) + camera->target.x;
-
- if (CAMERA.angle.y <= 0.0f) camera->position.y = sinf(CAMERA.angle.y)*CAMERA.targetDistance*sinf(CAMERA.angle.y) + camera->target.y;
- else camera->position.y = -sinf(CAMERA.angle.y)*CAMERA.targetDistance*sinf(CAMERA.angle.y) + camera->target.y;
-
- camera->position.z = cosf(CAMERA.angle.x)*CAMERA.targetDistance*cosf(CAMERA.angle.y) + camera->target.z;
-
- } break;
- case CAMERA_CUSTOM: break;
- default: break;
+ // Project vector onto world plane
+ right.y = 0;
+ right = Vector3Normalize(right);
}
+
+ // Scale by distance
+ right = Vector3Scale(right, distance);
+
+ // Move position and target
+ camera->position = Vector3Add(camera->position, right);
+ camera->target = Vector3Add(camera->target, right);
}
-// Set camera pan key to combine with mouse movement (free camera)
-void SetCameraPanControl(int keyPan) { CAMERA.panControl = keyPan; }
+// Moves the camera position closer/farther to/from the camera target
+void CameraZoom(Camera3D *camera, float delta)
+{
+ float distance = Vector3Distance(camera->position, camera->target);
+
+ // Apply delta
+ distance += delta;
-// Set camera alt key to combine with mouse movement (free camera)
-void SetCameraAltControl(int keyAlt) { CAMERA.altControl = keyAlt; }
+ // Distance must be greater than 0
+ if (distance < 0) distance = 0.001f;
-// Set camera smooth zoom key to combine with mouse (free camera)
-void SetCameraSmoothZoomControl(int szoomKey) { CAMERA.smoothZoomControl = szoomKey; }
+ // Set new distance by moving the position along the forward vector
+ Vector3 forward = GetCameraForward(camera);
+ camera->position = Vector3Add(camera->target, Vector3Scale(forward, -distance));
+}
-// Set camera move controls (1st person and 3rd person cameras)
-void SetCameraMoveControls(int keyFront, int keyBack, int keyRight, int keyLeft, int keyUp, int keyDown)
+// Rotates the camera around its up vector
+// 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)
{
- CAMERA.moveControl[MOVE_FRONT] = keyFront;
- CAMERA.moveControl[MOVE_BACK] = keyBack;
- CAMERA.moveControl[MOVE_RIGHT] = keyRight;
- CAMERA.moveControl[MOVE_LEFT] = keyLeft;
- CAMERA.moveControl[MOVE_UP] = keyUp;
- CAMERA.moveControl[MOVE_DOWN] = keyDown;
+ // Rotation axis
+ Vector3 up = GetCameraUp(camera);
+
+ // View vector
+ Vector3 target_position = Vector3Subtract(camera->target, camera->position);
+
+ // Rotate view vector around up axis
+ target_position = Vector3RotateByAxisAngle(target_position, up, angle);
+
+ if (rotateAroundTarget)
+ {
+ // Move position relative to target
+ camera->position = Vector3Subtract(camera->target, target_position);
+ }
+ else // rotate around camera.position
+ {
+ // Move target relative to position
+ camera->target = Vector3Add(camera->position, target_position);
+ }
+}
+
+// Rotates the camera around its right vector
+// Pitch is "looking up and down"
+// lockView prevents camera overrotation (aka "somersaults")
+// 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)
+{
+ // Up direction
+ Vector3 up = GetCameraUp(camera);
+
+ // View vector
+ Vector3 target_position = Vector3Subtract(camera->target, camera->position);
+
+ if (lockView)
+ {
+ // In these camera modes we clamp the Pitch angle
+ // to allow only viewing straight up or down.
+
+ // Clamp view up
+ float max_angle_up = Vector3Angle(up, target_position);
+ max_angle_up -= 0.001f; // avoid numerical errors
+ if (angle > max_angle_up) angle = max_angle_up;
+
+ // Clamp view down
+ float max_angle_down = Vector3Angle(Vector3Negate(up), target_position);
+ max_angle_down *= -1.0f; // downwards angle is negative
+ max_angle_down += 0.001f; // avoid numerical errors
+ if (angle < max_angle_down) angle = max_angle_down;
+ }
+
+ // Rotation axis
+ Vector3 right = GetCameraRight(camera);
+
+ // Rotate view vector around right axis
+ target_position = Vector3RotateByAxisAngle(target_position, right, angle);
+
+ if (rotateAroundTarget)
+ {
+ // Move position relative to target
+ camera->position = Vector3Subtract(camera->target, target_position);
+ }
+ else // rotate around camera.position
+ {
+ // Move target relative to position
+ camera->target = Vector3Add(camera->position, target_position);
+ }
+
+ if (rotateUp)
+ {
+ // Rotate up direction around right axis
+ camera->up = Vector3RotateByAxisAngle(camera->up, right, angle);
+ }
+}
+
+// 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)
+{
+ // Rotation axis
+ Vector3 forward = GetCameraForward(camera);
+
+ // Rotate up direction around forward axis
+ 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)
+{
+ return MatrixLookAt(camera->position, camera->target, camera->up);
+}
+
+// Returns the camera projection matrix
+Matrix GetCameraProjectionMatrix(Camera3D *camera, float aspect)
+{
+ if (camera->projection == CAMERA_PERSPECTIVE)
+ {
+ return MatrixPerspective(camera->fovy * DEG2RAD, aspect, CAMERA_CULL_DISTANCE_NEAR, CAMERA_CULL_DISTANCE_FAR);
+ }
+ else if (camera->projection == CAMERA_ORTHOGRAPHIC)
+ {
+ double top = camera->fovy / 2.0;
+ double right = top * aspect;
+ return MatrixOrtho(-right, right, -top, top, CAMERA_CULL_DISTANCE_NEAR, CAMERA_CULL_DISTANCE_FAR);
+ }
+
+ 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)
+{
+ Vector2 mousePositionDelta = GetMouseDelta();
+
+ bool moveInWorldPlane = mode == CAMERA_FIRST_PERSON || mode == CAMERA_THIRD_PERSON;
+ bool rotateAroundTarget = mode == CAMERA_THIRD_PERSON || mode == CAMERA_ORBITAL;
+ bool lockView = mode == CAMERA_FIRST_PERSON || mode == CAMERA_THIRD_PERSON || mode == CAMERA_ORBITAL;
+ bool rotateUp = mode == CAMERA_FREE;
+
+ // Camera movement
+ if (IsKeyDown(KEY_W)) CameraMoveForward(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);
+
+ // Camera rotation
+ if (IsKeyDown(KEY_DOWN)) CameraPitch(camera, -CAMERA_ROTATION_SPEED, lockView, rotateAroundTarget, rotateUp);
+ if (IsKeyDown(KEY_UP)) CameraPitch(camera, CAMERA_ROTATION_SPEED, lockView, rotateAroundTarget, rotateUp);
+ if (IsKeyDown(KEY_RIGHT)) CameraYaw(camera, -CAMERA_ROTATION_SPEED, rotateAroundTarget);
+ if (IsKeyDown(KEY_LEFT)) CameraYaw(camera, CAMERA_ROTATION_SPEED, rotateAroundTarget);
+ 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);
+
+ // 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);
}
+#endif // !CAMERA_STANDALONE
#endif // CAMERA_IMPLEMENTATION
diff --git a/src/rcamera_old.h b/src/rcamera_old.h
new file mode 100644
index 00000000..08c37669
--- /dev/null
+++ b/src/rcamera_old.h
@@ -0,0 +1,567 @@
+/*******************************************************************************************
+*
+* rcamera - Basic camera system for multiple camera modes
+*
+* NOTE: Memory footprint of this library is aproximately 52 bytes (global variables)
+*
+* CONFIGURATION:
+*
+* #define CAMERA_IMPLEMENTATION
+* Generates the implementation of the library into the included file.
+* If not defined, the library is in header only mode and can be included in other headers
+* or source files without problems. But only ONE file should hold the implementation.
+*
+* #define CAMERA_STANDALONE
+* If defined, the library can be used as standalone as a camera system but some
+* functions must be redefined to manage inputs accordingly.
+*
+* CONTRIBUTORS:
+* Ramon Santamaria: Supervision, review, update and maintenance
+* Marc Palau: Initial implementation (2014)
+*
+*
+* LICENSE: zlib/libpng
+*
+* Copyright (c) 2015-2022 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.
+*
+* Permission is granted to anyone to use this software for any purpose, including commercial
+* applications, and to alter it and redistribute it freely, subject to the following restrictions:
+*
+* 1. The origin of this software must not be misrepresented; you must not claim that you
+* wrote the original software. If you use this software in a product, an acknowledgment
+* in the product documentation would be appreciated but is not required.
+*
+* 2. Altered source versions must be plainly marked as such, and must not be misrepresented
+* as being the original software.
+*
+* 3. This notice may not be removed or altered from any source distribution.
+*
+**********************************************************************************************/
+
+#ifndef RCAMERA_H
+#define RCAMERA_H
+
+//----------------------------------------------------------------------------------
+// Defines and Macros
+//----------------------------------------------------------------------------------
+//...
+
+//----------------------------------------------------------------------------------
+// Types and Structures Definition
+// NOTE: Below types are required for CAMERA_STANDALONE usage
+//----------------------------------------------------------------------------------
+#if defined(CAMERA_STANDALONE)
+ // Vector2 type
+ typedef struct Vector2 {
+ float x;
+ float y;
+ } Vector2;
+
+ // Vector3 type
+ typedef struct Vector3 {
+ float x;
+ float y;
+ float z;
+ } Vector3;
+
+ // Camera type, defines a camera position/orientation in 3d space
+ typedef struct Camera3D {
+ Vector3 position; // Camera position
+ Vector3 target; // Camera target it looks-at
+ Vector3 up; // Camera up vector (rotation over its axis)
+ float fovy; // Camera field-of-view apperture in Y (degrees) in perspective, used as near plane width in orthographic
+ int type; // 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,
+ CAMERA_FREE,
+ CAMERA_ORBITAL,
+ CAMERA_FIRST_PERSON,
+ CAMERA_THIRD_PERSON
+ } CameraMode;
+
+ // Camera projection modes
+ typedef enum {
+ CAMERA_PERSPECTIVE = 0,
+ CAMERA_ORTHOGRAPHIC
+ } CameraProjection;
+#endif
+
+//----------------------------------------------------------------------------------
+// Global Variables Definition
+//----------------------------------------------------------------------------------
+//...
+
+//----------------------------------------------------------------------------------
+// Module Functions Declaration
+//----------------------------------------------------------------------------------
+
+#ifdef __cplusplus
+extern "C" { // Prevents name mangling of functions
+#endif
+
+#if defined(CAMERA_STANDALONE)
+void SetCameraMode(Camera camera, int mode); // Set camera mode (multiple camera modes available)
+void UpdateCamera(Camera *camera); // Update camera position for selected mode
+
+void SetCameraPanControl(int keyPan); // Set camera pan key to combine with mouse movement (free camera)
+void SetCameraAltControl(int keyAlt); // Set camera alt key to combine with mouse movement (free camera)
+void SetCameraSmoothZoomControl(int szoomKey); // Set camera smooth zoom key to combine with mouse (free camera)
+void SetCameraMoveControls(int keyFront, int keyBack,
+ int keyRight, int keyLeft,
+ int keyUp, int keyDown); // Set camera move controls (1st person and 3rd person cameras)
+#endif
+
+#ifdef __cplusplus
+}
+#endif
+
+#endif // CAMERA_H
+
+
+/***********************************************************************************
+*
+* CAMERA IMPLEMENTATION
+*
+************************************************************************************/
+
+#if defined(CAMERA_IMPLEMENTATION)
+
+#include <math.h> // Required for: sinf(), cosf(), sqrtf()
+
+//----------------------------------------------------------------------------------
+// Defines and Macros
+//----------------------------------------------------------------------------------
+#ifndef PI
+ #define PI 3.14159265358979323846
+#endif
+#ifndef DEG2RAD
+ #define DEG2RAD (PI/180.0f)
+#endif
+#ifndef RAD2DEG
+ #define RAD2DEG (180.0f/PI)
+#endif
+
+// Camera mouse movement sensitivity
+#define CAMERA_MOUSE_MOVE_SENSITIVITY 0.003f
+#define CAMERA_MOUSE_SCROLL_SENSITIVITY 1.5f
+
+// FREE_CAMERA
+#define CAMERA_FREE_MOUSE_SENSITIVITY 0.01f
+#define CAMERA_FREE_DISTANCE_MIN_CLAMP 0.3f
+#define CAMERA_FREE_DISTANCE_MAX_CLAMP 120.0f
+#define CAMERA_FREE_MIN_CLAMP 85.0f
+#define CAMERA_FREE_MAX_CLAMP -85.0f
+#define CAMERA_FREE_SMOOTH_ZOOM_SENSITIVITY 0.05f
+#define CAMERA_FREE_PANNING_DIVIDER 5.1f
+
+// ORBITAL_CAMERA
+#define CAMERA_ORBITAL_SPEED 0.01f // Radians per frame
+
+// FIRST_PERSON
+//#define CAMERA_FIRST_PERSON_MOUSE_SENSITIVITY 0.003f
+#define CAMERA_FIRST_PERSON_FOCUS_DISTANCE 25.0f
+#define CAMERA_FIRST_PERSON_MIN_CLAMP 89.0f
+#define CAMERA_FIRST_PERSON_MAX_CLAMP -89.0f
+
+#define CAMERA_FIRST_PERSON_STEP_TRIGONOMETRIC_DIVIDER 8.0f
+#define CAMERA_FIRST_PERSON_STEP_DIVIDER 30.0f
+#define CAMERA_FIRST_PERSON_WAVING_DIVIDER 200.0f
+
+// THIRD_PERSON
+//#define CAMERA_THIRD_PERSON_MOUSE_SENSITIVITY 0.003f
+#define CAMERA_THIRD_PERSON_DISTANCE_CLAMP 1.2f
+#define CAMERA_THIRD_PERSON_MIN_CLAMP 5.0f
+#define CAMERA_THIRD_PERSON_MAX_CLAMP -85.0f
+#define CAMERA_THIRD_PERSON_OFFSET (Vector3){ 0.4f, 0.0f, 0.0f }
+
+// PLAYER (used by camera)
+#define PLAYER_MOVEMENT_SENSITIVITY 20.0f
+
+//----------------------------------------------------------------------------------
+// Types and Structures Definition
+//----------------------------------------------------------------------------------
+// Camera move modes (first person and third person cameras)
+typedef enum {
+ MOVE_FRONT = 0,
+ MOVE_BACK,
+ MOVE_RIGHT,
+ MOVE_LEFT,
+ MOVE_UP,
+ MOVE_DOWN
+} CameraMove;
+
+// Camera global state context data [56 bytes]
+typedef struct {
+ unsigned int mode; // Current camera mode
+ float targetDistance; // Camera distance from position to target
+ float playerEyesPosition; // Player eyes position from ground (in meters)
+ Vector2 angle; // Camera angle in plane XZ
+ Vector2 previousMousePosition; // Previous mouse position
+
+ // Camera movement control keys
+ int moveControl[6]; // Move controls (CAMERA_FIRST_PERSON)
+ int smoothZoomControl; // Smooth zoom control key
+ int altControl; // Alternative control key
+ int panControl; // Pan view control key
+} CameraData;
+
+//----------------------------------------------------------------------------------
+// Global Variables Definition
+//----------------------------------------------------------------------------------
+static CameraData CAMERA = { // Global CAMERA state context
+ .mode = 0,
+ .targetDistance = 0,
+ .playerEyesPosition = 1.85f,
+ .angle = { 0 },
+ .previousMousePosition = { 0 },
+ .moveControl = { 'W', 'S', 'D', 'A', 'E', 'Q' },
+ .smoothZoomControl = 341, // raylib: KEY_LEFT_CONTROL
+ .altControl = 342, // raylib: KEY_LEFT_ALT
+ .panControl = 2 // raylib: MOUSE_BUTTON_MIDDLE
+};
+
+//----------------------------------------------------------------------------------
+// Module specific Functions Declaration
+//----------------------------------------------------------------------------------
+#if defined(CAMERA_STANDALONE)
+// NOTE: Camera controls depend on some raylib input functions
+static void EnableCursor() {} // Unlock cursor
+static void DisableCursor() {} // Lock cursor
+
+static int IsKeyDown(int key) { return 0; }
+
+static int IsMouseButtonDown(int button) { return 0;}
+static float GetMouseWheelMove() { return 0.0f; }
+static Vector2 GetMousePosition() { return (Vector2){ 0.0f, 0.0f }; }
+#endif
+
+//----------------------------------------------------------------------------------
+// Module Functions Definition
+//----------------------------------------------------------------------------------
+
+// Select camera mode (multiple camera modes available)
+void SetCameraMode(Camera camera, int mode)
+{
+ Vector3 v1 = camera.position;
+ Vector3 v2 = camera.target;
+
+ float dx = v2.x - v1.x;
+ float dy = v2.y - v1.y;
+ float dz = v2.z - v1.z;
+
+ CAMERA.targetDistance = sqrtf(dx*dx + dy*dy + dz*dz); // Distance to target
+
+ // Camera angle calculation
+ CAMERA.angle.x = atan2f(dx, dz); // Camera angle in plane XZ (0 aligned with Z, move positive CCW)
+ CAMERA.angle.y = atan2f(dy, sqrtf(dx*dx + dz*dz)); // Camera angle in plane XY (0 aligned with X, move positive CW)
+
+ CAMERA.playerEyesPosition = camera.position.y; // Init player eyes position to camera Y position
+
+ CAMERA.previousMousePosition = GetMousePosition(); // Init mouse position
+
+ // Lock cursor for first person and third person cameras
+ if ((mode == CAMERA_FIRST_PERSON) || (mode == CAMERA_THIRD_PERSON)) DisableCursor();
+ else EnableCursor();
+
+ CAMERA.mode = mode;
+}
+
+// Update camera depending on selected mode
+// NOTE: Camera controls depend on some raylib functions:
+// System: EnableCursor(), DisableCursor()
+// Mouse: IsMouseButtonDown(), GetMousePosition(), GetMouseWheelMove()
+// Keys: IsKeyDown()
+void UpdateCamera(Camera *camera)
+{
+ static int swingCounter = 0; // Used for 1st person swinging movement
+
+ // TODO: Compute CAMERA.targetDistance and CAMERA.angle here (?)
+
+ // Mouse movement detection
+ Vector2 mousePositionDelta = { 0.0f, 0.0f };
+ Vector2 mousePosition = GetMousePosition();
+ float mouseWheelMove = GetMouseWheelMove();
+
+ // Keys input detection
+ // TODO: Input detection is raylib-dependant, it could be moved outside the module
+ bool keyPan = IsMouseButtonDown(CAMERA.panControl);
+ bool keyAlt = IsKeyDown(CAMERA.altControl);
+ bool szoomKey = IsKeyDown(CAMERA.smoothZoomControl);
+ bool direction[6] = { IsKeyDown(CAMERA.moveControl[MOVE_FRONT]),
+ IsKeyDown(CAMERA.moveControl[MOVE_BACK]),
+ IsKeyDown(CAMERA.moveControl[MOVE_RIGHT]),
+ IsKeyDown(CAMERA.moveControl[MOVE_LEFT]),
+ IsKeyDown(CAMERA.moveControl[MOVE_UP]),
+ IsKeyDown(CAMERA.moveControl[MOVE_DOWN]) };
+
+ if (CAMERA.mode != CAMERA_CUSTOM)
+ {
+ mousePositionDelta.x = mousePosition.x - CAMERA.previousMousePosition.x;
+ mousePositionDelta.y = mousePosition.y - CAMERA.previousMousePosition.y;
+
+ CAMERA.previousMousePosition = mousePosition;
+ }
+
+ // Support for multiple automatic camera modes
+ // NOTE: In case of CAMERA_CUSTOM nothing happens here, user must update it manually
+ switch (CAMERA.mode)
+ {
+ case CAMERA_FREE: // Camera free controls, using standard 3d-content-creation scheme
+ {
+ // Camera zoom
+ if ((CAMERA.targetDistance < CAMERA_FREE_DISTANCE_MAX_CLAMP) && (mouseWheelMove < 0))
+ {
+ CAMERA.targetDistance -= (mouseWheelMove*CAMERA_MOUSE_SCROLL_SENSITIVITY);
+ if (CAMERA.targetDistance > CAMERA_FREE_DISTANCE_MAX_CLAMP) CAMERA.targetDistance = CAMERA_FREE_DISTANCE_MAX_CLAMP;
+ }
+
+ // Camera looking down
+ else if ((camera->position.y > camera->target.y) && (CAMERA.targetDistance == CAMERA_FREE_DISTANCE_MAX_CLAMP) && (mouseWheelMove < 0))
+ {
+ camera->target.x += mouseWheelMove*(camera->target.x - camera->position.x)*CAMERA_MOUSE_SCROLL_SENSITIVITY/CAMERA.targetDistance;
+ camera->target.y += mouseWheelMove*(camera->target.y - camera->position.y)*CAMERA_MOUSE_SCROLL_SENSITIVITY/CAMERA.targetDistance;
+ camera->target.z += mouseWheelMove*(camera->target.z - camera->position.z)*CAMERA_MOUSE_SCROLL_SENSITIVITY/CAMERA.targetDistance;
+ }
+ else if ((camera->position.y > camera->target.y) && (camera->target.y >= 0))
+ {
+ camera->target.x += mouseWheelMove*(camera->target.x - camera->position.x)*CAMERA_MOUSE_SCROLL_SENSITIVITY/CAMERA.targetDistance;
+ camera->target.y += mouseWheelMove*(camera->target.y - camera->position.y)*CAMERA_MOUSE_SCROLL_SENSITIVITY/CAMERA.targetDistance;
+ camera->target.z += mouseWheelMove*(camera->target.z - camera->position.z)*CAMERA_MOUSE_SCROLL_SENSITIVITY/CAMERA.targetDistance;
+
+ // if (camera->target.y < 0) camera->target.y = -0.001;
+ }
+ else if ((camera->position.y > camera->target.y) && (camera->target.y < 0) && (mouseWheelMove > 0))
+ {
+ CAMERA.targetDistance -= (mouseWheelMove*CAMERA_MOUSE_SCROLL_SENSITIVITY);
+ if (CAMERA.targetDistance < CAMERA_FREE_DISTANCE_MIN_CLAMP) CAMERA.targetDistance = CAMERA_FREE_DISTANCE_MIN_CLAMP;
+ }
+ // Camera looking up
+ else if ((camera->position.y < camera->target.y) && (CAMERA.targetDistance == CAMERA_FREE_DISTANCE_MAX_CLAMP) && (mouseWheelMove < 0))
+ {
+ camera->target.x += mouseWheelMove*(camera->target.x - camera->position.x)*CAMERA_MOUSE_SCROLL_SENSITIVITY/CAMERA.targetDistance;
+ camera->target.y += mouseWheelMove*(camera->target.y - camera->position.y)*CAMERA_MOUSE_SCROLL_SENSITIVITY/CAMERA.targetDistance;
+ camera->target.z += mouseWheelMove*(camera->target.z - camera->position.z)*CAMERA_MOUSE_SCROLL_SENSITIVITY/CAMERA.targetDistance;
+ }
+ else if ((camera->position.y < camera->target.y) && (camera->target.y <= 0))
+ {
+ camera->target.x += mouseWheelMove*(camera->target.x - camera->position.x)*CAMERA_MOUSE_SCROLL_SENSITIVITY/CAMERA.targetDistance;
+ camera->target.y += mouseWheelMove*(camera->target.y - camera->position.y)*CAMERA_MOUSE_SCROLL_SENSITIVITY/CAMERA.targetDistance;
+ camera->target.z += mouseWheelMove*(camera->target.z - camera->position.z)*CAMERA_MOUSE_SCROLL_SENSITIVITY/CAMERA.targetDistance;
+
+ // if (camera->target.y > 0) camera->target.y = 0.001;
+ }
+ else if ((camera->position.y < camera->target.y) && (camera->target.y > 0) && (mouseWheelMove > 0))
+ {
+ CAMERA.targetDistance -= (mouseWheelMove*CAMERA_MOUSE_SCROLL_SENSITIVITY);
+ if (CAMERA.targetDistance < CAMERA_FREE_DISTANCE_MIN_CLAMP) CAMERA.targetDistance = CAMERA_FREE_DISTANCE_MIN_CLAMP;
+ }
+
+ // Input keys checks
+ if (keyPan)
+ {
+ if (keyAlt) // Alternative key behaviour
+ {
+ if (szoomKey)
+ {
+ // Camera smooth zoom
+ CAMERA.targetDistance += (mousePositionDelta.y*CAMERA_FREE_SMOOTH_ZOOM_SENSITIVITY);
+ }
+ else
+ {
+ // Camera rotation
+ CAMERA.angle.x += mousePositionDelta.x*-CAMERA_FREE_MOUSE_SENSITIVITY;
+ CAMERA.angle.y += mousePositionDelta.y*-CAMERA_FREE_MOUSE_SENSITIVITY;
+
+ // Angle clamp
+ if (CAMERA.angle.y > CAMERA_FREE_MIN_CLAMP*DEG2RAD) CAMERA.angle.y = CAMERA_FREE_MIN_CLAMP*DEG2RAD;
+ else if (CAMERA.angle.y < CAMERA_FREE_MAX_CLAMP*DEG2RAD) CAMERA.angle.y = CAMERA_FREE_MAX_CLAMP*DEG2RAD;
+ }
+ }
+ else
+ {
+ // Camera panning
+ camera->target.x += ((mousePositionDelta.x*CAMERA_FREE_MOUSE_SENSITIVITY)*cosf(CAMERA.angle.x) + (mousePositionDelta.y*-CAMERA_FREE_MOUSE_SENSITIVITY)*sinf(CAMERA.angle.x)*sinf(CAMERA.angle.y))*(CAMERA.targetDistance/CAMERA_FREE_PANNING_DIVIDER);
+ camera->target.y += ((mousePositionDelta.y*CAMERA_FREE_MOUSE_SENSITIVITY)*cosf(CAMERA.angle.y))*(CAMERA.targetDistance/CAMERA_FREE_PANNING_DIVIDER);
+ camera->target.z += ((mousePositionDelta.x*-CAMERA_FREE_MOUSE_SENSITIVITY)*sinf(CAMERA.angle.x) + (mousePositionDelta.y*-CAMERA_FREE_MOUSE_SENSITIVITY)*cosf(CAMERA.angle.x)*sinf(CAMERA.angle.y))*(CAMERA.targetDistance/CAMERA_FREE_PANNING_DIVIDER);
+ }
+ }
+
+ // Update camera position with changes
+ camera->position.x = -sinf(CAMERA.angle.x)*CAMERA.targetDistance*cosf(CAMERA.angle.y) + camera->target.x;
+ camera->position.y = -sinf(CAMERA.angle.y)*CAMERA.targetDistance + camera->target.y;
+ camera->position.z = -cosf(CAMERA.angle.x)*CAMERA.targetDistance*cosf(CAMERA.angle.y) + camera->target.z;
+
+ } break;
+ case CAMERA_ORBITAL: // Camera just orbits around target, only zoom allowed
+ {
+ CAMERA.angle.x += CAMERA_ORBITAL_SPEED; // Camera orbit angle
+ CAMERA.targetDistance -= (mouseWheelMove*CAMERA_MOUSE_SCROLL_SENSITIVITY); // Camera zoom
+
+ // Camera distance clamp
+ if (CAMERA.targetDistance < CAMERA_THIRD_PERSON_DISTANCE_CLAMP) CAMERA.targetDistance = CAMERA_THIRD_PERSON_DISTANCE_CLAMP;
+
+ // Update camera position with changes
+ camera->position.x = sinf(CAMERA.angle.x)*CAMERA.targetDistance*cosf(CAMERA.angle.y) + camera->target.x;
+ camera->position.y = ((CAMERA.angle.y <= 0.0f)? 1 : -1)*sinf(CAMERA.angle.y)*CAMERA.targetDistance*sinf(CAMERA.angle.y) + camera->target.y;
+ camera->position.z = cosf(CAMERA.angle.x)*CAMERA.targetDistance*cosf(CAMERA.angle.y) + camera->target.z;
+
+ } break;
+ case CAMERA_FIRST_PERSON: // Camera moves as in a first-person game, controls are configurable
+ {
+ camera->position.x += (sinf(CAMERA.angle.x)*direction[MOVE_BACK] -
+ sinf(CAMERA.angle.x)*direction[MOVE_FRONT] -
+ cosf(CAMERA.angle.x)*direction[MOVE_LEFT] +
+ cosf(CAMERA.angle.x)*direction[MOVE_RIGHT])/PLAYER_MOVEMENT_SENSITIVITY;
+
+ camera->position.y += (sinf(CAMERA.angle.y)*direction[MOVE_FRONT] -
+ sinf(CAMERA.angle.y)*direction[MOVE_BACK] +
+ 1.0f*direction[MOVE_UP] - 1.0f*direction[MOVE_DOWN])/PLAYER_MOVEMENT_SENSITIVITY;
+
+ camera->position.z += (cosf(CAMERA.angle.x)*direction[MOVE_BACK] -
+ cosf(CAMERA.angle.x)*direction[MOVE_FRONT] +
+ sinf(CAMERA.angle.x)*direction[MOVE_LEFT] -
+ sinf(CAMERA.angle.x)*direction[MOVE_RIGHT])/PLAYER_MOVEMENT_SENSITIVITY;
+
+ // Camera orientation calculation
+ CAMERA.angle.x += (mousePositionDelta.x*-CAMERA_MOUSE_MOVE_SENSITIVITY);
+ CAMERA.angle.y += (mousePositionDelta.y*-CAMERA_MOUSE_MOVE_SENSITIVITY);
+
+ // Angle clamp
+ if (CAMERA.angle.y > CAMERA_FIRST_PERSON_MIN_CLAMP*DEG2RAD) CAMERA.angle.y = CAMERA_FIRST_PERSON_MIN_CLAMP*DEG2RAD;
+ else if (CAMERA.angle.y < CAMERA_FIRST_PERSON_MAX_CLAMP*DEG2RAD) CAMERA.angle.y = CAMERA_FIRST_PERSON_MAX_CLAMP*DEG2RAD;
+
+ // Calculate translation matrix
+ Matrix matTranslation = { 1.0f, 0.0f, 0.0f, 0.0f,
+ 0.0f, 1.0f, 0.0f, 0.0f,
+ 0.0f, 0.0f, 1.0f, (CAMERA.targetDistance/CAMERA_FREE_PANNING_DIVIDER),
+ 0.0f, 0.0f, 0.0f, 1.0f };
+
+ // Calculate rotation matrix
+ Matrix matRotation = { 1.0f, 0.0f, 0.0f, 0.0f,
+ 0.0f, 1.0f, 0.0f, 0.0f,
+ 0.0f, 0.0f, 1.0f, 0.0f,
+ 0.0f, 0.0f, 0.0f, 1.0f };
+
+ float cosz = cosf(0.0f);
+ float sinz = sinf(0.0f);
+ float cosy = cosf(-(PI*2 - CAMERA.angle.x));
+ float siny = sinf(-(PI*2 - CAMERA.angle.x));
+ float cosx = cosf(-(PI*2 - CAMERA.angle.y));
+ float sinx = sinf(-(PI*2 - CAMERA.angle.y));
+
+ matRotation.m0 = cosz*cosy;
+ matRotation.m4 = (cosz*siny*sinx) - (sinz*cosx);
+ matRotation.m8 = (cosz*siny*cosx) + (sinz*sinx);
+ matRotation.m1 = sinz*cosy;
+ matRotation.m5 = (sinz*siny*sinx) + (cosz*cosx);
+ matRotation.m9 = (sinz*siny*cosx) - (cosz*sinx);
+ matRotation.m2 = -siny;
+ matRotation.m6 = cosy*sinx;
+ matRotation.m10= cosy*cosx;
+
+ // Multiply translation and rotation matrices
+ Matrix matTransform = { 0 };
+ matTransform.m0 = matTranslation.m0*matRotation.m0 + matTranslation.m1*matRotation.m4 + matTranslation.m2*matRotation.m8 + matTranslation.m3*matRotation.m12;
+ matTransform.m1 = matTranslation.m0*matRotation.m1 + matTranslation.m1*matRotation.m5 + matTranslation.m2*matRotation.m9 + matTranslation.m3*matRotation.m13;
+ matTransform.m2 = matTranslation.m0*matRotation.m2 + matTranslation.m1*matRotation.m6 + matTranslation.m2*matRotation.m10 + matTranslation.m3*matRotation.m14;
+ matTransform.m3 = matTranslation.m0*matRotation.m3 + matTranslation.m1*matRotation.m7 + matTranslation.m2*matRotation.m11 + matTranslation.m3*matRotation.m15;
+ matTransform.m4 = matTranslation.m4*matRotation.m0 + matTranslation.m5*matRotation.m4 + matTranslation.m6*matRotation.m8 + matTranslation.m7*matRotation.m12;
+ matTransform.m5 = matTranslation.m4*matRotation.m1 + matTranslation.m5*matRotation.m5 + matTranslation.m6*matRotation.m9 + matTranslation.m7*matRotation.m13;
+ matTransform.m6 = matTranslation.m4*matRotation.m2 + matTranslation.m5*matRotation.m6 + matTranslation.m6*matRotation.m10 + matTranslation.m7*matRotation.m14;
+ matTransform.m7 = matTranslation.m4*matRotation.m3 + matTranslation.m5*matRotation.m7 + matTranslation.m6*matRotation.m11 + matTranslation.m7*matRotation.m15;
+ matTransform.m8 = matTranslation.m8*matRotation.m0 + matTranslation.m9*matRotation.m4 + matTranslation.m10*matRotation.m8 + matTranslation.m11*matRotation.m12;
+ matTransform.m9 = matTranslation.m8*matRotation.m1 + matTranslation.m9*matRotation.m5 + matTranslation.m10*matRotation.m9 + matTranslation.m11*matRotation.m13;
+ matTransform.m10 = matTranslation.m8*matRotation.m2 + matTranslation.m9*matRotation.m6 + matTranslation.m10*matRotation.m10 + matTranslation.m11*matRotation.m14;
+ matTransform.m11 = matTranslation.m8*matRotation.m3 + matTranslation.m9*matRotation.m7 + matTranslation.m10*matRotation.m11 + matTranslation.m11*matRotation.m15;
+ matTransform.m12 = matTranslation.m12*matRotation.m0 + matTranslation.m13*matRotation.m4 + matTranslation.m14*matRotation.m8 + matTranslation.m15*matRotation.m12;
+ matTransform.m13 = matTranslation.m12*matRotation.m1 + matTranslation.m13*matRotation.m5 + matTranslation.m14*matRotation.m9 + matTranslation.m15*matRotation.m13;
+ matTransform.m14 = matTranslation.m12*matRotation.m2 + matTranslation.m13*matRotation.m6 + matTranslation.m14*matRotation.m10 + matTranslation.m15*matRotation.m14;
+ matTransform.m15 = matTranslation.m12*matRotation.m3 + matTranslation.m13*matRotation.m7 + matTranslation.m14*matRotation.m11 + matTranslation.m15*matRotation.m15;
+
+ camera->target.x = camera->position.x - matTransform.m12;
+ camera->target.y = camera->position.y - matTransform.m13;
+ camera->target.z = camera->position.z - matTransform.m14;
+
+ // If movement detected (some key pressed), increase swinging
+ for (int i = 0; i < 6; i++) if (direction[i]) { swingCounter++; break; }
+
+ // Camera position update
+ // NOTE: On CAMERA_FIRST_PERSON player Y-movement is limited to player 'eyes position'
+ camera->position.y = CAMERA.playerEyesPosition - sinf(swingCounter/CAMERA_FIRST_PERSON_STEP_TRIGONOMETRIC_DIVIDER)/CAMERA_FIRST_PERSON_STEP_DIVIDER;
+
+ camera->up.x = sinf(swingCounter/(CAMERA_FIRST_PERSON_STEP_TRIGONOMETRIC_DIVIDER*2))/CAMERA_FIRST_PERSON_WAVING_DIVIDER;
+ camera->up.z = -sinf(swingCounter/(CAMERA_FIRST_PERSON_STEP_TRIGONOMETRIC_DIVIDER*2))/CAMERA_FIRST_PERSON_WAVING_DIVIDER;
+
+ } break;
+ case CAMERA_THIRD_PERSON: // Camera moves as in a third-person game, following target at a distance, controls are configurable
+ {
+ camera->position.x += (sinf(CAMERA.angle.x)*direction[MOVE_BACK] -
+ sinf(CAMERA.angle.x)*direction[MOVE_FRONT] -
+ cosf(CAMERA.angle.x)*direction[MOVE_LEFT] +
+ cosf(CAMERA.angle.x)*direction[MOVE_RIGHT])/PLAYER_MOVEMENT_SENSITIVITY;
+
+ camera->position.y += (sinf(CAMERA.angle.y)*direction[MOVE_FRONT] -
+ sinf(CAMERA.angle.y)*direction[MOVE_BACK] +
+ 1.0f*direction[MOVE_UP] - 1.0f*direction[MOVE_DOWN])/PLAYER_MOVEMENT_SENSITIVITY;
+
+ camera->position.z += (cosf(CAMERA.angle.x)*direction[MOVE_BACK] -
+ cosf(CAMERA.angle.x)*direction[MOVE_FRONT] +
+ sinf(CAMERA.angle.x)*direction[MOVE_LEFT] -
+ sinf(CAMERA.angle.x)*direction[MOVE_RIGHT])/PLAYER_MOVEMENT_SENSITIVITY;
+
+ // Camera orientation calculation
+ CAMERA.angle.x += (mousePositionDelta.x*-CAMERA_MOUSE_MOVE_SENSITIVITY);
+ CAMERA.angle.y += (mousePositionDelta.y*-CAMERA_MOUSE_MOVE_SENSITIVITY);
+
+ // Angle clamp
+ if (CAMERA.angle.y > CAMERA_THIRD_PERSON_MIN_CLAMP*DEG2RAD) CAMERA.angle.y = CAMERA_THIRD_PERSON_MIN_CLAMP*DEG2RAD;
+ else if (CAMERA.angle.y < CAMERA_THIRD_PERSON_MAX_CLAMP*DEG2RAD) CAMERA.angle.y = CAMERA_THIRD_PERSON_MAX_CLAMP*DEG2RAD;
+
+ // Camera zoom
+ CAMERA.targetDistance -= (mouseWheelMove*CAMERA_MOUSE_SCROLL_SENSITIVITY);
+
+ // Camera distance clamp
+ if (CAMERA.targetDistance < CAMERA_THIRD_PERSON_DISTANCE_CLAMP) CAMERA.targetDistance = CAMERA_THIRD_PERSON_DISTANCE_CLAMP;
+
+ camera->position.x = sinf(CAMERA.angle.x)*CAMERA.targetDistance*cosf(CAMERA.angle.y) + camera->target.x;
+
+ if (CAMERA.angle.y <= 0.0f) camera->position.y = sinf(CAMERA.angle.y)*CAMERA.targetDistance*sinf(CAMERA.angle.y) + camera->target.y;
+ else camera->position.y = -sinf(CAMERA.angle.y)*CAMERA.targetDistance*sinf(CAMERA.angle.y) + camera->target.y;
+
+ camera->position.z = cosf(CAMERA.angle.x)*CAMERA.targetDistance*cosf(CAMERA.angle.y) + camera->target.z;
+
+ } break;
+ case CAMERA_CUSTOM: break;
+ default: break;
+ }
+}
+
+// Set camera pan key to combine with mouse movement (free camera)
+void SetCameraPanControl(int keyPan) { CAMERA.panControl = keyPan; }
+
+// Set camera alt key to combine with mouse movement (free camera)
+void SetCameraAltControl(int keyAlt) { CAMERA.altControl = keyAlt; }
+
+// Set camera smooth zoom key to combine with mouse (free camera)
+void SetCameraSmoothZoomControl(int szoomKey) { CAMERA.smoothZoomControl = szoomKey; }
+
+// Set camera move controls (1st person and 3rd person cameras)
+void SetCameraMoveControls(int keyFront, int keyBack, int keyRight, int keyLeft, int keyUp, int keyDown)
+{
+ CAMERA.moveControl[MOVE_FRONT] = keyFront;
+ CAMERA.moveControl[MOVE_BACK] = keyBack;
+ CAMERA.moveControl[MOVE_RIGHT] = keyRight;
+ CAMERA.moveControl[MOVE_LEFT] = keyLeft;
+ CAMERA.moveControl[MOVE_UP] = keyUp;
+ CAMERA.moveControl[MOVE_DOWN] = keyDown;
+}
+
+#endif // CAMERA_IMPLEMENTATION