From ea590c44a967075b3f6b420fa76e6387075ecf1d Mon Sep 17 00:00:00 2001 From: Ray Date: Tue, 14 Feb 2023 20:00:51 +0100 Subject: REVIEWED: Camera redesign PR --- src/raylib.h | 2 +- src/rcamera.h | 106 +++++----- src/rcamera.old.h | 567 ++++++++++++++++++++++++++++++++++++++++++++++++++++++ src/rcamera_old.h | 567 ------------------------------------------------------ src/rcore.c | 13 +- 5 files changed, 623 insertions(+), 632 deletions(-) create mode 100644 src/rcamera.old.h delete mode 100644 src/rcamera_old.h (limited to 'src') diff --git a/src/raylib.h b/src/raylib.h index 650b5b29..c1b85abd 100644 --- a/src/raylib.h +++ b/src/raylib.h @@ -1156,7 +1156,7 @@ RLAPI float GetGesturePinchAngle(void); // Get gesture pinch ang //------------------------------------------------------------------------------------ // Camera System Functions (Module: rcamera) //------------------------------------------------------------------------------------ -RLAPI void UpdateCamera(Camera3D *camera, int mode); // Update camera position for selected mode +RLAPI void UpdateCamera(Camera *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 60ac642a..d1871cdf 100644 --- a/src/rcamera.h +++ b/src/rcamera.h @@ -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 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 // 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 diff --git a/src/rcamera_old.h b/src/rcamera_old.h deleted file mode 100644 index 08c37669..00000000 --- a/src/rcamera_old.h +++ /dev/null @@ -1,567 +0,0 @@ -/******************************************************************************************* -* -* 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 // 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 diff --git a/src/rcore.c b/src/rcore.c index 83a70632..f81d2318 100644 --- a/src/rcore.c +++ b/src/rcore.c @@ -925,6 +925,8 @@ void InitWindow(int width, int height, const char *title) CORE.Input.Mouse.currentPosition.x = (float)CORE.Window.screen.width/2.0f; CORE.Input.Mouse.currentPosition.y = (float)CORE.Window.screen.height/2.0f; + + SetMousePosition((int)CORE.Input.Mouse.currentPosition.x, (int)CORE.Input.Mouse.currentPosition.x); #if defined(SUPPORT_EVENTS_AUTOMATION) events = (AutomationEvent *)malloc(MAX_CODE_AUTOMATION_EVENTS*sizeof(AutomationEvent)); @@ -2024,6 +2026,13 @@ void DisableCursor(void) { #if defined(PLATFORM_DESKTOP) glfwSetInputMode(CORE.Window.handle, GLFW_CURSOR, GLFW_CURSOR_DISABLED); + + // Set cursor position in the middle of screen and update delta accordingly + SetMousePosition(CORE.Window.screen.width/2, CORE.Window.screen.height/2); + CORE.Input.Mouse.currentPosition.x = CORE.Window.screen.width/2; + CORE.Input.Mouse.currentPosition.y = CORE.Window.screen.width/2; + CORE.Input.Mouse.previousPosition.x = CORE.Input.Mouse.currentPosition.x; + CORE.Input.Mouse.previousPosition.y = CORE.Input.Mouse.currentPosition.y; #endif #if defined(PLATFORM_WEB) emscripten_request_pointerlock("#canvas", 1); @@ -2189,7 +2198,7 @@ void EndMode2D(void) } // Initializes 3D mode with custom camera (3D) -void BeginMode3D(Camera3D camera) +void BeginMode3D(Camera camera) { rlDrawRenderBatchActive(); // Update and draw internal render batch @@ -3788,7 +3797,7 @@ Vector2 GetMousePosition(void) // Get mouse delta between frames Vector2 GetMouseDelta(void) { - Vector2 delta = {0}; + Vector2 delta = { 0 }; delta.x = CORE.Input.Mouse.currentPosition.x - CORE.Input.Mouse.previousPosition.x; delta.y = CORE.Input.Mouse.currentPosition.y - CORE.Input.Mouse.previousPosition.y; -- cgit v1.2.3