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author | Thomas <mail.thomasclement@gmail.com> | 2021-08-15 10:03:09 +0200 |
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committer | Thomas <mail.thomasclement@gmail.com> | 2021-08-15 10:03:09 +0200 |
commit | 3a1d97f556bc4c5384799ac121640984b590c05c (patch) | |
tree | 20aeab4c18d76c344e2ce1f16913b39c447659b1 /libs/raylib/src/camera.h | |
parent | eebaddf29efad9bc7b82d8745d839931f08ef887 (diff) | |
download | gamejam-slgj-2024-3a1d97f556bc4c5384799ac121640984b590c05c.tar.gz gamejam-slgj-2024-3a1d97f556bc4c5384799ac121640984b590c05c.tar.bz2 gamejam-slgj-2024-3a1d97f556bc4c5384799ac121640984b590c05c.zip |
Updated to raylib 3.7
Diffstat (limited to 'libs/raylib/src/camera.h')
-rw-r--r-- | libs/raylib/src/camera.h | 92 |
1 files changed, 46 insertions, 46 deletions
diff --git a/libs/raylib/src/camera.h b/libs/raylib/src/camera.h index f1ef42e..cd42b54 100644 --- a/libs/raylib/src/camera.h +++ b/libs/raylib/src/camera.h @@ -22,7 +22,7 @@ * * LICENSE: zlib/libpng * -* Copyright (c) 2015-2020 Ramon Santamaria (@raysan5) +* Copyright (c) 2015-2021 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. @@ -91,7 +91,7 @@ typedef enum { CAMERA_PERSPECTIVE = 0, CAMERA_ORTHOGRAPHIC - } CameraType; + } CameraProjection; #endif #ifdef __cplusplus @@ -110,12 +110,12 @@ extern "C" { // Prevents name mangling of functions 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 panKey); // Set camera pan key to combine with mouse movement (free camera) -void SetCameraAltControl(int altKey); // Set camera alt key to combine with mouse movement (free camera) +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 frontKey, int backKey, - int rightKey, int leftKey, - int upKey, int downKey); // Set camera move controls (1st person and 3rd person cameras) +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 @@ -135,6 +135,9 @@ void SetCameraMoveControls(int frontKey, int backKey, #include <math.h> // Required for: sinf(), cosf(), sqrtf() +//---------------------------------------------------------------------------------- +// Defines and Macros +//---------------------------------------------------------------------------------- #ifndef PI #define PI 3.14159265358979323846 #endif @@ -145,9 +148,6 @@ void SetCameraMoveControls(int frontKey, int backKey, #define RAD2DEG (180.0f/PI) #endif -//---------------------------------------------------------------------------------- -// Defines and Macros -//---------------------------------------------------------------------------------- // Camera mouse movement sensitivity #define CAMERA_MOUSE_MOVE_SENSITIVITY 0.003f #define CAMERA_MOUSE_SCROLL_SENSITIVITY 1.5f @@ -170,7 +170,7 @@ void SetCameraMoveControls(int frontKey, int backKey, #define CAMERA_FIRST_PERSON_MIN_CLAMP 89.0f #define CAMERA_FIRST_PERSON_MAX_CLAMP -89.0f -#define CAMERA_FIRST_PERSON_STEP_TRIGONOMETRIC_DIVIDER 5.0f +#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 @@ -197,17 +197,18 @@ typedef enum { MOVE_DOWN } CameraMove; -// Camera global state context data +// Camera global state context data [56 bytes] typedef struct { - int mode; // Current camera mode + unsigned int mode; // Current camera mode float targetDistance; // Camera distance from position to target - float playerEyesPosition; // Default player eyes position from ground (in meters) + float playerEyesPosition; // Player eyes position from ground (in meters) Vector2 angle; // Camera angle in plane XZ - int moveControl[6]; - int smoothZoomControl; // raylib: KEY_LEFT_CONTROL - int altControl; // raylib: KEY_LEFT_ALT - int panControl; // raylib: MOUSE_MIDDLE_BUTTON + // 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; //---------------------------------------------------------------------------------- @@ -219,9 +220,9 @@ static CameraData CAMERA = { // Global CAMERA state context .playerEyesPosition = 1.85f, .angle = { 0 }, .moveControl = { 'W', 'S', 'D', 'A', 'E', 'Q' }, - .smoothZoomControl = 341, - .altControl = 342, - .panControl = 2 + .smoothZoomControl = 341, // raylib: KEY_LEFT_CONTROL + .altControl = 342, // raylib: KEY_LEFT_ALT + .panControl = 2 // raylib: MOUSE_MIDDLE_BUTTON }; //---------------------------------------------------------------------------------- @@ -235,7 +236,7 @@ static void DisableCursor() {} // Lock cursor static int IsKeyDown(int key) { return 0; } static int IsMouseButtonDown(int button) { return 0;} -static int GetMouseWheelMove() { return 0; } +static float GetMouseWheelMove() { return 0.0f; } static Vector2 GetMousePosition() { return (Vector2){ 0.0f, 0.0f }; } #endif @@ -253,13 +254,13 @@ void SetCameraMode(Camera camera, int mode) float dy = v2.y - v1.y; float dz = v2.z - v1.z; - CAMERA.targetDistance = sqrtf(dx*dx + dy*dy + dz*dz); + 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.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; + CAMERA.playerEyesPosition = camera.position.y; // Init player eyes position to camera Y position // Lock cursor for first person and third person cameras if ((mode == CAMERA_FIRST_PERSON) || (mode == CAMERA_THIRD_PERSON)) DisableCursor(); @@ -284,11 +285,12 @@ void UpdateCamera(Camera *camera) // Mouse movement detection Vector2 mousePositionDelta = { 0.0f, 0.0f }; Vector2 mousePosition = GetMousePosition(); - int mouseWheelMove = GetMouseWheelMove(); + float mouseWheelMove = GetMouseWheelMove(); // Keys input detection - bool panKey = IsMouseButtonDown(CAMERA.panControl); - bool altKey = IsKeyDown(CAMERA.altControl); + // 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]), @@ -297,8 +299,6 @@ void UpdateCamera(Camera *camera) IsKeyDown(CAMERA.moveControl[MOVE_UP]), IsKeyDown(CAMERA.moveControl[MOVE_DOWN]) }; - // TODO: Touch input detection (probably gestures system required) - if (CAMERA.mode != CAMERA_CUSTOM) { mousePositionDelta.x = mousePosition.x - previousMousePosition.x; @@ -319,9 +319,8 @@ void UpdateCamera(Camera *camera) 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 - // TODO: Review, weird comparison of CAMERA.targetDistance == 120.0f? 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; @@ -342,7 +341,6 @@ void UpdateCamera(Camera *camera) if (CAMERA.targetDistance < CAMERA_FREE_DISTANCE_MIN_CLAMP) CAMERA.targetDistance = CAMERA_FREE_DISTANCE_MIN_CLAMP; } // Camera looking up - // TODO: Review, weird comparisson of CAMERA.targetDistance == 120.0f? 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; @@ -364,9 +362,9 @@ void UpdateCamera(Camera *camera) } // Input keys checks - if (panKey) + if (keyPan) { - if (altKey) // Alternative key behaviour + if (keyAlt) // Alternative key behaviour { if (szoomKey) { @@ -445,7 +443,7 @@ void UpdateCamera(Camera *camera) camera->target.x = camera->position.x - transform.m12; camera->target.y = camera->position.y - transform.m13; camera->target.z = camera->position.z - transform.m14; - + // If movement detected (some key pressed), increase swinging for (int i = 0; i < 6; i++) if (direction[i]) { swingCounter++; break; } @@ -489,8 +487,10 @@ void UpdateCamera(Camera *camera) // TODO: It seems camera->position is not correctly updated or some rounding issue makes the camera move straight to camera->target... 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; @@ -500,23 +500,23 @@ void UpdateCamera(Camera *camera) } // Set camera pan key to combine with mouse movement (free camera) -void SetCameraPanControl(int panKey) { CAMERA.panControl = panKey; } +void SetCameraPanControl(int keyPan) { CAMERA.panControl = keyPan; } // Set camera alt key to combine with mouse movement (free camera) -void SetCameraAltControl(int altKey) { CAMERA.altControl = altKey; } +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 frontKey, int backKey, int rightKey, int leftKey, int upKey, int downKey) +void SetCameraMoveControls(int keyFront, int keyBack, int keyRight, int keyLeft, int keyUp, int keyDown) { - CAMERA.moveControl[MOVE_FRONT] = frontKey; - CAMERA.moveControl[MOVE_BACK] = backKey; - CAMERA.moveControl[MOVE_RIGHT] = rightKey; - CAMERA.moveControl[MOVE_LEFT] = leftKey; - CAMERA.moveControl[MOVE_UP] = upKey; - CAMERA.moveControl[MOVE_DOWN] = downKey; + 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 |