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authorLuca Sas <sas.luca.alex@gmail.com>2020-10-01 19:17:58 +0100
committerLuca Sas <sas.luca.alex@gmail.com>2020-10-01 19:17:58 +0100
commit45ee5878397822c41b9109d0e3bc2d635c8c8634 (patch)
treee94f7a4c3d7c94760ff5b96886a2632f0d3d5f6b /libs/raylib/src/camera.h
parent224c1c2087195c48d4a116ba9db0faa209e50332 (diff)
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Updated to raylib 3.0
Diffstat (limited to 'libs/raylib/src/camera.h')
-rw-r--r--libs/raylib/src/camera.h276
1 files changed, 143 insertions, 133 deletions
diff --git a/libs/raylib/src/camera.h b/libs/raylib/src/camera.h
index 42ffe12..f1ef42e 100644
--- a/libs/raylib/src/camera.h
+++ b/libs/raylib/src/camera.h
@@ -133,7 +133,7 @@ void SetCameraMoveControls(int frontKey, int backKey,
#if defined(CAMERA_IMPLEMENTATION)
-#include <math.h> // Required for: sqrt(), sinf(), cosf()
+#include <math.h> // Required for: sinf(), cosf(), sqrtf()
#ifndef PI
#define PI 3.14159265358979323846
@@ -197,26 +197,38 @@ typedef enum {
MOVE_DOWN
} CameraMove;
+// Camera global state context data
+typedef struct {
+ int mode; // Current camera mode
+ float targetDistance; // Camera distance from position to target
+ float playerEyesPosition; // Default 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
+} CameraData;
+
//----------------------------------------------------------------------------------
// Global Variables Definition
//----------------------------------------------------------------------------------
-static Vector2 cameraAngle = { 0.0f, 0.0f }; // Camera angle in plane XZ
-static float cameraTargetDistance = 0.0f; // Camera distance from position to target
-static float playerEyesPosition = 1.85f; // Default player eyes position from ground (in meters)
-
-static int cameraMoveControl[6] = { 'W', 'S', 'D', 'A', 'E', 'Q' };
-static int cameraPanControlKey = 2; // raylib: MOUSE_MIDDLE_BUTTON
-static int cameraAltControlKey = 342; // raylib: KEY_LEFT_ALT
-static int cameraSmoothZoomControlKey = 341; // raylib: KEY_LEFT_CONTROL
-
-static int cameraMode = CAMERA_CUSTOM; // Current camera mode
+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,
+ .altControl = 342,
+ .panControl = 2
+};
//----------------------------------------------------------------------------------
// Module specific Functions Declaration
//----------------------------------------------------------------------------------
#if defined(CAMERA_STANDALONE)
// NOTE: Camera controls depend on some raylib input functions
-// TODO: Set your own input functions (used in UpdateCamera())
static void EnableCursor() {} // Unlock cursor
static void DisableCursor() {} // Lock cursor
@@ -241,19 +253,19 @@ void SetCameraMode(Camera camera, int mode)
float dy = v2.y - v1.y;
float dz = v2.z - v1.z;
- cameraTargetDistance = sqrtf(dx*dx + dy*dy + dz*dz);
+ CAMERA.targetDistance = sqrtf(dx*dx + dy*dy + dz*dz);
// Camera angle calculation
- cameraAngle.x = atan2f(dx, dz); // Camera angle in plane XZ (0 aligned with Z, move positive CCW)
- cameraAngle.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)
- playerEyesPosition = camera.position.y;
+ CAMERA.playerEyesPosition = camera.position.y;
// Lock cursor for first person and third person cameras
if ((mode == CAMERA_FIRST_PERSON) || (mode == CAMERA_THIRD_PERSON)) DisableCursor();
else EnableCursor();
- cameraMode = mode;
+ CAMERA.mode = mode;
}
// Update camera depending on selected mode
@@ -261,13 +273,13 @@ void SetCameraMode(Camera camera, int mode)
// System: EnableCursor(), DisableCursor()
// Mouse: IsMouseButtonDown(), GetMousePosition(), GetMouseWheelMove()
// Keys: IsKeyDown()
-// TODO: Port to quaternion-based camera
+// TODO: Port to quaternion-based camera (?)
void UpdateCamera(Camera *camera)
{
static int swingCounter = 0; // Used for 1st person swinging movement
static Vector2 previousMousePosition = { 0.0f, 0.0f };
- // TODO: Compute cameraTargetDistance and cameraAngle here
+ // TODO: Compute CAMERA.targetDistance and CAMERA.angle here (?)
// Mouse movement detection
Vector2 mousePositionDelta = { 0.0f, 0.0f };
@@ -275,20 +287,19 @@ void UpdateCamera(Camera *camera)
int mouseWheelMove = GetMouseWheelMove();
// Keys input detection
- bool panKey = IsMouseButtonDown(cameraPanControlKey);
- bool altKey = IsKeyDown(cameraAltControlKey);
- bool szoomKey = IsKeyDown(cameraSmoothZoomControlKey);
-
- bool direction[6] = { IsKeyDown(cameraMoveControl[MOVE_FRONT]),
- IsKeyDown(cameraMoveControl[MOVE_BACK]),
- IsKeyDown(cameraMoveControl[MOVE_RIGHT]),
- IsKeyDown(cameraMoveControl[MOVE_LEFT]),
- IsKeyDown(cameraMoveControl[MOVE_UP]),
- IsKeyDown(cameraMoveControl[MOVE_DOWN]) };
-
- // TODO: Consider touch inputs for camera
-
- if (cameraMode != CAMERA_CUSTOM)
+ bool panKey = IsMouseButtonDown(CAMERA.panControl);
+ bool altKey = 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]) };
+
+ // TODO: Touch input detection (probably gestures system required)
+
+ if (CAMERA.mode != CAMERA_CUSTOM)
{
mousePositionDelta.x = mousePosition.x - previousMousePosition.x;
mousePositionDelta.y = mousePosition.y - previousMousePosition.y;
@@ -297,58 +308,59 @@ void UpdateCamera(Camera *camera)
}
// Support for multiple automatic camera modes
- switch (cameraMode)
+ // NOTE: In case of CAMERA_CUSTOM nothing happens here, user must update it manually
+ switch (CAMERA.mode)
{
- case CAMERA_FREE:
+ case CAMERA_FREE: // Camera free controls, using standard 3d-content-creation scheme
{
// Camera zoom
- if ((cameraTargetDistance < CAMERA_FREE_DISTANCE_MAX_CLAMP) && (mouseWheelMove < 0))
+ if ((CAMERA.targetDistance < CAMERA_FREE_DISTANCE_MAX_CLAMP) && (mouseWheelMove < 0))
{
- cameraTargetDistance -= (mouseWheelMove*CAMERA_MOUSE_SCROLL_SENSITIVITY);
-
- if (cameraTargetDistance > CAMERA_FREE_DISTANCE_MAX_CLAMP) cameraTargetDistance = CAMERA_FREE_DISTANCE_MAX_CLAMP;
+ 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 comparisson of cameraTargetDistance == 120.0f?
- else if ((camera->position.y > camera->target.y) && (cameraTargetDistance == CAMERA_FREE_DISTANCE_MAX_CLAMP) && (mouseWheelMove < 0))
+ // 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/cameraTargetDistance;
- camera->target.y += mouseWheelMove*(camera->target.y - camera->position.y)*CAMERA_MOUSE_SCROLL_SENSITIVITY/cameraTargetDistance;
- camera->target.z += mouseWheelMove*(camera->target.z - camera->position.z)*CAMERA_MOUSE_SCROLL_SENSITIVITY/cameraTargetDistance;
+ 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/cameraTargetDistance;
- camera->target.y += mouseWheelMove*(camera->target.y - camera->position.y)*CAMERA_MOUSE_SCROLL_SENSITIVITY/cameraTargetDistance;
- camera->target.z += mouseWheelMove*(camera->target.z - camera->position.z)*CAMERA_MOUSE_SCROLL_SENSITIVITY/cameraTargetDistance;
+ 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))
{
- cameraTargetDistance -= (mouseWheelMove*CAMERA_MOUSE_SCROLL_SENSITIVITY);
- if (cameraTargetDistance < CAMERA_FREE_DISTANCE_MIN_CLAMP) cameraTargetDistance = CAMERA_FREE_DISTANCE_MIN_CLAMP;
+ 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
- // TODO: Review, weird comparisson of cameraTargetDistance == 120.0f?
- else if ((camera->position.y < camera->target.y) && (cameraTargetDistance == CAMERA_FREE_DISTANCE_MAX_CLAMP) && (mouseWheelMove < 0))
+ // 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/cameraTargetDistance;
- camera->target.y += mouseWheelMove*(camera->target.y - camera->position.y)*CAMERA_MOUSE_SCROLL_SENSITIVITY/cameraTargetDistance;
- camera->target.z += mouseWheelMove*(camera->target.z - camera->position.z)*CAMERA_MOUSE_SCROLL_SENSITIVITY/cameraTargetDistance;
+ 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/cameraTargetDistance;
- camera->target.y += mouseWheelMove*(camera->target.y - camera->position.y)*CAMERA_MOUSE_SCROLL_SENSITIVITY/cameraTargetDistance;
- camera->target.z += mouseWheelMove*(camera->target.z - camera->position.z)*CAMERA_MOUSE_SCROLL_SENSITIVITY/cameraTargetDistance;
+ 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))
{
- cameraTargetDistance -= (mouseWheelMove*CAMERA_MOUSE_SCROLL_SENSITIVITY);
- if (cameraTargetDistance < CAMERA_FREE_DISTANCE_MIN_CLAMP) cameraTargetDistance = CAMERA_FREE_DISTANCE_MIN_CLAMP;
+ 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
@@ -359,154 +371,152 @@ void UpdateCamera(Camera *camera)
if (szoomKey)
{
// Camera smooth zoom
- cameraTargetDistance += (mousePositionDelta.y*CAMERA_FREE_SMOOTH_ZOOM_SENSITIVITY);
+ CAMERA.targetDistance += (mousePositionDelta.y*CAMERA_FREE_SMOOTH_ZOOM_SENSITIVITY);
}
else
{
// Camera rotation
- cameraAngle.x += mousePositionDelta.x*-CAMERA_FREE_MOUSE_SENSITIVITY;
- cameraAngle.y += mousePositionDelta.y*-CAMERA_FREE_MOUSE_SENSITIVITY;
+ CAMERA.angle.x += mousePositionDelta.x*-CAMERA_FREE_MOUSE_SENSITIVITY;
+ CAMERA.angle.y += mousePositionDelta.y*-CAMERA_FREE_MOUSE_SENSITIVITY;
// Angle clamp
- if (cameraAngle.y > CAMERA_FREE_MIN_CLAMP*DEG2RAD) cameraAngle.y = CAMERA_FREE_MIN_CLAMP*DEG2RAD;
- else if (cameraAngle.y < CAMERA_FREE_MAX_CLAMP*DEG2RAD) cameraAngle.y = CAMERA_FREE_MAX_CLAMP*DEG2RAD;
+ 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(cameraAngle.x) + (mousePositionDelta.y*CAMERA_FREE_MOUSE_SENSITIVITY)*sinf(cameraAngle.x)*sinf(cameraAngle.y))*(cameraTargetDistance/CAMERA_FREE_PANNING_DIVIDER);
- camera->target.y += ((mousePositionDelta.y*CAMERA_FREE_MOUSE_SENSITIVITY)*cosf(cameraAngle.y))*(cameraTargetDistance/CAMERA_FREE_PANNING_DIVIDER);
- camera->target.z += ((mousePositionDelta.x*-CAMERA_FREE_MOUSE_SENSITIVITY)*sinf(cameraAngle.x) + (mousePositionDelta.y*CAMERA_FREE_MOUSE_SENSITIVITY)*cosf(cameraAngle.x)*sinf(cameraAngle.y))*(cameraTargetDistance/CAMERA_FREE_PANNING_DIVIDER);
+ 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(cameraAngle.x)*cameraTargetDistance*cosf(cameraAngle.y) + camera->target.x;
- camera->position.y = -sinf(cameraAngle.y)*cameraTargetDistance + camera->target.y;
- camera->position.z = -cosf(cameraAngle.x)*cameraTargetDistance*cosf(cameraAngle.y) + camera->target.z;
+ 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:
+ case CAMERA_ORBITAL: // Camera just orbits around target, only zoom allowed
{
- cameraAngle.x += CAMERA_ORBITAL_SPEED; // Camera orbit angle
- cameraTargetDistance -= (mouseWheelMove*CAMERA_MOUSE_SCROLL_SENSITIVITY); // Camera zoom
+ CAMERA.angle.x += CAMERA_ORBITAL_SPEED; // Camera orbit angle
+ CAMERA.targetDistance -= (mouseWheelMove*CAMERA_MOUSE_SCROLL_SENSITIVITY); // Camera zoom
// Camera distance clamp
- if (cameraTargetDistance < CAMERA_THIRD_PERSON_DISTANCE_CLAMP) cameraTargetDistance = CAMERA_THIRD_PERSON_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(cameraAngle.x)*cameraTargetDistance*cosf(cameraAngle.y) + camera->target.x;
- camera->position.y = ((cameraAngle.y <= 0.0f)? 1 : -1)*sinf(cameraAngle.y)*cameraTargetDistance*sinf(cameraAngle.y) + camera->target.y;
- camera->position.z = cosf(cameraAngle.x)*cameraTargetDistance*cosf(cameraAngle.y) + camera->target.z;
+ 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:
+ case CAMERA_FIRST_PERSON: // Camera moves as in a first-person game, controls are configurable
{
- camera->position.x += (sinf(cameraAngle.x)*direction[MOVE_BACK] -
- sinf(cameraAngle.x)*direction[MOVE_FRONT] -
- cosf(cameraAngle.x)*direction[MOVE_LEFT] +
- cosf(cameraAngle.x)*direction[MOVE_RIGHT])/PLAYER_MOVEMENT_SENSITIVITY;
+ 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(cameraAngle.y)*direction[MOVE_FRONT] -
- sinf(cameraAngle.y)*direction[MOVE_BACK] +
+ 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(cameraAngle.x)*direction[MOVE_BACK] -
- cosf(cameraAngle.x)*direction[MOVE_FRONT] +
- sinf(cameraAngle.x)*direction[MOVE_LEFT] -
- sinf(cameraAngle.x)*direction[MOVE_RIGHT])/PLAYER_MOVEMENT_SENSITIVITY;
-
- bool isMoving = false; // Required for swinging
-
- for (int i = 0; i < 6; i++) if (direction[i]) { isMoving = true; break; }
+ 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
- cameraAngle.x += (mousePositionDelta.x*-CAMERA_MOUSE_MOVE_SENSITIVITY);
- cameraAngle.y += (mousePositionDelta.y*-CAMERA_MOUSE_MOVE_SENSITIVITY);
+ CAMERA.angle.x += (mousePositionDelta.x*-CAMERA_MOUSE_MOVE_SENSITIVITY);
+ CAMERA.angle.y += (mousePositionDelta.y*-CAMERA_MOUSE_MOVE_SENSITIVITY);
// Angle clamp
- if (cameraAngle.y > CAMERA_FIRST_PERSON_MIN_CLAMP*DEG2RAD) cameraAngle.y = CAMERA_FIRST_PERSON_MIN_CLAMP*DEG2RAD;
- else if (cameraAngle.y < CAMERA_FIRST_PERSON_MAX_CLAMP*DEG2RAD) cameraAngle.y = CAMERA_FIRST_PERSON_MAX_CLAMP*DEG2RAD;
+ 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;
// Recalculate camera target considering translation and rotation
- Matrix translation = MatrixTranslate(0, 0, (cameraTargetDistance/CAMERA_FREE_PANNING_DIVIDER));
- Matrix rotation = MatrixRotateXYZ((Vector3){ PI*2 - cameraAngle.y, PI*2 - cameraAngle.x, 0 });
+ Matrix translation = MatrixTranslate(0, 0, (CAMERA.targetDistance/CAMERA_FREE_PANNING_DIVIDER));
+ Matrix rotation = MatrixRotateXYZ((Vector3){ PI*2 - CAMERA.angle.y, PI*2 - CAMERA.angle.x, 0 });
Matrix transform = MatrixMultiply(translation, rotation);
-
+
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 (isMoving) swingCounter++;
+
+ // 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 = playerEyesPosition - sinf(swingCounter/CAMERA_FIRST_PERSON_STEP_TRIGONOMETRIC_DIVIDER)/CAMERA_FIRST_PERSON_STEP_DIVIDER;
+ 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:
+ case CAMERA_THIRD_PERSON: // Camera moves as in a third-person game, following target at a distance, controls are configurable
{
- camera->position.x += (sinf(cameraAngle.x)*direction[MOVE_BACK] -
- sinf(cameraAngle.x)*direction[MOVE_FRONT] -
- cosf(cameraAngle.x)*direction[MOVE_LEFT] +
- cosf(cameraAngle.x)*direction[MOVE_RIGHT])/PLAYER_MOVEMENT_SENSITIVITY;
+ 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(cameraAngle.y)*direction[MOVE_FRONT] -
- sinf(cameraAngle.y)*direction[MOVE_BACK] +
+ 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(cameraAngle.x)*direction[MOVE_BACK] -
- cosf(cameraAngle.x)*direction[MOVE_FRONT] +
- sinf(cameraAngle.x)*direction[MOVE_LEFT] -
- sinf(cameraAngle.x)*direction[MOVE_RIGHT])/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
- cameraAngle.x += (mousePositionDelta.x*-CAMERA_MOUSE_MOVE_SENSITIVITY);
- cameraAngle.y += (mousePositionDelta.y*-CAMERA_MOUSE_MOVE_SENSITIVITY);
+ CAMERA.angle.x += (mousePositionDelta.x*-CAMERA_MOUSE_MOVE_SENSITIVITY);
+ CAMERA.angle.y += (mousePositionDelta.y*-CAMERA_MOUSE_MOVE_SENSITIVITY);
// Angle clamp
- if (cameraAngle.y > CAMERA_THIRD_PERSON_MIN_CLAMP*DEG2RAD) cameraAngle.y = CAMERA_THIRD_PERSON_MIN_CLAMP*DEG2RAD;
- else if (cameraAngle.y < CAMERA_THIRD_PERSON_MAX_CLAMP*DEG2RAD) cameraAngle.y = CAMERA_THIRD_PERSON_MAX_CLAMP*DEG2RAD;
+ 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
- cameraTargetDistance -= (mouseWheelMove*CAMERA_MOUSE_SCROLL_SENSITIVITY);
+ CAMERA.targetDistance -= (mouseWheelMove*CAMERA_MOUSE_SCROLL_SENSITIVITY);
// Camera distance clamp
- if (cameraTargetDistance < CAMERA_THIRD_PERSON_DISTANCE_CLAMP) cameraTargetDistance = CAMERA_THIRD_PERSON_DISTANCE_CLAMP;
+ if (CAMERA.targetDistance < CAMERA_THIRD_PERSON_DISTANCE_CLAMP) CAMERA.targetDistance = CAMERA_THIRD_PERSON_DISTANCE_CLAMP;
// 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(cameraAngle.x)*cameraTargetDistance*cosf(cameraAngle.y) + camera->target.x;
- if (cameraAngle.y <= 0.0f) camera->position.y = sinf(cameraAngle.y)*cameraTargetDistance*sinf(cameraAngle.y) + camera->target.y;
- else camera->position.y = -sinf(cameraAngle.y)*cameraTargetDistance*sinf(cameraAngle.y) + camera->target.y;
- camera->position.z = cosf(cameraAngle.x)*cameraTargetDistance*cosf(cameraAngle.y) + camera->target.z;
+ 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 panKey) { cameraPanControlKey = panKey; }
+void SetCameraPanControl(int panKey) { CAMERA.panControl = panKey; }
// Set camera alt key to combine with mouse movement (free camera)
-void SetCameraAltControl(int altKey) { cameraAltControlKey = altKey; }
+void SetCameraAltControl(int altKey) { CAMERA.altControl = altKey; }
// Set camera smooth zoom key to combine with mouse (free camera)
-void SetCameraSmoothZoomControl(int szoomKey) { cameraSmoothZoomControlKey = szoomKey; }
+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)
{
- cameraMoveControl[MOVE_FRONT] = frontKey;
- cameraMoveControl[MOVE_BACK] = backKey;
- cameraMoveControl[MOVE_RIGHT] = rightKey;
- cameraMoveControl[MOVE_LEFT] = leftKey;
- cameraMoveControl[MOVE_UP] = upKey;
- cameraMoveControl[MOVE_DOWN] = downKey;
+ 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;
}
#endif // CAMERA_IMPLEMENTATION