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+/*******************************************************************************************
+*
+* raylib.camera - Camera system with multiple modes support
+*
+* 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) 2015-2020 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 CAMERA_H
+#define CAMERA_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
+ } CameraType;
+#endif
+
+#ifdef __cplusplus
+extern "C" { // Prevents name mangling of functions
+#endif
+
+//----------------------------------------------------------------------------------
+// Global Variables Definition
+//----------------------------------------------------------------------------------
+//...
+
+//----------------------------------------------------------------------------------
+// Module Functions Declaration
+//----------------------------------------------------------------------------------
+#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 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 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)
+#endif
+
+#ifdef __cplusplus
+}
+#endif
+
+#endif // CAMERA_H
+
+
+/***********************************************************************************
+*
+* CAMERA IMPLEMENTATION
+*
+************************************************************************************/
+
+#if defined(CAMERA_IMPLEMENTATION)
+
+#include <math.h> // Required for: sqrt(), sinf(), cosf()
+
+#ifndef PI
+ #define PI 3.14159265358979323846
+#endif
+#ifndef DEG2RAD
+ #define DEG2RAD (PI/180.0f)
+#endif
+#ifndef RAD2DEG
+ #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
+
+// 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 5.0f
+#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;
+
+//----------------------------------------------------------------------------------
+// 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
+
+//----------------------------------------------------------------------------------
+// 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
+
+static int IsKeyDown(int key) { return 0; }
+
+static int IsMouseButtonDown(int button) { return 0;}
+static int GetMouseWheelMove() { return 0; }
+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;
+
+ cameraTargetDistance = 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)
+
+ 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;
+}
+
+// Update camera depending on selected mode
+// NOTE: Camera controls depend on some raylib functions:
+// System: EnableCursor(), DisableCursor()
+// Mouse: IsMouseButtonDown(), GetMousePosition(), GetMouseWheelMove()
+// Keys: IsKeyDown()
+// 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
+
+ // Mouse movement detection
+ Vector2 mousePositionDelta = { 0.0f, 0.0f };
+ Vector2 mousePosition = GetMousePosition();
+ 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)
+ {
+ mousePositionDelta.x = mousePosition.x - previousMousePosition.x;
+ mousePositionDelta.y = mousePosition.y - previousMousePosition.y;
+
+ previousMousePosition = mousePosition;
+ }
+
+ // Support for multiple automatic camera modes
+ switch (cameraMode)
+ {
+ case CAMERA_FREE:
+ {
+ // Camera zoom
+ if ((cameraTargetDistance < 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 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))
+ {
+ 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;
+ }
+ 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;
+
+ // 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 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))
+ {
+ 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;
+ }
+ 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;
+
+ // 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;
+ }
+
+ // Input keys checks
+ if (panKey)
+ {
+ if (altKey) // Alternative key behaviour
+ {
+ if (szoomKey)
+ {
+ // Camera smooth zoom
+ cameraTargetDistance += (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;
+
+ // 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;
+ }
+ }
+ 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);
+ }
+ }
+
+ // 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;
+ } break;
+ case CAMERA_ORBITAL:
+ {
+ cameraAngle.x += CAMERA_ORBITAL_SPEED; // Camera orbit angle
+ cameraTargetDistance -= (mouseWheelMove*CAMERA_MOUSE_SCROLL_SENSITIVITY); // Camera zoom
+
+ // Camera distance clamp
+ if (cameraTargetDistance < CAMERA_THIRD_PERSON_DISTANCE_CLAMP) cameraTargetDistance = 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;
+
+ } break;
+ case CAMERA_FIRST_PERSON:
+ {
+ 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.y += (sinf(cameraAngle.y)*direction[MOVE_FRONT] -
+ sinf(cameraAngle.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 orientation calculation
+ cameraAngle.x += (mousePositionDelta.x*-CAMERA_MOUSE_MOVE_SENSITIVITY);
+ cameraAngle.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;
+
+ // 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 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++;
+
+ // 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->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->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.y += (sinf(cameraAngle.y)*direction[MOVE_FRONT] -
+ sinf(cameraAngle.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 orientation calculation
+ cameraAngle.x += (mousePositionDelta.x*-CAMERA_MOUSE_MOVE_SENSITIVITY);
+ cameraAngle.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;
+
+ // Camera zoom
+ cameraTargetDistance -= (mouseWheelMove*CAMERA_MOUSE_SCROLL_SENSITIVITY);
+
+ // Camera distance clamp
+ if (cameraTargetDistance < CAMERA_THIRD_PERSON_DISTANCE_CLAMP) cameraTargetDistance = 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;
+
+ } break;
+ default: break;
+ }
+}
+
+// Set camera pan key to combine with mouse movement (free camera)
+void SetCameraPanControl(int panKey) { cameraPanControlKey = panKey; }
+
+// Set camera alt key to combine with mouse movement (free camera)
+void SetCameraAltControl(int altKey) { cameraAltControlKey = altKey; }
+
+// Set camera smooth zoom key to combine with mouse (free camera)
+void SetCameraSmoothZoomControl(int szoomKey) { cameraSmoothZoomControlKey = 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;
+}
+
+#endif // CAMERA_IMPLEMENTATION