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Diffstat (limited to 'libs/raylib/src/camera.h')
-rw-r--r-- | libs/raylib/src/camera.h | 512 |
1 files changed, 512 insertions, 0 deletions
diff --git a/libs/raylib/src/camera.h b/libs/raylib/src/camera.h new file mode 100644 index 0000000..42ffe12 --- /dev/null +++ b/libs/raylib/src/camera.h @@ -0,0 +1,512 @@ +/******************************************************************************************* +* +* 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 |