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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: sinf(), cosf(), sqrtf()
-
-#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;
-
-// 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 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
-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;
-
- CAMERA.targetDistance = sqrtf(dx*dx + dy*dy + dz*dz);
-
- // 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;
-
- // 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()
-// 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 CAMERA.targetDistance and CAMERA.angle here (?)
-
- // Mouse movement detection
- Vector2 mousePositionDelta = { 0.0f, 0.0f };
- Vector2 mousePosition = GetMousePosition();
- int mouseWheelMove = GetMouseWheelMove();
-
- // Keys input detection
- 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;
-
- 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
- // 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;
- 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
- // 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;
- 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 (panKey)
- {
- if (altKey) // 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;
-
- // Recalculate camera target considering translation and rotation
- 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 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;
-
- // 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;
- case CAMERA_CUSTOM: break;
- default: break;
- }
-}
-
-// Set camera pan key to combine with mouse movement (free camera)
-void SetCameraPanControl(int panKey) { CAMERA.panControl = panKey; }
-
-// Set camera alt key to combine with mouse movement (free camera)
-void SetCameraAltControl(int altKey) { CAMERA.altControl = altKey; }
-
-// 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)
-{
- 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