/******************************************************************************************* * * 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 // 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