WIP rcamera redesign, base functionality

This commit is contained in:
Crydsch 2022-06-13 11:56:39 +02:00
parent b1fb469e0d
commit 71f0c3d071
5 changed files with 360 additions and 431 deletions

View File

@ -10,6 +10,7 @@
********************************************************************************************/
#include "raylib.h"
#include "raymath.h"
#define MAX_COLUMNS 20
@ -25,13 +26,14 @@ int main(void)
InitWindow(screenWidth, screenHeight, "raylib [core] example - 3d camera first person");
// Define the camera to look into our 3d world (position, target, up vector)
Camera camera = { 0 };
camera.position = (Vector3){ 4.0f, 2.0f, 4.0f };
camera.target = (Vector3){ 0.0f, 1.8f, 0.0f };
camera.up = (Vector3){ 0.0f, 1.0f, 0.0f };
camera.fovy = 60.0f;
camera.projection = CAMERA_PERSPECTIVE;
// Define the camera to look into our 3d world
Camera3D camera = {0};
InitializeCamera(&camera, (double)screenWidth / (double)screenHeight);
camera.target_position = (Vector3){ 0.0f, 2.0f, 0.0f }; // This is the eye position in FREE (and FIRST_PERSON) mode
//SetCameraMode(camera, CAMERA_THIRD_PERSON); // Set a different camera mode
// Catch curser
DisableCursor();
// Generates some random columns
float heights[MAX_COLUMNS] = { 0 };
@ -41,12 +43,10 @@ int main(void)
for (int i = 0; i < MAX_COLUMNS; i++)
{
heights[i] = (float)GetRandomValue(1, 12);
positions[i] = (Vector3){ (float)GetRandomValue(-15, 15), heights[i]/2.0f, (float)GetRandomValue(-15, 15) };
positions[i] = (Vector3){ (float)GetRandomValue(-15, 15), heights[i] / 2.0f, (float)GetRandomValue(-15, 15) };
colors[i] = (Color){ GetRandomValue(20, 255), GetRandomValue(10, 55), 30, 255 };
}
SetCameraMode(camera, CAMERA_FIRST_PERSON); // Set a first person camera mode
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
@ -62,30 +62,53 @@ int main(void)
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
ClearBackground(RAYWHITE);
BeginMode3D(camera);
BeginMode3D(camera);
DrawPlane((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector2){ 32.0f, 32.0f }, LIGHTGRAY); // Draw ground
DrawCube((Vector3){ -16.0f, 2.5f, 0.0f }, 1.0f, 5.0f, 32.0f, BLUE); // Draw a blue wall
DrawCube((Vector3){ 16.0f, 2.5f, 0.0f }, 1.0f, 5.0f, 32.0f, LIME); // Draw a green wall
DrawCube((Vector3){ 0.0f, 2.5f, 16.0f }, 32.0f, 5.0f, 1.0f, GOLD); // Draw a yellow wall
// Draw player
if (camera.target_distance > 1.0f) {
DrawCube(camera.target_position, 0.5f, 0.5f, 0.5f, DARKGREEN);
DrawCubeWires(camera.target_position, 0.5f, 0.5f, 0.5f, LIME);
}
// Draw some cubes around
for (int i = 0; i < MAX_COLUMNS; i++)
{
DrawCube(positions[i], 2.0f, heights[i], 2.0f, colors[i]);
DrawCubeWires(positions[i], 2.0f, heights[i], 2.0f, MAROON);
}
DrawPlane((Vector3) { 0.0f, 0.0f, 0.0f }, (Vector2) { 32.0f, 32.0f }, LIGHTGRAY); // Draw ground
DrawCube((Vector3) { -16.0f, 2.5f, 0.0f }, 1.0f, 5.0f, 32.0f, BLUE); // Draw a blue wall
DrawCube((Vector3) { 16.0f, 2.5f, 0.0f }, 1.0f, 5.0f, 32.0f, LIME); // Draw a green wall
DrawCube((Vector3) { 0.0f, 2.5f, 16.0f }, 32.0f, 5.0f, 1.0f, GOLD); // Draw a yellow wall
EndMode3D();
// Draw some columns
for (int i = 0; i < MAX_COLUMNS; i++)
{
DrawCube(positions[i], 2.0f, heights[i], 2.0f, colors[i]);
DrawCubeWires(positions[i], 2.0f, heights[i], 2.0f, MAROON);
}
DrawRectangle( 10, 10, 220, 70, Fade(SKYBLUE, 0.5f));
DrawRectangleLines( 10, 10, 220, 70, BLUE);
EndMode3D();
DrawText("First person camera default controls:", 20, 20, 10, BLACK);
DrawText("- Move with keys: W, A, S, D", 40, 40, 10, DARKGRAY);
DrawText("- Mouse move to look around", 40, 60, 10, DARKGRAY);
// Draw info boxes
DrawRectangle(5, 5, 330, 100, Fade(SKYBLUE, 0.5f));
DrawRectangleLines(5, 5, 330, 100, BLUE);
DrawText("Camera controls:", 15, 15, 10, BLACK);
DrawText("- Move keys: W, A, S, D, Space, Left-Ctrl", 15, 30, 10, BLACK);
DrawText("- Look around: arrow keys or mouse", 15, 45, 10, BLACK);
DrawText("- Camera mode keys: 1, 2, 3, 4", 15, 60, 10, BLACK);
DrawText("- Target distance keys: num-plus, num-minus or mouse scroll", 15, 75, 10, BLACK);
DrawText("- Camera projection key: P", 15, 90, 10, BLACK);
DrawRectangle(565, 5, 230, 100, Fade(SKYBLUE, 0.5f));
DrawRectangleLines(565, 5, 230, 100, BLUE);
DrawText("Camera status:", 575, 20, 10, BLACK);
DrawText(TextFormat("- Mode: %s", (camera.mode == CAMERA_FREE) ? "FREE" :
(camera.mode == CAMERA_FIRST_PERSON) ? "FIRST_PERSON" :
(camera.mode == CAMERA_THIRD_PERSON) ? "THIRD_PERSON" :
(camera.mode == CAMERA_ORBITAL) ? "ORBITAL" : "CUSTOM"), 575, 35, 10, BLACK);
DrawText(TextFormat("- Projection: %s", (camera.projection == CAMERA_PERSPECTIVE) ? "PERSPECTIVE" :
(camera.projection == CAMERA_ORTHOGRAPHIC) ? "ORTHOGRAPHIC" : "CUSTOM"), 575, 50, 10, BLACK);
DrawText(TextFormat("- Target position: (%06.3f, %06.3f, %06.3f)", camera.target_position.x, camera.target_position.y, camera.target_position.z), 575, 65, 10, BLACK);
DrawText(TextFormat("- Target distance: %06.3f", camera.target_distance), 575, 80, 10, BLACK);
EndDrawing();
//----------------------------------------------------------------------------------

View File

@ -297,11 +297,13 @@ typedef struct Font {
// Camera, defines 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 projection; // Camera projection: CAMERA_PERSPECTIVE or CAMERA_ORTHOGRAPHIC
int mode;
Vector3 target_position; // Camera target it looks at
float target_distance; // Camera eye distance to target_position (set to 0 in free/fps mode)
Quaternion orientation; // Camera orientation (its rotation in 3D)
float fovy; // Camera field-of-view apperture in Y (degrees) in perspective, used as near plane width in orthographic
float aspect; // Camera aspect ratio (typically window_width / window_height)
int projection; // Camera projection: CAMERA_PERSPECTIVE or CAMERA_ORTHOGRAPHIC
} Camera3D;
typedef Camera3D Camera; // Camera type fallback, defaults to Camera3D
@ -1150,8 +1152,10 @@ RLAPI float GetGesturePinchAngle(void); // Get gesture pinch ang
//------------------------------------------------------------------------------------
// Camera System Functions (Module: rcamera)
//------------------------------------------------------------------------------------
RLAPI void InitializeCamera(Camera3D* camera, float aspect);
RLAPI void SetCameraMode(Camera camera, int mode); // Set camera mode (multiple camera modes available)
RLAPI void UpdateCamera(Camera *camera); // Update camera position for selected mode
RLAPI Vector3 GetCameraFront(Camera* camera);
RLAPI void SetCameraPanControl(int keyPan); // Set camera pan key to combine with mouse movement (free camera)
RLAPI void SetCameraAltControl(int keyAlt); // Set camera alt key to combine with mouse movement (free camera)

View File

@ -2,9 +2,9 @@
*
* rcamera - Basic camera system for multiple camera modes
*
* NOTE: Memory footprint of this library is aproximately 52 bytes (global variables)
* NOTE: Memory footprint of this library is aproximately ??? TODO bytes (global variables)
*
* CONFIGURATION:
* CONFIGURATION: TODO
*
* #define CAMERA_IMPLEMENTATION
* Generates the implementation of the library into the included file.
@ -17,6 +17,7 @@
*
* CONTRIBUTORS:
* Ramon Santamaria: Supervision, review, update and maintenance
* Christoph Wagner: Quaternion-based redesign (2022)
* Marc Palau: Initial implementation (2014)
*
*
@ -44,15 +45,31 @@
#ifndef RCAMERA_H
#define RCAMERA_H
// The only dependency // TODO review standalone mode
#include "raymath.h"
//----------------------------------------------------------------------------------
// Defines and Macros
//----------------------------------------------------------------------------------
//...
// NOTE: Raylib (and OpenGL) uses a right-handed coordinate system
// Just invert CAMERA_WORLD_FRONT for a left-handed coordinate system
#define CAMERA_WORLD_FRONT (Vector3) { 0.0f, 0.0f, -1.0f }
#define CAMERA_WORLD_UP (Vector3) { 0.0f, 1.0f, 0.0f }
#define CAMERA_WORLD_RIGHT (Vector3) { 1.0f, 0.0f, 0.0f }
#if defined(CAMERA_STANDALONE)
#define CAMERA_CULL_DISTANCE_NEAR 0.01
#define CAMERA_CULL_DISTANCE_FAR 1000.0
#else
#define CAMERA_CULL_DISTANCE_NEAR RL_CULL_DISTANCE_NEAR
#define CAMERA_CULL_DISTANCE_FAR RL_CULL_DISTANCE_FAR
#endif
//----------------------------------------------------------------------------------
// Types and Structures Definition
// NOTE: Below types are required for CAMERA_STANDALONE usage
//----------------------------------------------------------------------------------
// TODO review
#if defined(CAMERA_STANDALONE)
// Vector2 type
typedef struct Vector2 {
@ -103,6 +120,8 @@
// Module Functions Declaration
//----------------------------------------------------------------------------------
// TODO review
#ifdef __cplusplus
extern "C" { // Prevents name mangling of functions
#endif
@ -134,54 +153,24 @@ void SetCameraMoveControls(int keyFront, int keyBack,
#if defined(CAMERA_IMPLEMENTATION)
#include <math.h> // Required for: sinf(), cosf(), sqrtf()
//----------------------------------------------------------------------------------
// Defines and Macros
//----------------------------------------------------------------------------------
#ifndef PI
#define PI 3.14159265358979323846
#endif
#ifndef DEG2RAD
#define DEG2RAD (PI/180.0f)
#endif
#ifndef RAD2DEG
#define RAD2DEG (180.0f/PI)
#endif
// TODO review all defines
#define CAMERA_MOVE_SPEED 0.03f
// 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 8.0f
#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
@ -198,352 +187,301 @@ typedef enum {
MOVE_DOWN
} CameraMove;
// Camera global state context data [56 bytes]
typedef struct {
unsigned int mode; // Current camera mode
float targetDistance; // Camera distance from position to target
float playerEyesPosition; // Player eyes position from ground (in meters)
Vector2 angle; // Camera angle in plane XZ
Vector2 previousMousePosition; // Previous mouse position
// Camera movement control keys
int moveControl[6]; // Move controls (CAMERA_FIRST_PERSON)
int smoothZoomControl; // Smooth zoom control key
int altControl; // Alternative control key
int panControl; // Pan view control key
} CameraData;
//----------------------------------------------------------------------------------
// Global Variables Definition
//----------------------------------------------------------------------------------
static CameraData CAMERA = { // Global CAMERA state context
.mode = 0,
.targetDistance = 0,
.playerEyesPosition = 1.85f,
.angle = { 0 },
.previousMousePosition = { 0 },
.moveControl = { 'W', 'S', 'D', 'A', 'E', 'Q' },
.smoothZoomControl = 341, // raylib: KEY_LEFT_CONTROL
.altControl = 342, // raylib: KEY_LEFT_ALT
.panControl = 2 // raylib: MOUSE_BUTTON_MIDDLE
};
//----------------------------------------------------------------------------------
// 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 float GetMouseWheelMove() { return 0.0f; }
static Vector2 GetMousePosition() { return (Vector2){ 0.0f, 0.0f }; }
#endif
//----------------------------------------------------------------------------------
// Module Functions Definition
//----------------------------------------------------------------------------------
// TODO declare all functions in raylib.h and standalone "header"
void CameraPitch(Camera3D* camera, float angle);
void CameraYaw(Camera3D* camera, float angle);
void CameraRoll(Camera3D* camera, float angle);
// Initializes a camera with default values (Can be used to reset a camera)
void InitializeCamera(Camera3D* camera, float aspect) {
camera->mode = CAMERA_FIRST_PERSON;
camera->target_position = (Vector3){ 0.0f, 2.0f, 0.0f };
camera->target_distance = 0.0f;
camera->orientation = QuaternionIdentity();
camera->fovy = 60.0f;
camera->aspect = aspect;
camera->projection = CAMERA_PERSPECTIVE;
}
// Select camera mode (multiple camera modes available)
void SetCameraMode(Camera camera, int mode)
void SetCameraMode(Camera3D* camera, int mode)
{
Vector3 v1 = camera.position;
Vector3 v2 = camera.target;
camera->mode = mode;
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); // Distance to target
// 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; // Init player eyes position to camera Y position
CAMERA.previousMousePosition = GetMousePosition(); // Init mouse position
// 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()
void UpdateCamera(Camera *camera)
{
static int swingCounter = 0; // Used for 1st person swinging movement
// TODO: Compute CAMERA.targetDistance and CAMERA.angle here (?)
// Mouse movement detection
Vector2 mousePositionDelta = { 0.0f, 0.0f };
Vector2 mousePosition = GetMousePosition();
float mouseWheelMove = GetMouseWheelMove();
// Keys input detection
// TODO: Input detection is raylib-dependant, it could be moved outside the module
bool keyPan = IsMouseButtonDown(CAMERA.panControl);
bool keyAlt = 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]) };
if (CAMERA.mode != CAMERA_CUSTOM)
if (mode == CAMERA_FREE)
{
mousePositionDelta.x = mousePosition.x - CAMERA.previousMousePosition.x;
mousePositionDelta.y = mousePosition.y - CAMERA.previousMousePosition.y;
CAMERA.previousMousePosition = mousePosition;
camera->target_distance = 0.0f;
return;
}
else if (mode == CAMERA_FIRST_PERSON)
{
camera->target_distance = 0.0f;
}
else if (mode == CAMERA_THIRD_PERSON)
{
camera->target_distance = 4.0f;
}
else if (mode == CAMERA_ORBITAL)
{
camera->target_distance = 20.0f;
}
// Support for multiple automatic camera modes
// NOTE: In case of CAMERA_CUSTOM nothing happens here, user must update it manually
switch (CAMERA.mode)
// Reset roll and fix overrotation (i.e. somersaults)
Vector3 front = GetCameraFront(camera);
// Reduce numerical errors in the following trig functions
front = Vector3Normalize(front);
float yaw = atan2f(front.x, CAMERA_WORLD_FRONT.z * front.z);
float pitch = -asinf(front.y);
camera->orientation = QuaternionIdentity();
CameraPitch(camera, pitch);
CameraYaw(camera, yaw);
}
// Returns the cameras current front vector
Vector3 GetCameraFront(Camera3D* camera) {
return Vector3RotateByQuaternion(CAMERA_WORLD_FRONT, QuaternionInvert(camera->orientation));
}
// Returns the cameras current up vector
Vector3 GetCameraUp(Camera3D* camera) {
return Vector3RotateByQuaternion(CAMERA_WORLD_UP, QuaternionInvert(camera->orientation));
}
// Returns the cameras current right vector
Vector3 GetCameraRight(Camera3D* camera) {
return Vector3RotateByQuaternion(CAMERA_WORLD_RIGHT, QuaternionInvert(camera->orientation));
}
// Returns the cameras current eye position
// Note: This is equivalent to target_position if target_distance == 0
// (i.e. in modes CAMERA_FREE and CAMERA_FIRST_PERSON)
Vector3 GetCameraEyePosition(Camera3D* camera) {
Vector3 back = Vector3Negate(GetCameraFront(camera));
Vector3 offset = Vector3Scale(back, camera->target_distance);
return Vector3Add(camera->target_position, offset);
}
// Moves the camera in its current front vector direction
void CameraMoveForward(Camera3D *camera, float distance) {
Vector3 front = GetCameraFront(camera);
if (camera->mode == CAMERA_FIRST_PERSON ||
camera->mode == CAMERA_THIRD_PERSON)
{
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;
}
// Project vector onto world plane
front.y = 0;
front = Vector3Normalize(front);
}
// Camera looking down
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;
camera->target_position = Vector3Add(camera->target_position, Vector3Scale(front, distance));
}
// 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
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;
// Moves the camera in its current up vector direction
void CameraMoveUp(Camera3D *camera, float distance) {
Vector3 up = { 0 };
// 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;
}
if (camera->mode == CAMERA_FREE ||
camera->mode == CAMERA_ORBITAL)
{
up = GetCameraUp(camera);
}
else if (camera->mode == CAMERA_FIRST_PERSON ||
camera->mode == CAMERA_THIRD_PERSON)
{
up = CAMERA_WORLD_UP;
}
// Input keys checks
if (keyPan)
{
if (keyAlt) // 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;
camera->target_position = Vector3Add(camera->target_position, Vector3Scale(up, distance));
}
// 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);
}
}
// Moves the camera target in its current right vector direction
void CameraMoveRight(Camera3D *camera, float distance) {
Vector3 right = GetCameraRight(camera);
// 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;
if (camera->mode == CAMERA_FIRST_PERSON ||
camera->mode == CAMERA_THIRD_PERSON)
{
// Project vector onto world plane
right.y = 0;
right = Vector3Normalize(right);
}
} 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->target_position = Vector3Add(camera->target_position, Vector3Scale(right, distance));
}
// Camera distance clamp
if (CAMERA.targetDistance < CAMERA_THIRD_PERSON_DISTANCE_CLAMP) CAMERA.targetDistance = CAMERA_THIRD_PERSON_DISTANCE_CLAMP;
// Rotates the camera around its current up vector
// Yaw is "looking left and right"
// Note: angle must be provided in radians
void CameraYaw(Camera3D *camera, float angle) {
Quaternion rotationUp = QuaternionFromAxisAngle(CAMERA_WORLD_UP, angle);
// 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;
// Calculate translation matrix
Matrix matTranslation = { 1.0f, 0.0f, 0.0f, 0.0f,
0.0f, 1.0f, 0.0f, 0.0f,
0.0f, 0.0f, 1.0f, (CAMERA.targetDistance/CAMERA_FREE_PANNING_DIVIDER),
0.0f, 0.0f, 0.0f, 1.0f };
// Calculate rotation matrix
Matrix matRotation = { 1.0f, 0.0f, 0.0f, 0.0f,
0.0f, 1.0f, 0.0f, 0.0f,
0.0f, 0.0f, 1.0f, 0.0f,
0.0f, 0.0f, 0.0f, 1.0f };
float cosz = cosf(0.0f);
float sinz = sinf(0.0f);
float cosy = cosf(-(PI*2 - CAMERA.angle.x));
float siny = sinf(-(PI*2 - CAMERA.angle.x));
float cosx = cosf(-(PI*2 - CAMERA.angle.y));
float sinx = sinf(-(PI*2 - CAMERA.angle.y));
matRotation.m0 = cosz*cosy;
matRotation.m4 = (cosz*siny*sinx) - (sinz*cosx);
matRotation.m8 = (cosz*siny*cosx) + (sinz*sinx);
matRotation.m1 = sinz*cosy;
matRotation.m5 = (sinz*siny*sinx) + (cosz*cosx);
matRotation.m9 = (sinz*siny*cosx) - (cosz*sinx);
matRotation.m2 = -siny;
matRotation.m6 = cosy*sinx;
matRotation.m10= cosy*cosx;
// Multiply translation and rotation matrices
Matrix matTransform = { 0 };
matTransform.m0 = matTranslation.m0*matRotation.m0 + matTranslation.m1*matRotation.m4 + matTranslation.m2*matRotation.m8 + matTranslation.m3*matRotation.m12;
matTransform.m1 = matTranslation.m0*matRotation.m1 + matTranslation.m1*matRotation.m5 + matTranslation.m2*matRotation.m9 + matTranslation.m3*matRotation.m13;
matTransform.m2 = matTranslation.m0*matRotation.m2 + matTranslation.m1*matRotation.m6 + matTranslation.m2*matRotation.m10 + matTranslation.m3*matRotation.m14;
matTransform.m3 = matTranslation.m0*matRotation.m3 + matTranslation.m1*matRotation.m7 + matTranslation.m2*matRotation.m11 + matTranslation.m3*matRotation.m15;
matTransform.m4 = matTranslation.m4*matRotation.m0 + matTranslation.m5*matRotation.m4 + matTranslation.m6*matRotation.m8 + matTranslation.m7*matRotation.m12;
matTransform.m5 = matTranslation.m4*matRotation.m1 + matTranslation.m5*matRotation.m5 + matTranslation.m6*matRotation.m9 + matTranslation.m7*matRotation.m13;
matTransform.m6 = matTranslation.m4*matRotation.m2 + matTranslation.m5*matRotation.m6 + matTranslation.m6*matRotation.m10 + matTranslation.m7*matRotation.m14;
matTransform.m7 = matTranslation.m4*matRotation.m3 + matTranslation.m5*matRotation.m7 + matTranslation.m6*matRotation.m11 + matTranslation.m7*matRotation.m15;
matTransform.m8 = matTranslation.m8*matRotation.m0 + matTranslation.m9*matRotation.m4 + matTranslation.m10*matRotation.m8 + matTranslation.m11*matRotation.m12;
matTransform.m9 = matTranslation.m8*matRotation.m1 + matTranslation.m9*matRotation.m5 + matTranslation.m10*matRotation.m9 + matTranslation.m11*matRotation.m13;
matTransform.m10 = matTranslation.m8*matRotation.m2 + matTranslation.m9*matRotation.m6 + matTranslation.m10*matRotation.m10 + matTranslation.m11*matRotation.m14;
matTransform.m11 = matTranslation.m8*matRotation.m3 + matTranslation.m9*matRotation.m7 + matTranslation.m10*matRotation.m11 + matTranslation.m11*matRotation.m15;
matTransform.m12 = matTranslation.m12*matRotation.m0 + matTranslation.m13*matRotation.m4 + matTranslation.m14*matRotation.m8 + matTranslation.m15*matRotation.m12;
matTransform.m13 = matTranslation.m12*matRotation.m1 + matTranslation.m13*matRotation.m5 + matTranslation.m14*matRotation.m9 + matTranslation.m15*matRotation.m13;
matTransform.m14 = matTranslation.m12*matRotation.m2 + matTranslation.m13*matRotation.m6 + matTranslation.m14*matRotation.m10 + matTranslation.m15*matRotation.m14;
matTransform.m15 = matTranslation.m12*matRotation.m3 + matTranslation.m13*matRotation.m7 + matTranslation.m14*matRotation.m11 + matTranslation.m15*matRotation.m15;
camera->target.x = camera->position.x - matTransform.m12;
camera->target.y = camera->position.y - matTransform.m13;
camera->target.z = camera->position.z - matTransform.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;
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;
if (camera->mode == CAMERA_FIRST_PERSON||
camera->mode == CAMERA_THIRD_PERSON ||
camera->mode == CAMERA_ORBITAL)
{
// NOTE: The multiplication order is important, not to induce roll from pitch+yaw
camera->orientation = QuaternionMultiply(camera->orientation, rotationUp);
}
else if (camera->mode == CAMERA_FREE)
{
camera->orientation = QuaternionMultiply(rotationUp, camera->orientation);
}
}
// Rotates the camera around its current right vector
// Pitch is "looking up and down"
// Note: angle must be provided in radians
void CameraPitch(Camera3D *camera, float angle) {
if (camera->mode == CAMERA_FIRST_PERSON ||
camera->mode == CAMERA_THIRD_PERSON ||
camera->mode == CAMERA_ORBITAL)
{
// In these camera modes we clamp the Pitch angle
// to allow only viewing straight up or down.
// i.e. prevent somersaults
Vector3 front = GetCameraFront(camera);
// clamp angle upwards
float max_angle = Vector3Angle(CAMERA_WORLD_UP, front);
max_angle -= 0.00001f; // avoid numerical errors
angle = -1.0f * MIN(-angle, max_angle);
// clamp angle downwards
max_angle = Vector3Angle(Vector3Negate(CAMERA_WORLD_UP), front);
//max_angle = PI - max_angle; // TODO
max_angle -= 0.00001f; // avoid numerical errors
angle = MIN(angle, max_angle);
}
Quaternion rotationRight = QuaternionFromAxisAngle(CAMERA_WORLD_RIGHT, angle);
camera->orientation = QuaternionMultiply(rotationRight, camera->orientation);
}
// Rotates the camera around its current front vector
// Roll is "turning your head sideways to the left or right"
// Note: angle must be provided in radians
void CameraRoll(Camera3D *camera, float angle) {
Quaternion rotationFront = QuaternionFromAxisAngle(CAMERA_WORLD_FRONT, angle);
camera->orientation = QuaternionMultiply(rotationFront, camera->orientation);
}
// Returns the current camera view matrix
Matrix GetCameraViewMatrix(Camera3D* camera) {
// NOTE: The orientation quaternion de-normalizes over time
// So we re-normalize it once per frame when the view matrix is requested
camera->orientation = QuaternionNormalize(camera->orientation);
Vector3 eye = GetCameraEyePosition(camera);
Matrix translation = MatrixTranslate(-eye.x, -eye.y, -eye.z);
Matrix rotation = QuaternionToMatrix(camera->orientation);
return MatrixMultiply(translation, rotation);
}
// Returns the current camera projection matrix
Matrix GetCameraProjectionMatrix(Camera3D* camera) {
if (camera->projection == CAMERA_PERSPECTIVE)
{
return MatrixPerspective(camera->fovy * DEG2RAD, camera->aspect, CAMERA_CULL_DISTANCE_NEAR, CAMERA_CULL_DISTANCE_FAR);
}
else if (camera->projection == CAMERA_ORTHOGRAPHIC)
{
double top = camera->fovy / 2.0;
double right = top * camera->aspect;
return MatrixOrtho(-right, right, -top, top, CAMERA_CULL_DISTANCE_NEAR, CAMERA_CULL_DISTANCE_FAR);
}
return MatrixIdentity();
}
static bool on_init = true;
void UpdateCamera(Camera3D* camera) {
// TODO Input detection is raylib-dependant
// Avoid inital mouse "jump"
if (on_init) {
SetMousePosition(0, 0);
on_init = false;
}
Vector2 mousePositionDelta = GetMouseDelta();
// Camera movement
if (IsKeyDown(KEY_W)) CameraMoveForward(camera, CAMERA_MOVE_SPEED * 3);
if (IsKeyDown(KEY_S)) CameraMoveForward(camera, -CAMERA_MOVE_SPEED * 3);
if (IsKeyDown(KEY_D)) CameraMoveRight(camera, CAMERA_MOVE_SPEED * 3);
if (IsKeyDown(KEY_A)) CameraMoveRight(camera, -CAMERA_MOVE_SPEED * 3);
if (IsKeyDown(KEY_SPACE)) CameraMoveUp(camera, CAMERA_MOVE_SPEED * 3);
if (IsKeyDown(KEY_LEFT_CONTROL)) CameraMoveUp(camera, -CAMERA_MOVE_SPEED * 3);
// Camera rotation
if (IsKeyDown(KEY_DOWN)) CameraPitch(camera, CAMERA_MOVE_SPEED);
if (IsKeyDown(KEY_UP)) CameraPitch(camera, -CAMERA_MOVE_SPEED);
if (IsKeyDown(KEY_RIGHT)) CameraYaw(camera, CAMERA_MOVE_SPEED);
if (IsKeyDown(KEY_LEFT)) CameraYaw(camera, -CAMERA_MOVE_SPEED);
if (IsKeyDown(KEY_Q)) CameraRoll(camera, CAMERA_MOVE_SPEED);
if (IsKeyDown(KEY_E)) CameraRoll(camera, -CAMERA_MOVE_SPEED);
CameraYaw(camera, mousePositionDelta.x * CAMERA_MOUSE_MOVE_SENSITIVITY);
CameraPitch(camera, mousePositionDelta.y * CAMERA_MOUSE_MOVE_SENSITIVITY);
// Adjust camera target_distance
camera->target_distance -= GetMouseWheelMove();
if (IsKeyPressed(KEY_KP_SUBTRACT)) camera->target_distance -= 1.0f;
if (IsKeyPressed(KEY_KP_ADD)) camera->target_distance += 1.0f;
// Switch camera mode
if (IsKeyPressed(KEY_ONE)) SetCameraMode(camera, CAMERA_FREE);
if (IsKeyPressed(KEY_TWO)) SetCameraMode(camera, CAMERA_FIRST_PERSON);
if (IsKeyPressed(KEY_THREE)) SetCameraMode(camera, CAMERA_THIRD_PERSON);
if (IsKeyPressed(KEY_FOUR)) SetCameraMode(camera, CAMERA_ORBITAL);
// Switch camera projection
if (IsKeyPressed(KEY_P)) {
if (camera->projection == CAMERA_PERSPECTIVE) {
// Create isometric view
InitializeCamera(camera, camera->aspect);
camera->mode = CAMERA_THIRD_PERSON;
camera->projection = CAMERA_ORTHOGRAPHIC;
camera->fovy = 20.0f; // near plane width in orthografic
camera->target_distance = 100.0f; // influences only clip distance
CameraYaw(camera, -135 * DEG2RAD);
CameraPitch(camera, 45 * DEG2RAD);
}
else if (camera->projection == CAMERA_ORTHOGRAPHIC) {
// Reset default view
InitializeCamera(camera, camera->aspect);
}
}
}
// TODO can we provide compatibility with the old rcamera usage?
#if 0
// Set camera pan key to combine with mouse movement (free camera)
void SetCameraPanControl(int keyPan) { CAMERA.panControl = keyPan; }
@ -563,5 +501,7 @@ void SetCameraMoveControls(int keyFront, int keyBack, int keyRight, int keyLeft,
CAMERA.moveControl[MOVE_UP] = keyUp;
CAMERA.moveControl[MOVE_DOWN] = keyDown;
}
#endif
#endif // CAMERA_IMPLEMENTATION

View File

@ -2179,33 +2179,11 @@ void BeginMode3D(Camera3D camera)
rlMatrixMode(RL_PROJECTION); // Switch to projection matrix
rlPushMatrix(); // Save previous matrix, which contains the settings for the 2d ortho projection
rlLoadIdentity(); // Reset current matrix (projection)
float aspect = (float)CORE.Window.currentFbo.width/(float)CORE.Window.currentFbo.height;
// NOTE: zNear and zFar values are important when computing depth buffer values
if (camera.projection == CAMERA_PERSPECTIVE)
{
// Setup perspective projection
double top = RL_CULL_DISTANCE_NEAR*tan(camera.fovy*0.5*DEG2RAD);
double right = top*aspect;
rlFrustum(-right, right, -top, top, RL_CULL_DISTANCE_NEAR, RL_CULL_DISTANCE_FAR);
}
else if (camera.projection == CAMERA_ORTHOGRAPHIC)
{
// Setup orthographic projection
double top = camera.fovy/2.0;
double right = top*aspect;
rlOrtho(-right, right, -top,top, RL_CULL_DISTANCE_NEAR, RL_CULL_DISTANCE_FAR);
}
rlMultMatrixf(MatrixToFloat(GetCameraProjectionMatrix(&camera))); // Multiply projection matrix by projection matrix (camera)
rlMatrixMode(RL_MODELVIEW); // Switch back to modelview matrix
rlLoadIdentity(); // Reset current matrix (modelview)
// Setup Camera view
Matrix matView = MatrixLookAt(camera.position, camera.target, camera.up);
rlMultMatrixf(MatrixToFloat(matView)); // Multiply modelview matrix by view matrix (camera)
rlMultMatrixf(MatrixToFloat(GetCameraViewMatrix(&camera))); // Multiply modelview matrix by view matrix (camera)
rlEnableDepthTest(); // Enable DEPTH_TEST for 3D
}
@ -2558,25 +2536,9 @@ Ray GetMouseRay(Vector2 mouse, Camera camera)
// Store values in a vector
Vector3 deviceCoords = { x, y, z };
// Calculate view matrix from camera look at
Matrix matView = MatrixLookAt(camera.position, camera.target, camera.up);
Matrix matProj = MatrixIdentity();
if (camera.projection == CAMERA_PERSPECTIVE)
{
// Calculate projection matrix from perspective
matProj = MatrixPerspective(camera.fovy*DEG2RAD, ((double)GetScreenWidth()/(double)GetScreenHeight()), RL_CULL_DISTANCE_NEAR, RL_CULL_DISTANCE_FAR);
}
else if (camera.projection == CAMERA_ORTHOGRAPHIC)
{
float aspect = (float)CORE.Window.screen.width/(float)CORE.Window.screen.height;
double top = camera.fovy/2.0;
double right = top*aspect;
// Calculate projection matrix from orthographic
matProj = MatrixOrtho(-right, right, -top, top, 0.01, 1000.0);
}
// Get camera matrices
Matrix matView = GetCameraViewMatrix(&camera);
Matrix matProj = GetCameraProjectionMatrix(&camera);
// Unproject far/near points
Vector3 nearPoint = Vector3Unproject((Vector3){ deviceCoords.x, deviceCoords.y, 0.0f }, matProj, matView);
@ -2590,7 +2552,7 @@ Ray GetMouseRay(Vector2 mouse, Camera camera)
// Calculate normalized direction vector
Vector3 direction = Vector3Normalize(Vector3Subtract(farPoint, nearPoint));
if (camera.projection == CAMERA_PERSPECTIVE) ray.position = camera.position;
if (camera.projection == CAMERA_PERSPECTIVE) ray.position = GetCameraEyePosition(&camera);
else if (camera.projection == CAMERA_ORTHOGRAPHIC) ray.position = cameraPlanePointerPos;
// Apply calculated vectors to ray
@ -2602,7 +2564,7 @@ Ray GetMouseRay(Vector2 mouse, Camera camera)
// Get transform matrix for camera
Matrix GetCameraMatrix(Camera camera)
{
return MatrixLookAt(camera.position, camera.target, camera.up);
return GetCameraViewMatrix(&camera);
}
// Get camera 2d transform matrix
@ -2662,8 +2624,8 @@ Vector2 GetWorldToScreenEx(Vector3 position, Camera camera, int width, int heigh
matProj = MatrixOrtho(-right, right, -top, top, RL_CULL_DISTANCE_NEAR, RL_CULL_DISTANCE_FAR);
}
// Calculate view matrix from camera look at (and transpose it)
Matrix matView = MatrixLookAt(camera.position, camera.target, camera.up);
// Get view matrix from camera
Matrix matView = GetCameraViewMatrix(&camera);
// TODO: Why not use Vector3Transform(Vector3 v, Matrix mat)?

View File

@ -3337,7 +3337,7 @@ void DrawBillboardPro(Camera camera, Texture2D texture, Rectangle source, Vector
// NOTE: Billboard size will maintain source rectangle aspect ratio, size will represent billboard width
Vector2 sizeRatio = { size.x*(float)source.height/source.width, size.y };
Matrix matView = MatrixLookAt(camera.position, camera.target, camera.up);
Matrix matView = GetCameraMatrix(camera); // TODO use GetCameraViewMatrix()
Vector3 right = { matView.m0, matView.m4, matView.m8 };
//Vector3 up = { matView.m1, matView.m5, matView.m9 };