WIP rcamera redesign, base functionality
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71f0c3d071
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@ -10,6 +10,7 @@
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********************************************************************************************/
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#include "raylib.h"
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#include "raymath.h"
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#define MAX_COLUMNS 20
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@ -25,13 +26,14 @@ int main(void)
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InitWindow(screenWidth, screenHeight, "raylib [core] example - 3d camera first person");
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// Define the camera to look into our 3d world (position, target, up vector)
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Camera camera = { 0 };
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camera.position = (Vector3){ 4.0f, 2.0f, 4.0f };
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camera.target = (Vector3){ 0.0f, 1.8f, 0.0f };
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camera.up = (Vector3){ 0.0f, 1.0f, 0.0f };
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camera.fovy = 60.0f;
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camera.projection = CAMERA_PERSPECTIVE;
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// Define the camera to look into our 3d world
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Camera3D camera = {0};
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InitializeCamera(&camera, (double)screenWidth / (double)screenHeight);
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camera.target_position = (Vector3){ 0.0f, 2.0f, 0.0f }; // This is the eye position in FREE (and FIRST_PERSON) mode
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//SetCameraMode(camera, CAMERA_THIRD_PERSON); // Set a different camera mode
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// Catch curser
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DisableCursor();
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// Generates some random columns
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float heights[MAX_COLUMNS] = { 0 };
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@ -41,12 +43,10 @@ int main(void)
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for (int i = 0; i < MAX_COLUMNS; i++)
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{
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heights[i] = (float)GetRandomValue(1, 12);
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positions[i] = (Vector3){ (float)GetRandomValue(-15, 15), heights[i]/2.0f, (float)GetRandomValue(-15, 15) };
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positions[i] = (Vector3){ (float)GetRandomValue(-15, 15), heights[i] / 2.0f, (float)GetRandomValue(-15, 15) };
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colors[i] = (Color){ GetRandomValue(20, 255), GetRandomValue(10, 55), 30, 255 };
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}
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SetCameraMode(camera, CAMERA_FIRST_PERSON); // Set a first person camera mode
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SetTargetFPS(60); // Set our game to run at 60 frames-per-second
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//--------------------------------------------------------------------------------------
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@ -62,30 +62,53 @@ int main(void)
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//----------------------------------------------------------------------------------
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BeginDrawing();
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ClearBackground(RAYWHITE);
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ClearBackground(RAYWHITE);
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BeginMode3D(camera);
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BeginMode3D(camera);
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DrawPlane((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector2){ 32.0f, 32.0f }, LIGHTGRAY); // Draw ground
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DrawCube((Vector3){ -16.0f, 2.5f, 0.0f }, 1.0f, 5.0f, 32.0f, BLUE); // Draw a blue wall
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DrawCube((Vector3){ 16.0f, 2.5f, 0.0f }, 1.0f, 5.0f, 32.0f, LIME); // Draw a green wall
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DrawCube((Vector3){ 0.0f, 2.5f, 16.0f }, 32.0f, 5.0f, 1.0f, GOLD); // Draw a yellow wall
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// Draw player
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if (camera.target_distance > 1.0f) {
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DrawCube(camera.target_position, 0.5f, 0.5f, 0.5f, DARKGREEN);
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DrawCubeWires(camera.target_position, 0.5f, 0.5f, 0.5f, LIME);
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}
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// Draw some cubes around
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for (int i = 0; i < MAX_COLUMNS; i++)
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{
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DrawCube(positions[i], 2.0f, heights[i], 2.0f, colors[i]);
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DrawCubeWires(positions[i], 2.0f, heights[i], 2.0f, MAROON);
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}
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DrawPlane((Vector3) { 0.0f, 0.0f, 0.0f }, (Vector2) { 32.0f, 32.0f }, LIGHTGRAY); // Draw ground
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DrawCube((Vector3) { -16.0f, 2.5f, 0.0f }, 1.0f, 5.0f, 32.0f, BLUE); // Draw a blue wall
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DrawCube((Vector3) { 16.0f, 2.5f, 0.0f }, 1.0f, 5.0f, 32.0f, LIME); // Draw a green wall
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DrawCube((Vector3) { 0.0f, 2.5f, 16.0f }, 32.0f, 5.0f, 1.0f, GOLD); // Draw a yellow wall
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EndMode3D();
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// Draw some columns
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for (int i = 0; i < MAX_COLUMNS; i++)
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{
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DrawCube(positions[i], 2.0f, heights[i], 2.0f, colors[i]);
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DrawCubeWires(positions[i], 2.0f, heights[i], 2.0f, MAROON);
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}
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DrawRectangle( 10, 10, 220, 70, Fade(SKYBLUE, 0.5f));
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DrawRectangleLines( 10, 10, 220, 70, BLUE);
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EndMode3D();
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DrawText("First person camera default controls:", 20, 20, 10, BLACK);
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DrawText("- Move with keys: W, A, S, D", 40, 40, 10, DARKGRAY);
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DrawText("- Mouse move to look around", 40, 60, 10, DARKGRAY);
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// Draw info boxes
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DrawRectangle(5, 5, 330, 100, Fade(SKYBLUE, 0.5f));
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DrawRectangleLines(5, 5, 330, 100, BLUE);
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DrawText("Camera controls:", 15, 15, 10, BLACK);
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DrawText("- Move keys: W, A, S, D, Space, Left-Ctrl", 15, 30, 10, BLACK);
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DrawText("- Look around: arrow keys or mouse", 15, 45, 10, BLACK);
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DrawText("- Camera mode keys: 1, 2, 3, 4", 15, 60, 10, BLACK);
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DrawText("- Target distance keys: num-plus, num-minus or mouse scroll", 15, 75, 10, BLACK);
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DrawText("- Camera projection key: P", 15, 90, 10, BLACK);
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DrawRectangle(565, 5, 230, 100, Fade(SKYBLUE, 0.5f));
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DrawRectangleLines(565, 5, 230, 100, BLUE);
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DrawText("Camera status:", 575, 20, 10, BLACK);
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DrawText(TextFormat("- Mode: %s", (camera.mode == CAMERA_FREE) ? "FREE" :
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(camera.mode == CAMERA_FIRST_PERSON) ? "FIRST_PERSON" :
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(camera.mode == CAMERA_THIRD_PERSON) ? "THIRD_PERSON" :
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(camera.mode == CAMERA_ORBITAL) ? "ORBITAL" : "CUSTOM"), 575, 35, 10, BLACK);
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DrawText(TextFormat("- Projection: %s", (camera.projection == CAMERA_PERSPECTIVE) ? "PERSPECTIVE" :
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(camera.projection == CAMERA_ORTHOGRAPHIC) ? "ORTHOGRAPHIC" : "CUSTOM"), 575, 50, 10, BLACK);
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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);
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DrawText(TextFormat("- Target distance: %06.3f", camera.target_distance), 575, 80, 10, BLACK);
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EndDrawing();
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//----------------------------------------------------------------------------------
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14
src/raylib.h
14
src/raylib.h
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@ -297,11 +297,13 @@ typedef struct Font {
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// Camera, defines position/orientation in 3d space
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typedef struct Camera3D {
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Vector3 position; // Camera position
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Vector3 target; // Camera target it looks-at
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Vector3 up; // Camera up vector (rotation over its axis)
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float fovy; // Camera field-of-view apperture in Y (degrees) in perspective, used as near plane width in orthographic
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int projection; // Camera projection: CAMERA_PERSPECTIVE or CAMERA_ORTHOGRAPHIC
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int mode;
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Vector3 target_position; // Camera target it looks at
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float target_distance; // Camera eye distance to target_position (set to 0 in free/fps mode)
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Quaternion orientation; // Camera orientation (its rotation in 3D)
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float fovy; // Camera field-of-view apperture in Y (degrees) in perspective, used as near plane width in orthographic
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float aspect; // Camera aspect ratio (typically window_width / window_height)
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int projection; // Camera projection: CAMERA_PERSPECTIVE or CAMERA_ORTHOGRAPHIC
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} Camera3D;
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typedef Camera3D Camera; // Camera type fallback, defaults to Camera3D
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@ -1150,8 +1152,10 @@ RLAPI float GetGesturePinchAngle(void); // Get gesture pinch ang
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//------------------------------------------------------------------------------------
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// Camera System Functions (Module: rcamera)
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//------------------------------------------------------------------------------------
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RLAPI void InitializeCamera(Camera3D* camera, float aspect);
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RLAPI void SetCameraMode(Camera camera, int mode); // Set camera mode (multiple camera modes available)
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RLAPI void UpdateCamera(Camera *camera); // Update camera position for selected mode
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RLAPI Vector3 GetCameraFront(Camera* camera);
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RLAPI void SetCameraPanControl(int keyPan); // Set camera pan key to combine with mouse movement (free camera)
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RLAPI void SetCameraAltControl(int keyAlt); // Set camera alt key to combine with mouse movement (free camera)
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640
src/rcamera.h
640
src/rcamera.h
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@ -2,9 +2,9 @@
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*
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* rcamera - Basic camera system for multiple camera modes
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*
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* NOTE: Memory footprint of this library is aproximately 52 bytes (global variables)
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* NOTE: Memory footprint of this library is aproximately ??? TODO bytes (global variables)
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*
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* CONFIGURATION:
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* CONFIGURATION: TODO
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*
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* #define CAMERA_IMPLEMENTATION
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* Generates the implementation of the library into the included file.
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@ -17,6 +17,7 @@
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*
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* CONTRIBUTORS:
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* Ramon Santamaria: Supervision, review, update and maintenance
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* Christoph Wagner: Quaternion-based redesign (2022)
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* Marc Palau: Initial implementation (2014)
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*
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*
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@ -44,15 +45,31 @@
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#ifndef RCAMERA_H
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#define RCAMERA_H
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// The only dependency // TODO review standalone mode
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#include "raymath.h"
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//----------------------------------------------------------------------------------
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// Defines and Macros
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//----------------------------------------------------------------------------------
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//...
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// NOTE: Raylib (and OpenGL) uses a right-handed coordinate system
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// Just invert CAMERA_WORLD_FRONT for a left-handed coordinate system
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#define CAMERA_WORLD_FRONT (Vector3) { 0.0f, 0.0f, -1.0f }
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#define CAMERA_WORLD_UP (Vector3) { 0.0f, 1.0f, 0.0f }
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#define CAMERA_WORLD_RIGHT (Vector3) { 1.0f, 0.0f, 0.0f }
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#if defined(CAMERA_STANDALONE)
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#define CAMERA_CULL_DISTANCE_NEAR 0.01
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#define CAMERA_CULL_DISTANCE_FAR 1000.0
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#else
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#define CAMERA_CULL_DISTANCE_NEAR RL_CULL_DISTANCE_NEAR
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#define CAMERA_CULL_DISTANCE_FAR RL_CULL_DISTANCE_FAR
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#endif
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//----------------------------------------------------------------------------------
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// Types and Structures Definition
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// NOTE: Below types are required for CAMERA_STANDALONE usage
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//----------------------------------------------------------------------------------
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// TODO review
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#if defined(CAMERA_STANDALONE)
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// Vector2 type
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typedef struct Vector2 {
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// Module Functions Declaration
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//----------------------------------------------------------------------------------
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// TODO review
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#ifdef __cplusplus
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extern "C" { // Prevents name mangling of functions
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#endif
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@ -134,54 +153,24 @@ void SetCameraMoveControls(int keyFront, int keyBack,
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#if defined(CAMERA_IMPLEMENTATION)
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#include <math.h> // Required for: sinf(), cosf(), sqrtf()
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//----------------------------------------------------------------------------------
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// Defines and Macros
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//----------------------------------------------------------------------------------
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#ifndef PI
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#define PI 3.14159265358979323846
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#endif
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#ifndef DEG2RAD
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#define DEG2RAD (PI/180.0f)
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#endif
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#ifndef RAD2DEG
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#define RAD2DEG (180.0f/PI)
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#endif
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// TODO review all defines
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#define CAMERA_MOVE_SPEED 0.03f
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// Camera mouse movement sensitivity
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#define CAMERA_MOUSE_MOVE_SENSITIVITY 0.003f
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#define CAMERA_MOUSE_SCROLL_SENSITIVITY 1.5f
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// FREE_CAMERA
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#define CAMERA_FREE_MOUSE_SENSITIVITY 0.01f
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#define CAMERA_FREE_DISTANCE_MIN_CLAMP 0.3f
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#define CAMERA_FREE_DISTANCE_MAX_CLAMP 120.0f
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#define CAMERA_FREE_MIN_CLAMP 85.0f
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#define CAMERA_FREE_MAX_CLAMP -85.0f
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#define CAMERA_FREE_SMOOTH_ZOOM_SENSITIVITY 0.05f
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#define CAMERA_FREE_PANNING_DIVIDER 5.1f
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// ORBITAL_CAMERA
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#define CAMERA_ORBITAL_SPEED 0.01f // Radians per frame
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// FIRST_PERSON
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//#define CAMERA_FIRST_PERSON_MOUSE_SENSITIVITY 0.003f
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#define CAMERA_FIRST_PERSON_FOCUS_DISTANCE 25.0f
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#define CAMERA_FIRST_PERSON_MIN_CLAMP 89.0f
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#define CAMERA_FIRST_PERSON_MAX_CLAMP -89.0f
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#define CAMERA_FIRST_PERSON_STEP_TRIGONOMETRIC_DIVIDER 8.0f
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#define CAMERA_FIRST_PERSON_STEP_DIVIDER 30.0f
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#define CAMERA_FIRST_PERSON_WAVING_DIVIDER 200.0f
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// THIRD_PERSON
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//#define CAMERA_THIRD_PERSON_MOUSE_SENSITIVITY 0.003f
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#define CAMERA_THIRD_PERSON_DISTANCE_CLAMP 1.2f
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#define CAMERA_THIRD_PERSON_MIN_CLAMP 5.0f
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#define CAMERA_THIRD_PERSON_MAX_CLAMP -85.0f
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#define CAMERA_THIRD_PERSON_OFFSET (Vector3){ 0.4f, 0.0f, 0.0f }
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// PLAYER (used by camera)
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#define PLAYER_MOVEMENT_SENSITIVITY 20.0f
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@ -198,352 +187,301 @@ typedef enum {
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MOVE_DOWN
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} CameraMove;
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// Camera global state context data [56 bytes]
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typedef struct {
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unsigned int mode; // Current camera mode
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float targetDistance; // Camera distance from position to target
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float playerEyesPosition; // Player eyes position from ground (in meters)
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Vector2 angle; // Camera angle in plane XZ
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Vector2 previousMousePosition; // Previous mouse position
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// Camera movement control keys
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int moveControl[6]; // Move controls (CAMERA_FIRST_PERSON)
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int smoothZoomControl; // Smooth zoom control key
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int altControl; // Alternative control key
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int panControl; // Pan view control key
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} CameraData;
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//----------------------------------------------------------------------------------
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// Global Variables Definition
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//----------------------------------------------------------------------------------
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static CameraData CAMERA = { // Global CAMERA state context
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.mode = 0,
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.targetDistance = 0,
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.playerEyesPosition = 1.85f,
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.angle = { 0 },
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.previousMousePosition = { 0 },
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.moveControl = { 'W', 'S', 'D', 'A', 'E', 'Q' },
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.smoothZoomControl = 341, // raylib: KEY_LEFT_CONTROL
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.altControl = 342, // raylib: KEY_LEFT_ALT
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.panControl = 2 // raylib: MOUSE_BUTTON_MIDDLE
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};
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//----------------------------------------------------------------------------------
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// Module specific Functions Declaration
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//----------------------------------------------------------------------------------
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#if defined(CAMERA_STANDALONE)
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// NOTE: Camera controls depend on some raylib input functions
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static void EnableCursor() {} // Unlock cursor
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static void DisableCursor() {} // Lock cursor
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static int IsKeyDown(int key) { return 0; }
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static int IsMouseButtonDown(int button) { return 0;}
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static float GetMouseWheelMove() { return 0.0f; }
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static Vector2 GetMousePosition() { return (Vector2){ 0.0f, 0.0f }; }
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#endif
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//----------------------------------------------------------------------------------
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// Module Functions Definition
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//----------------------------------------------------------------------------------
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// TODO declare all functions in raylib.h and standalone "header"
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void CameraPitch(Camera3D* camera, float angle);
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void CameraYaw(Camera3D* camera, float angle);
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void CameraRoll(Camera3D* camera, float angle);
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// Initializes a camera with default values (Can be used to reset a camera)
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void InitializeCamera(Camera3D* camera, float aspect) {
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camera->mode = CAMERA_FIRST_PERSON;
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camera->target_position = (Vector3){ 0.0f, 2.0f, 0.0f };
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camera->target_distance = 0.0f;
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camera->orientation = QuaternionIdentity();
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camera->fovy = 60.0f;
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camera->aspect = aspect;
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camera->projection = CAMERA_PERSPECTIVE;
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}
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// Select camera mode (multiple camera modes available)
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void SetCameraMode(Camera camera, int mode)
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void SetCameraMode(Camera3D* camera, int mode)
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{
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Vector3 v1 = camera.position;
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Vector3 v2 = camera.target;
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camera->mode = mode;
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float dx = v2.x - v1.x;
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float dy = v2.y - v1.y;
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float dz = v2.z - v1.z;
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CAMERA.targetDistance = sqrtf(dx*dx + dy*dy + dz*dz); // Distance to target
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// Camera angle calculation
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CAMERA.angle.x = atan2f(dx, dz); // Camera angle in plane XZ (0 aligned with Z, move positive CCW)
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CAMERA.angle.y = atan2f(dy, sqrtf(dx*dx + dz*dz)); // Camera angle in plane XY (0 aligned with X, move positive CW)
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CAMERA.playerEyesPosition = camera.position.y; // Init player eyes position to camera Y position
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CAMERA.previousMousePosition = GetMousePosition(); // Init mouse position
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// Lock cursor for first person and third person cameras
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if ((mode == CAMERA_FIRST_PERSON) || (mode == CAMERA_THIRD_PERSON)) DisableCursor();
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else EnableCursor();
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CAMERA.mode = mode;
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}
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// Update camera depending on selected mode
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// NOTE: Camera controls depend on some raylib functions:
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// System: EnableCursor(), DisableCursor()
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// Mouse: IsMouseButtonDown(), GetMousePosition(), GetMouseWheelMove()
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// Keys: IsKeyDown()
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void UpdateCamera(Camera *camera)
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{
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static int swingCounter = 0; // Used for 1st person swinging movement
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// TODO: Compute CAMERA.targetDistance and CAMERA.angle here (?)
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// Mouse movement detection
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Vector2 mousePositionDelta = { 0.0f, 0.0f };
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Vector2 mousePosition = GetMousePosition();
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float mouseWheelMove = GetMouseWheelMove();
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// Keys input detection
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// TODO: Input detection is raylib-dependant, it could be moved outside the module
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bool keyPan = IsMouseButtonDown(CAMERA.panControl);
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bool keyAlt = IsKeyDown(CAMERA.altControl);
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bool szoomKey = IsKeyDown(CAMERA.smoothZoomControl);
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bool direction[6] = { IsKeyDown(CAMERA.moveControl[MOVE_FRONT]),
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IsKeyDown(CAMERA.moveControl[MOVE_BACK]),
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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->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;
|
||||
}
|
||||
|
||||
// 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->target_position = Vector3Add(camera->target_position, Vector3Scale(up, distance));
|
||||
}
|
||||
|
||||
// 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;
|
||||
// Moves the camera target in its current right vector direction
|
||||
void CameraMoveRight(Camera3D *camera, float distance) {
|
||||
Vector3 right = GetCameraRight(camera);
|
||||
|
||||
// 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);
|
||||
}
|
||||
}
|
||||
if (camera->mode == CAMERA_FIRST_PERSON ||
|
||||
camera->mode == CAMERA_THIRD_PERSON)
|
||||
{
|
||||
// Project vector onto world plane
|
||||
right.y = 0;
|
||||
right = Vector3Normalize(right);
|
||||
}
|
||||
|
||||
// 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;
|
||||
camera->target_position = Vector3Add(camera->target_position, Vector3Scale(right, distance));
|
||||
}
|
||||
|
||||
} 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
|
||||
// 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);
|
||||
|
||||
// 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;
|
||||
|
||||
// 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
|
||||
|
|
|
|||
56
src/rcore.c
56
src/rcore.c
|
|
@ -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)?
|
||||
|
||||
|
|
|
|||
|
|
@ -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 };
|
||||
|
|
|
|||
Loading…
Reference in New Issue
Block a user