diff --git a/examples/core/core_3d_camera_first_person.c b/examples/core/core_3d_camera_first_person.c index 3af829e25..cea0bee13 100644 --- a/examples/core/core_3d_camera_first_person.c +++ b/examples/core/core_3d_camera_first_person.c @@ -49,6 +49,9 @@ int main(void) SetCameraMode(camera, CAMERA_FIRST_PERSON); // Set a first person camera mode + // Catch cursor + DisableCursor(); + SetTargetFPS(60); // Set our game to run at 60 frames-per-second //-------------------------------------------------------------------------------------- diff --git a/src/raylib.h b/src/raylib.h index 0746ca2a3..d4e36c282 100644 --- a/src/raylib.h +++ b/src/raylib.h @@ -307,6 +307,7 @@ typedef struct Camera3D { 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; // Camera mode: CAMERA_FREE, CAMERA_FIRST_PERSON, CAMERA_THIRD_PERSON, CAMERA_ORBITAL or CUSTOM } Camera3D; typedef Camera3D Camera; // Camera type fallback, defaults to Camera3D @@ -1151,7 +1152,7 @@ RLAPI float GetGesturePinchAngle(void); // Get gesture pinch ang //------------------------------------------------------------------------------------ // Camera System Functions (Module: rcamera) //------------------------------------------------------------------------------------ -RLAPI void SetCameraMode(Camera camera, int mode); // Set camera mode (multiple camera modes available) +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 void SetCameraPanControl(int keyPan); // Set camera pan key to combine with mouse movement (free camera) diff --git a/src/rcamera.h b/src/rcamera.h index 37ea13a67..f21a171b8 100644 --- a/src/rcamera.h +++ b/src/rcamera.h @@ -2,7 +2,7 @@ * * 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: * @@ -17,6 +17,7 @@ * * CONTRIBUTORS: * Ramon Santamaria: Supervision, review, update and maintenance +* Christoph Wagner: Redesign (2022) * Marc Palau: Initial implementation (2014) * * @@ -44,15 +45,26 @@ #ifndef RCAMERA_H #define RCAMERA_H +// The only dependency // TODO review standalone mode +#include "raymath.h" + //---------------------------------------------------------------------------------- // Defines and Macros //---------------------------------------------------------------------------------- //... +#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 { @@ -134,42 +146,16 @@ void SetCameraMoveControls(int keyFront, int keyBack, #if defined(CAMERA_IMPLEMENTATION) -#include // 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 // Camera mouse movement sensitivity #define CAMERA_MOUSE_MOVE_SENSITIVITY 0.5f // TODO: it should be independant of framerate #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 +#define CAMERA_ORBITAL_SPEED 0.01f // Radians per frame -// ORBITAL_CAMERA -#define CAMERA_ORBITAL_SPEED 0.5f // Radians per second - -// 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 // When walking, y-position of the player moves up-down at step frequency (swinging) but // also the body slightly tilts left-right on every step, when all the body weight is left over one foot (tilting) @@ -177,13 +163,6 @@ void SetCameraMoveControls(int keyFront, int keyBack, #define CAMERA_FIRST_PERSON_SWINGING_DELTA 0.03f // Maximum up-down swinging distance when walking #define CAMERA_FIRST_PERSON_TILTING_DELTA 0.005f // Maximum left-right tilting distance when walking -// 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 2.0f @@ -192,7 +171,7 @@ void SetCameraMoveControls(int keyFront, int keyBack, //---------------------------------------------------------------------------------- // Camera move modes (first person and third person cameras) typedef enum { - MOVE_FRONT = 0, + MOVE_FORWARD = 0, MOVE_BACK, MOVE_RIGHT, MOVE_LEFT, @@ -201,340 +180,282 @@ typedef enum { } 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 +// 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; +// // 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 }, - .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 -}; + +// 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 +// Rotates the given vector around the given axis +// Note: angle must be provided in radians +Vector3 Vector3RotateAxis(Vector3 v, Vector3 axis, float angle) { // TODO there is a better way without the intermediate matrix + Matrix rot = MatrixRotate(axis, angle); + return Vector3Transform(v, rot); +} //---------------------------------------------------------------------------------- // 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); + // 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; + // TODO - CAMERA.targetDistance = sqrtf(dx*dx + dy*dy + dz*dz); // Distance to target + // TODO Reset roll and fix overrotation (i.e. somersaults) - // 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 - - // 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 float swingCounter = 0.0f; // Used for 1st person swinging movement +// Returns the cameras current forward vector (normalized) +Vector3 GetCameraForward(Camera3D* camera) { + return Vector3Normalize(Vector3Subtract(camera->target, camera->position)); +} - // TODO: Compute CAMERA.targetDistance and CAMERA.angle here (?) +// Returns the cameras current up vector (normalized) +Vector3 GetCameraUp(Camera3D* camera) { + // Note: The up vector might not be perpendicular to the forward vector + Vector3 forward = Vector3Subtract(camera->target, camera->position); + Vector3OrthoNormalize(&forward, &camera->up); + return camera->up; +} - // Mouse movement detection - Vector2 mousePositionDelta = GetMouseDelta(); - float mouseWheelMove = GetMouseWheelMove(); +// Returns the cameras current right vector (normalized) +Vector3 GetCameraRight(Camera3D* camera) { + Vector3 forward = GetCameraForward(camera); + Vector3 up = GetCameraUp(camera); + return Vector3CrossProduct(forward, up); +} - // 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]) }; +// Moves the camera in its current forward vector direction +void CameraMoveForward(Camera3D *camera, float distance) { + Vector3 forward = GetCameraForward(camera); - // Support for multiple automatic camera modes - // NOTE: In case of CAMERA_CUSTOM nothing happens here, user must update it manually - switch (CAMERA.mode) + 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; - } - - // 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; - - // 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; - - // if (camera->target.y > 0) camera->target.y = 0.001; - } - else if ((camera->position.y < camera->target.y) && (camera->target.y > 0) && (mouseWheelMove > 0)) - { - CAMERA.targetDistance -= (mouseWheelMove*CAMERA_MOUSE_SCROLL_SENSITIVITY); - if (CAMERA.targetDistance < CAMERA_FREE_DISTANCE_MIN_CLAMP) CAMERA.targetDistance = CAMERA_FREE_DISTANCE_MIN_CLAMP; - } - - // Input keys checks - if (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; - - // Angle clamp - if (CAMERA.angle.y > CAMERA_FREE_MIN_CLAMP*DEG2RAD) CAMERA.angle.y = CAMERA_FREE_MIN_CLAMP*DEG2RAD; - else if (CAMERA.angle.y < CAMERA_FREE_MAX_CLAMP*DEG2RAD) CAMERA.angle.y = CAMERA_FREE_MAX_CLAMP*DEG2RAD; - } - } - else - { - // Camera panning - camera->target.x += ((mousePositionDelta.x*CAMERA_FREE_MOUSE_SENSITIVITY)*cosf(CAMERA.angle.x) + (mousePositionDelta.y*-CAMERA_FREE_MOUSE_SENSITIVITY)*sinf(CAMERA.angle.x)*sinf(CAMERA.angle.y))*(CAMERA.targetDistance/CAMERA_FREE_PANNING_DIVIDER); - camera->target.y += ((mousePositionDelta.y*CAMERA_FREE_MOUSE_SENSITIVITY)*cosf(CAMERA.angle.y))*(CAMERA.targetDistance/CAMERA_FREE_PANNING_DIVIDER); - camera->target.z += ((mousePositionDelta.x*-CAMERA_FREE_MOUSE_SENSITIVITY)*sinf(CAMERA.angle.x) + (mousePositionDelta.y*-CAMERA_FREE_MOUSE_SENSITIVITY)*cosf(CAMERA.angle.x)*sinf(CAMERA.angle.y))*(CAMERA.targetDistance/CAMERA_FREE_PANNING_DIVIDER); - } - } - - // Update camera position with changes - camera->position.x = -sinf(CAMERA.angle.x)*CAMERA.targetDistance*cosf(CAMERA.angle.y) + camera->target.x; - camera->position.y = -sinf(CAMERA.angle.y)*CAMERA.targetDistance + camera->target.y; - camera->position.z = -cosf(CAMERA.angle.x)*CAMERA.targetDistance*cosf(CAMERA.angle.y) + camera->target.z; - - } break; - case CAMERA_ORBITAL: // Camera just orbits around target, only zoom allowed - { - CAMERA.angle.x += CAMERA_ORBITAL_SPEED*GetFrameTime(); // Camera orbit angle - CAMERA.targetDistance -= (mouseWheelMove*CAMERA_MOUSE_SCROLL_SENSITIVITY); // Camera zoom - - // Camera distance clamp - if (CAMERA.targetDistance < CAMERA_THIRD_PERSON_DISTANCE_CLAMP) CAMERA.targetDistance = CAMERA_THIRD_PERSON_DISTANCE_CLAMP; - - // Update camera position with changes - camera->position.x = sinf(CAMERA.angle.x)*CAMERA.targetDistance*cosf(CAMERA.angle.y) + camera->target.x; - camera->position.y = ((CAMERA.angle.y <= 0.0f)? 1 : -1)*sinf(CAMERA.angle.y)*CAMERA.targetDistance*sinf(CAMERA.angle.y) + camera->target.y; - camera->position.z = cosf(CAMERA.angle.x)*CAMERA.targetDistance*cosf(CAMERA.angle.y) + camera->target.z; - - } break; - case CAMERA_FIRST_PERSON: // Camera moves as in a first-person game, controls are configurable - { - camera->position.x += (sinf(CAMERA.angle.x)*direction[MOVE_BACK] - - sinf(CAMERA.angle.x)*direction[MOVE_FRONT] - - cosf(CAMERA.angle.x)*direction[MOVE_LEFT] + - cosf(CAMERA.angle.x)*direction[MOVE_RIGHT])*PLAYER_MOVEMENT_SENSITIVITY*GetFrameTime(); - - 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*GetFrameTime(); - - 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*GetFrameTime(); - - // Camera orientation calculation - CAMERA.angle.x -= mousePositionDelta.x*CAMERA_MOUSE_MOVE_SENSITIVITY*GetFrameTime(); - CAMERA.angle.y -= mousePositionDelta.y*CAMERA_MOUSE_MOVE_SENSITIVITY*GetFrameTime(); - - // 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; - - // Camera position update - // NOTE: On CAMERA_FIRST_PERSON player Y-movement is limited to player 'eyes position' - camera->position.y = CAMERA.playerEyesPosition; - - // Camera swinging (y-movement), only when walking (some key pressed) - for (int i = 0; i < 6; i++) if (direction[i]) { swingCounter += GetFrameTime(); break; } - camera->position.y -= sinf(2*PI*CAMERA_FIRST_PERSON_STEP_FREQUENCY*swingCounter)*CAMERA_FIRST_PERSON_SWINGING_DELTA; - - // Camera waiving (xz-movement), only when walking (some key pressed) - camera->up.x = sinf(2*PI*CAMERA_FIRST_PERSON_STEP_FREQUENCY*swingCounter)*CAMERA_FIRST_PERSON_TILTING_DELTA; - camera->up.z = -sinf(2*PI*CAMERA_FIRST_PERSON_STEP_FREQUENCY*swingCounter)*CAMERA_FIRST_PERSON_TILTING_DELTA; - - } 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*GetFrameTime(); - - 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*GetFrameTime(); - - 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*GetFrameTime(); - - // 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; + // Project vector onto world plane + forward.y = 0; + forward = Vector3Normalize(forward); } + + forward = Vector3Scale(forward, distance); + + camera->position = Vector3Add(camera->position, forward); + camera->target = Vector3Add(camera->target, forward); } +// Moves the camera in its current up vector direction +void CameraMoveUp(Camera3D *camera, float distance) { + Vector3 up = GetCameraUp(camera); + + up = Vector3Scale(up, distance); + + camera->position = Vector3Add(camera->position, up); + camera->target = Vector3Add(camera->target, up); +} + +// Moves the camera target in its current right vector direction +void CameraMoveRight(Camera3D *camera, float distance) { + Vector3 right = GetCameraRight(camera); + + if (camera->mode == CAMERA_FIRST_PERSON || + camera->mode == CAMERA_THIRD_PERSON) + { + // Project vector onto world plane + right.y = 0; + right = Vector3Normalize(right); + } + + right = Vector3Scale(right, distance); + + camera->position = Vector3Add(camera->position, right); + camera->target = Vector3Add(camera->target, right); +} + +// 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) { + // Rotation axis + Vector3 up = GetCameraUp(camera); + + Vector3 target_position = Vector3Subtract(camera->target, camera->position); + + // Rotate target + target_position = Vector3RotateAxis(target_position, up, angle); + camera->target = Vector3Add(camera->position, target_position); +} + +// 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 + + // TODO + } + + // Rotation axis + Vector3 right = GetCameraRight(camera); + + Vector3 target_position = Vector3Subtract(camera->target, camera->position); + + // Rotate target + target_position = Vector3RotateAxis(target_position, right, angle); + camera->target = Vector3Add(camera->position, target_position); + + // Rotate up direction + camera->up = Vector3RotateAxis(camera->up, right, angle); +} + +// Rotates the camera around its current forward 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) { + // Rotation axis + Vector3 forward = GetCameraForward(camera); + + // Rotate up direction + camera->up = Vector3RotateAxis(camera->up, forward, angle); +} + +// Returns the current camera view matrix +Matrix GetCameraViewMatrix(Camera3D* camera) { + // Note: MatrixLookAt normalizes up internally + // TODO review up needs to be perpendicular? + return MatrixLookAt(camera->position, camera->target, camera->up); +} + +// Returns the current camera projection matrix +Matrix GetCameraProjectionMatrix(Camera3D* camera, float aspect) { + if (camera->projection == CAMERA_PERSPECTIVE) + { + return MatrixPerspective(camera->fovy * DEG2RAD, aspect, CAMERA_CULL_DISTANCE_NEAR, CAMERA_CULL_DISTANCE_FAR); + } + else if (camera->projection == CAMERA_ORTHOGRAPHIC) + { + double top = camera->fovy / 2.0; + double right = top * 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 review + const float CAMERA_MOVE_SPEED = 0.03f; + + // 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); + +#if 0 + + // 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); + } + } +#endif + +} + +// 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; } @@ -554,5 +475,7 @@ void SetCameraMoveControls(int keyFront, int keyBack, int keyRight, int keyLeft, CAMERA.moveControl[MOVE_UP] = keyUp; CAMERA.moveControl[MOVE_DOWN] = keyDown; } +#endif + #endif // CAMERA_IMPLEMENTATION