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	Ported camera module to header-only
This commit is contained in:
		@@ -203,10 +203,6 @@ external/stb_vorbis.o: external/stb_vorbis.c external/stb_vorbis.h
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utils.o : utils.c utils.h
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	$(CC) -c $< $(CFLAGS) $(INCLUDES) -D$(PLATFORM)
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# compile camera module
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camera.o : camera.c raylib.h
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	$(CC) -c $< $(CFLAGS) $(INCLUDES)
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# It installs generated and needed files to compile projects using raylib.
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# The installation works manually.
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# TODO: add other platforms.
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		||||
							
								
								
									
										523
									
								
								src/camera.c
									
									
									
									
									
								
							
							
						
						
									
										523
									
								
								src/camera.c
									
									
									
									
									
								
							@@ -1,523 +0,0 @@
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/**********************************************************************************************
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*
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*   raylib Camera System - Camera Modes Setup and Control Functions
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*
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*   Copyright (c) 2015 Marc Palau and Ramon Santamaria (@raysan5)
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*
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*   This software is provided "as-is", without any express or implied warranty. In no event
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		||||
*   will the authors be held liable for any damages arising from the use of this software.
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		||||
*
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*   Permission is granted to anyone to use this software for any purpose, including commercial
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*   applications, and to alter it and redistribute it freely, subject to the following restrictions:
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		||||
*
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*     1. The origin of this software must not be misrepresented; you must not claim that you
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		||||
*     wrote the original software. If you use this software in a product, an acknowledgment
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		||||
*     in the product documentation would be appreciated but is not required.
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		||||
*
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		||||
*     2. Altered source versions must be plainly marked as such, and must not be misrepresented
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		||||
*     as being the original software.
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		||||
*
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*     3. This notice may not be removed or altered from any source distribution.
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*
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**********************************************************************************************/
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//#define CAMERA_STANDALONE     // NOTE: To use the camera module as standalone lib, just uncomment this line
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                                // NOTE: ProcessCamera() should be reviewed to adapt inputs to other systems
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#if defined(CAMERA_STANDALONE)
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    #include "camera.h"
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#else
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    #include "raylib.h"
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#endif
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#include <math.h>               // Required for: sqrt(), sin(), cos()
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//----------------------------------------------------------------------------------
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// Defines and Macros
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//----------------------------------------------------------------------------------
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// CAMERA_GENERIC
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#define CAMERA_SCROLL_SENSITIVITY               1.5f
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// FREE_CAMERA
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#define FREE_CAMERA_MOUSE_SENSITIVITY           0.01f
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#define FREE_CAMERA_DISTANCE_MIN_CLAMP          0.3f
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#define FREE_CAMERA_DISTANCE_MAX_CLAMP          120.0f
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#define FREE_CAMERA_MIN_CLAMP                   85.0f
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#define FREE_CAMERA_MAX_CLAMP                  -85.0f
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#define FREE_CAMERA_SMOOTH_ZOOM_SENSITIVITY     0.05f
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#define FREE_CAMERA_PANNING_DIVIDER             5.1f
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// ORBITAL_CAMERA
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#define ORBITAL_CAMERA_SPEED                    0.01f
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// FIRST_PERSON
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//#define FIRST_PERSON_MOUSE_SENSITIVITY          0.003f
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#define FIRST_PERSON_FOCUS_DISTANCE             25.0f
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#define FIRST_PERSON_MIN_CLAMP                  85.0f
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#define FIRST_PERSON_MAX_CLAMP                 -85.0f
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#define FIRST_PERSON_STEP_TRIGONOMETRIC_DIVIDER 5.0f
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#define FIRST_PERSON_STEP_DIVIDER               30.0f
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#define FIRST_PERSON_WAVING_DIVIDER             200.0f
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#define FIRST_PERSON_HEIGHT_RELATIVE_EYES_POSITION  0.85f
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// THIRD_PERSON
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//#define THIRD_PERSON_MOUSE_SENSITIVITY          0.003f
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#define THIRD_PERSON_DISTANCE_CLAMP             1.2f
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#define THIRD_PERSON_MIN_CLAMP                  5.0f
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#define THIRD_PERSON_MAX_CLAMP                 -85.0f
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#define THIRD_PERSON_OFFSET                     (Vector3){ 0.4f, 0.0f, 0.0f }
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// PLAYER (used by camera)
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#define PLAYER_WIDTH                0.4f
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#define PLAYER_HEIGHT               0.9f
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		||||
#define PLAYER_DEPTH                0.4f
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#define PLAYER_MOVEMENT_DIVIDER     20.0f
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//----------------------------------------------------------------------------------
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// Types and Structures Definition
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//----------------------------------------------------------------------------------
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// Camera move modes (first person and third person cameras)
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typedef enum { MOVE_FRONT = 0, MOVE_LEFT, MOVE_BACK, MOVE_RIGHT, MOVE_UP, MOVE_DOWN } CameraMove;
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//----------------------------------------------------------------------------------
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		||||
// Global Variables Definition
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//----------------------------------------------------------------------------------
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static Camera internalCamera = {{ 2.0f, 0.0f, 2.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f };
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static Vector2 cameraAngle = { 0.0f, 0.0f };
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static float cameraTargetDistance = 5.0f;
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static Vector2 cameraMousePosition = { 0.0f, 0.0f };
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static Vector2 cameraMouseVariation = { 0.0f, 0.0f };
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static float mouseSensitivity = 0.003f;
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static int cameraMoveControl[6]  = { 'W', 'A', 'S', 'D', 'E', 'Q' };
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static int cameraMoveCounter = 0;
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static int cameraUseGravity = 1;
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static int panControlKey = 2;                   // raylib: MOUSE_MIDDLE_BUTTON
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static int altControlKey = 342;                 // raylib: KEY_LEFT_ALT
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static int smoothZoomControlKey = 341;          // raylib: KEY_LEFT_CONTROL
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static int cameraMode = CAMERA_CUSTOM;
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//----------------------------------------------------------------------------------
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// Module specific Functions Declaration
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//----------------------------------------------------------------------------------
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		||||
static void ProcessCamera(Camera *camera, Vector3 *playerPosition);
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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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// TODO: Set your own input functions (used in ProcessCamera())
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static Vector2 GetMousePosition() { return (Vector2){ 0.0f, 0.0f }; }
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static void SetMousePosition(Vector2 pos) {} 
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		||||
static int IsMouseButtonDown(int button) { return 0;}
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		||||
static int GetMouseWheelMove() { return 0; }
 | 
			
		||||
static int GetScreenWidth() { return 1280; }
 | 
			
		||||
static int GetScreenHeight() { return 720; }
 | 
			
		||||
static void ShowCursor() {}
 | 
			
		||||
static void HideCursor() {}
 | 
			
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static int IsKeyDown(int key) { return 0; }
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		||||
#endif
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		||||
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		||||
//----------------------------------------------------------------------------------
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		||||
// Module Functions Definition
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		||||
//----------------------------------------------------------------------------------
 | 
			
		||||
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		||||
// Select camera mode (multiple camera modes available)
 | 
			
		||||
// TODO: Review hardcoded values when changing modes...
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void SetCameraMode(int mode)
 | 
			
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{
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    if ((cameraMode == CAMERA_FIRST_PERSON) && (mode == CAMERA_FREE))
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    {
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        cameraMode = CAMERA_THIRD_PERSON;
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        cameraTargetDistance = 5.0f;
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        cameraAngle.y = -40*DEG2RAD;
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        ProcessCamera(&internalCamera, &internalCamera.position);
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    }
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    else if ((cameraMode == CAMERA_FIRST_PERSON) && (mode == CAMERA_ORBITAL))
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    {
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        cameraMode = CAMERA_THIRD_PERSON;
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        cameraTargetDistance = 5.0f;
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        cameraAngle.y = -40*DEG2RAD;
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        ProcessCamera(&internalCamera, &internalCamera.position);
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    }
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    else if ((cameraMode == CAMERA_CUSTOM) && (mode == CAMERA_FREE))
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    {
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        cameraTargetDistance = 10.0f;
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        cameraAngle.x = 45*DEG2RAD;
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        cameraAngle.y = -40*DEG2RAD;
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        internalCamera.target = (Vector3){ 0.0f, 0.0f, 0.0f };
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        ProcessCamera(&internalCamera, &internalCamera.position);
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        ShowCursor();
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    }
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    else if ((cameraMode == CAMERA_CUSTOM) && (mode == CAMERA_ORBITAL))
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    {
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        cameraTargetDistance = 10.0f;
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        cameraAngle.x = 225*DEG2RAD;
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        cameraAngle.y = -40*DEG2RAD;
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        internalCamera.target = (Vector3){ 0.0f, 0.0f, 0.0f };
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        ProcessCamera(&internalCamera, &internalCamera.position);
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    }
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    cameraMode = mode;
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}
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// Update camera (player position is ignored)
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void UpdateCamera(Camera *camera)
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{
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    Vector3 position = { 0.0f, 0.0f, 0.0f };
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    // Process internal camera and player position (if required)
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    if (cameraMode != CAMERA_CUSTOM) ProcessCamera(&internalCamera, &position);
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    *camera = internalCamera;
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}
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// Update camera and player position (1st person and 3rd person cameras)
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void UpdateCameraPlayer(Camera *camera, Vector3 *position)
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{
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    // Process internal camera and player position (if required)
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    if (cameraMode != CAMERA_CUSTOM) ProcessCamera(&internalCamera, position);
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    *camera = internalCamera;
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}
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// Set internal camera position
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void SetCameraPosition(Vector3 position)
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{
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    internalCamera.position = position;
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    Vector3 v1 = internalCamera.position;
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    Vector3 v2 = internalCamera.target;
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		||||
    
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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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		||||
    
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    cameraTargetDistance = sqrt(dx*dx + dy*dy + dz*dz);
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}
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// Set internal camera target
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void SetCameraTarget(Vector3 target)
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		||||
{
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    internalCamera.target = target;
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		||||
    
 | 
			
		||||
    Vector3 v1 = internalCamera.position;
 | 
			
		||||
    Vector3 v2 = internalCamera.target;
 | 
			
		||||
    
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		||||
    float dx = v2.x - v1.x;
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		||||
    float dy = v2.y - v1.y;
 | 
			
		||||
    float dz = v2.z - v1.z;
 | 
			
		||||
    
 | 
			
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    cameraTargetDistance = sqrt(dx*dx + dy*dy + dz*dz);
 | 
			
		||||
}
 | 
			
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 | 
			
		||||
// Set internal camera fovy
 | 
			
		||||
void SetCameraFovy(float fovy)
 | 
			
		||||
{
 | 
			
		||||
    internalCamera.fovy = fovy;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
// Set camera pan key to combine with mouse movement (free camera)
 | 
			
		||||
void SetCameraPanControl(int panKey)
 | 
			
		||||
{
 | 
			
		||||
    panControlKey = panKey;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
// Set camera alt key to combine with mouse movement (free camera)
 | 
			
		||||
void SetCameraAltControl(int altKey)
 | 
			
		||||
{
 | 
			
		||||
    altControlKey = altKey;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
// Set camera smooth zoom key to combine with mouse (free camera)
 | 
			
		||||
void SetCameraSmoothZoomControl(int szKey)
 | 
			
		||||
{
 | 
			
		||||
    smoothZoomControlKey = szKey;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
// Set camera move controls (1st person and 3rd person cameras)
 | 
			
		||||
void SetCameraMoveControls(int frontKey, int backKey, int leftKey, int rightKey, int upKey, int downKey)
 | 
			
		||||
{
 | 
			
		||||
    cameraMoveControl[MOVE_FRONT] = frontKey;
 | 
			
		||||
    cameraMoveControl[MOVE_LEFT] = leftKey;
 | 
			
		||||
    cameraMoveControl[MOVE_BACK] = backKey;
 | 
			
		||||
    cameraMoveControl[MOVE_RIGHT] = rightKey;
 | 
			
		||||
    cameraMoveControl[MOVE_UP] = upKey;
 | 
			
		||||
    cameraMoveControl[MOVE_DOWN] = downKey;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
// Set camera mouse sensitivity (1st person and 3rd person cameras)
 | 
			
		||||
void SetCameraMouseSensitivity(float sensitivity)
 | 
			
		||||
{
 | 
			
		||||
    mouseSensitivity = (sensitivity/10000.0f);
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
//----------------------------------------------------------------------------------
 | 
			
		||||
// Module specific Functions Definition
 | 
			
		||||
//----------------------------------------------------------------------------------
 | 
			
		||||
 | 
			
		||||
// Process desired camera mode and controls
 | 
			
		||||
// NOTE: Camera controls depend on some raylib functions:
 | 
			
		||||
//       Mouse: GetMousePosition(), SetMousePosition(), IsMouseButtonDown(), GetMouseWheelMove()
 | 
			
		||||
//       System: GetScreenWidth(), GetScreenHeight(), ShowCursor(), HideCursor()
 | 
			
		||||
//       Keys:  IsKeyDown()
 | 
			
		||||
static void ProcessCamera(Camera *camera, Vector3 *playerPosition)
 | 
			
		||||
{
 | 
			
		||||
    // Mouse movement detection
 | 
			
		||||
    Vector2 mousePosition = GetMousePosition();
 | 
			
		||||
    int mouseWheelMove = GetMouseWheelMove();
 | 
			
		||||
    int panKey = IsMouseButtonDown(panControlKey);    // bool value
 | 
			
		||||
    
 | 
			
		||||
    int screenWidth = GetScreenWidth();
 | 
			
		||||
    int screenHeight = GetScreenHeight();
 | 
			
		||||
    
 | 
			
		||||
    if ((cameraMode != CAMERA_FREE) && (cameraMode != CAMERA_ORBITAL))
 | 
			
		||||
    {
 | 
			
		||||
        HideCursor();
 | 
			
		||||
 | 
			
		||||
        if (mousePosition.x < screenHeight/3) SetMousePosition((Vector2){ screenWidth - screenHeight/3, mousePosition.y});
 | 
			
		||||
        else if (mousePosition.y < screenHeight/3) SetMousePosition((Vector2){ mousePosition.x, screenHeight - screenHeight/3});
 | 
			
		||||
        else if (mousePosition.x > screenWidth - screenHeight/3) SetMousePosition((Vector2) { screenHeight/3, mousePosition.y});
 | 
			
		||||
        else if (mousePosition.y > screenHeight - screenHeight/3) SetMousePosition((Vector2){ mousePosition.x, screenHeight/3});
 | 
			
		||||
        else
 | 
			
		||||
        {
 | 
			
		||||
            cameraMouseVariation.x = mousePosition.x - cameraMousePosition.x;
 | 
			
		||||
            cameraMouseVariation.y = mousePosition.y - cameraMousePosition.y;
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
    else
 | 
			
		||||
    {
 | 
			
		||||
        ShowCursor();
 | 
			
		||||
 | 
			
		||||
        cameraMouseVariation.x = mousePosition.x - cameraMousePosition.x;
 | 
			
		||||
        cameraMouseVariation.y = mousePosition.y - cameraMousePosition.y;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
	// NOTE: We GetMousePosition() again because it can be modified by a previous SetMousePosition() call
 | 
			
		||||
	// If using directly mousePosition variable we have problems on CAMERA_FIRST_PERSON and CAMERA_THIRD_PERSON
 | 
			
		||||
    cameraMousePosition = GetMousePosition();
 | 
			
		||||
 | 
			
		||||
    // Support for multiple automatic camera modes
 | 
			
		||||
    switch (cameraMode)
 | 
			
		||||
    {
 | 
			
		||||
        case CAMERA_FREE:
 | 
			
		||||
        {
 | 
			
		||||
            // Camera zoom
 | 
			
		||||
            if ((cameraTargetDistance < FREE_CAMERA_DISTANCE_MAX_CLAMP) && (mouseWheelMove < 0))
 | 
			
		||||
            {
 | 
			
		||||
                cameraTargetDistance -= (mouseWheelMove*CAMERA_SCROLL_SENSITIVITY);
 | 
			
		||||
 | 
			
		||||
                if (cameraTargetDistance > FREE_CAMERA_DISTANCE_MAX_CLAMP) cameraTargetDistance = FREE_CAMERA_DISTANCE_MAX_CLAMP;
 | 
			
		||||
            }
 | 
			
		||||
            // Camera looking down
 | 
			
		||||
            else if ((camera->position.y > camera->target.y) && (cameraTargetDistance == FREE_CAMERA_DISTANCE_MAX_CLAMP) && (mouseWheelMove < 0))
 | 
			
		||||
            {
 | 
			
		||||
                camera->target.x += mouseWheelMove*(camera->target.x - camera->position.x)*CAMERA_SCROLL_SENSITIVITY/cameraTargetDistance;
 | 
			
		||||
                camera->target.y += mouseWheelMove*(camera->target.y - camera->position.y)*CAMERA_SCROLL_SENSITIVITY/cameraTargetDistance;
 | 
			
		||||
                camera->target.z += mouseWheelMove*(camera->target.z - camera->position.z)*CAMERA_SCROLL_SENSITIVITY/cameraTargetDistance;
 | 
			
		||||
            }
 | 
			
		||||
            else if ((camera->position.y > camera->target.y) && (camera->target.y >= 0))
 | 
			
		||||
            {
 | 
			
		||||
                camera->target.x += mouseWheelMove*(camera->target.x - camera->position.x)*CAMERA_SCROLL_SENSITIVITY/cameraTargetDistance;
 | 
			
		||||
                camera->target.y += mouseWheelMove*(camera->target.y - camera->position.y)*CAMERA_SCROLL_SENSITIVITY/cameraTargetDistance;
 | 
			
		||||
                camera->target.z += mouseWheelMove*(camera->target.z - camera->position.z)*CAMERA_SCROLL_SENSITIVITY/cameraTargetDistance;
 | 
			
		||||
 | 
			
		||||
                // if (camera->target.y < 0) camera->target.y = -0.001;
 | 
			
		||||
            }
 | 
			
		||||
            else if ((camera->position.y > camera->target.y) && (camera->target.y < 0) && (mouseWheelMove > 0))
 | 
			
		||||
            {
 | 
			
		||||
                cameraTargetDistance -= (mouseWheelMove*CAMERA_SCROLL_SENSITIVITY);
 | 
			
		||||
                if (cameraTargetDistance < FREE_CAMERA_DISTANCE_MIN_CLAMP) cameraTargetDistance = FREE_CAMERA_DISTANCE_MIN_CLAMP;
 | 
			
		||||
            }
 | 
			
		||||
            // Camera looking up
 | 
			
		||||
            else if ((camera->position.y < camera->target.y) && (cameraTargetDistance == FREE_CAMERA_DISTANCE_MAX_CLAMP) && (mouseWheelMove < 0))
 | 
			
		||||
            {
 | 
			
		||||
                camera->target.x += mouseWheelMove*(camera->target.x - camera->position.x)*CAMERA_SCROLL_SENSITIVITY/cameraTargetDistance;
 | 
			
		||||
                camera->target.y += mouseWheelMove*(camera->target.y - camera->position.y)*CAMERA_SCROLL_SENSITIVITY/cameraTargetDistance;
 | 
			
		||||
                camera->target.z += mouseWheelMove*(camera->target.z - camera->position.z)*CAMERA_SCROLL_SENSITIVITY/cameraTargetDistance;
 | 
			
		||||
            }
 | 
			
		||||
            else if ((camera->position.y < camera->target.y) && (camera->target.y <= 0))
 | 
			
		||||
            {
 | 
			
		||||
                camera->target.x += mouseWheelMove*(camera->target.x - camera->position.x)*CAMERA_SCROLL_SENSITIVITY/cameraTargetDistance;
 | 
			
		||||
                camera->target.y += mouseWheelMove*(camera->target.y - camera->position.y)*CAMERA_SCROLL_SENSITIVITY/cameraTargetDistance;
 | 
			
		||||
                camera->target.z += mouseWheelMove*(camera->target.z - camera->position.z)*CAMERA_SCROLL_SENSITIVITY/cameraTargetDistance;
 | 
			
		||||
 | 
			
		||||
                // if (camera->target.y > 0) camera->target.y = 0.001;
 | 
			
		||||
            }
 | 
			
		||||
            else if ((camera->position.y < camera->target.y) && (camera->target.y > 0) && (mouseWheelMove > 0))
 | 
			
		||||
            {
 | 
			
		||||
                cameraTargetDistance -= (mouseWheelMove*CAMERA_SCROLL_SENSITIVITY);
 | 
			
		||||
                if (cameraTargetDistance < FREE_CAMERA_DISTANCE_MIN_CLAMP) cameraTargetDistance = FREE_CAMERA_DISTANCE_MIN_CLAMP;
 | 
			
		||||
            }
 | 
			
		||||
 | 
			
		||||
            // Inputs
 | 
			
		||||
            if (IsKeyDown(altControlKey))
 | 
			
		||||
            {
 | 
			
		||||
                if (IsKeyDown(smoothZoomControlKey))
 | 
			
		||||
                {
 | 
			
		||||
                    // Camera smooth zoom
 | 
			
		||||
                    if (panKey) cameraTargetDistance += (cameraMouseVariation.y*FREE_CAMERA_SMOOTH_ZOOM_SENSITIVITY);
 | 
			
		||||
                }
 | 
			
		||||
                // Camera orientation calculation
 | 
			
		||||
                else if (panKey)
 | 
			
		||||
                {
 | 
			
		||||
                    // Camera orientation calculation
 | 
			
		||||
                    // Get the mouse sensitivity
 | 
			
		||||
                    cameraAngle.x += cameraMouseVariation.x*-FREE_CAMERA_MOUSE_SENSITIVITY;
 | 
			
		||||
                    cameraAngle.y += cameraMouseVariation.y*-FREE_CAMERA_MOUSE_SENSITIVITY;
 | 
			
		||||
 | 
			
		||||
                    // Angle clamp
 | 
			
		||||
                    if (cameraAngle.y > FREE_CAMERA_MIN_CLAMP*DEG2RAD) cameraAngle.y = FREE_CAMERA_MIN_CLAMP*DEG2RAD;
 | 
			
		||||
                    else if (cameraAngle.y < FREE_CAMERA_MAX_CLAMP*DEG2RAD) cameraAngle.y = FREE_CAMERA_MAX_CLAMP*DEG2RAD;
 | 
			
		||||
                }
 | 
			
		||||
            }
 | 
			
		||||
            // Paning
 | 
			
		||||
            else if (panKey)
 | 
			
		||||
            {
 | 
			
		||||
                camera->target.x += ((cameraMouseVariation.x*-FREE_CAMERA_MOUSE_SENSITIVITY)*cos(cameraAngle.x) + (cameraMouseVariation.y*FREE_CAMERA_MOUSE_SENSITIVITY)*sin(cameraAngle.x)*sin(cameraAngle.y))*(cameraTargetDistance/FREE_CAMERA_PANNING_DIVIDER);
 | 
			
		||||
                camera->target.y += ((cameraMouseVariation.y*FREE_CAMERA_MOUSE_SENSITIVITY)*cos(cameraAngle.y))*(cameraTargetDistance/FREE_CAMERA_PANNING_DIVIDER);
 | 
			
		||||
                camera->target.z += ((cameraMouseVariation.x*FREE_CAMERA_MOUSE_SENSITIVITY)*sin(cameraAngle.x) + (cameraMouseVariation.y*FREE_CAMERA_MOUSE_SENSITIVITY)*cos(cameraAngle.x)*sin(cameraAngle.y))*(cameraTargetDistance/FREE_CAMERA_PANNING_DIVIDER);
 | 
			
		||||
            }
 | 
			
		||||
 | 
			
		||||
            // Focus to center
 | 
			
		||||
            // TODO: Move this function out of this module?
 | 
			
		||||
            if (IsKeyDown('Z')) camera->target = (Vector3){ 0.0f, 0.0f, 0.0f };
 | 
			
		||||
 | 
			
		||||
            // Camera position update
 | 
			
		||||
            camera->position.x = sin(cameraAngle.x)*cameraTargetDistance*cos(cameraAngle.y) + camera->target.x;
 | 
			
		||||
 | 
			
		||||
            if (cameraAngle.y <= 0.0f) camera->position.y = sin(cameraAngle.y)*cameraTargetDistance*sin(cameraAngle.y) + camera->target.y;
 | 
			
		||||
            else camera->position.y = -sin(cameraAngle.y)*cameraTargetDistance*sin(cameraAngle.y) + camera->target.y;
 | 
			
		||||
 | 
			
		||||
            camera->position.z = cos(cameraAngle.x)*cameraTargetDistance*cos(cameraAngle.y) + camera->target.z;
 | 
			
		||||
 | 
			
		||||
        } break;
 | 
			
		||||
        case CAMERA_ORBITAL:
 | 
			
		||||
        {
 | 
			
		||||
            cameraAngle.x += ORBITAL_CAMERA_SPEED;
 | 
			
		||||
 | 
			
		||||
            // Camera zoom
 | 
			
		||||
            cameraTargetDistance -= (mouseWheelMove*CAMERA_SCROLL_SENSITIVITY);
 | 
			
		||||
            
 | 
			
		||||
            // Camera distance clamp
 | 
			
		||||
            if (cameraTargetDistance < THIRD_PERSON_DISTANCE_CLAMP) cameraTargetDistance = THIRD_PERSON_DISTANCE_CLAMP;
 | 
			
		||||
 | 
			
		||||
            // Focus to center
 | 
			
		||||
            if (IsKeyDown('Z')) camera->target = (Vector3){ 0.0f, 0.0f, 0.0f };
 | 
			
		||||
 | 
			
		||||
            // Camera position update
 | 
			
		||||
            camera->position.x = sin(cameraAngle.x)*cameraTargetDistance*cos(cameraAngle.y) + camera->target.x;
 | 
			
		||||
 | 
			
		||||
            if (cameraAngle.y <= 0.0f) camera->position.y = sin(cameraAngle.y)*cameraTargetDistance*sin(cameraAngle.y) + camera->target.y;
 | 
			
		||||
            else camera->position.y = -sin(cameraAngle.y)*cameraTargetDistance*sin(cameraAngle.y) + camera->target.y;
 | 
			
		||||
 | 
			
		||||
            camera->position.z = cos(cameraAngle.x)*cameraTargetDistance*cos(cameraAngle.y) + camera->target.z;
 | 
			
		||||
 | 
			
		||||
        } break;
 | 
			
		||||
        case CAMERA_FIRST_PERSON:
 | 
			
		||||
        case CAMERA_THIRD_PERSON:
 | 
			
		||||
        {
 | 
			
		||||
            bool isMoving = false;
 | 
			
		||||
 | 
			
		||||
            // Keyboard inputs
 | 
			
		||||
            if (IsKeyDown(cameraMoveControl[MOVE_FRONT]))
 | 
			
		||||
            {
 | 
			
		||||
                playerPosition->x -= sin(cameraAngle.x)/PLAYER_MOVEMENT_DIVIDER;
 | 
			
		||||
                playerPosition->z -= cos(cameraAngle.x)/PLAYER_MOVEMENT_DIVIDER;
 | 
			
		||||
                
 | 
			
		||||
                if (!cameraUseGravity) camera->position.y += sin(cameraAngle.y)/PLAYER_MOVEMENT_DIVIDER;
 | 
			
		||||
 | 
			
		||||
                isMoving = true;
 | 
			
		||||
            }
 | 
			
		||||
            else if (IsKeyDown(cameraMoveControl[MOVE_BACK]))
 | 
			
		||||
            {
 | 
			
		||||
                playerPosition->x += sin(cameraAngle.x)/PLAYER_MOVEMENT_DIVIDER;
 | 
			
		||||
                playerPosition->z += cos(cameraAngle.x)/PLAYER_MOVEMENT_DIVIDER;
 | 
			
		||||
                
 | 
			
		||||
                if (!cameraUseGravity) camera->position.y -= sin(cameraAngle.y)/PLAYER_MOVEMENT_DIVIDER;
 | 
			
		||||
 | 
			
		||||
                isMoving = true;
 | 
			
		||||
            }
 | 
			
		||||
 | 
			
		||||
            if (IsKeyDown(cameraMoveControl[MOVE_LEFT]))
 | 
			
		||||
            {
 | 
			
		||||
                playerPosition->x -= cos(cameraAngle.x)/PLAYER_MOVEMENT_DIVIDER;
 | 
			
		||||
                playerPosition->z += sin(cameraAngle.x)/PLAYER_MOVEMENT_DIVIDER;
 | 
			
		||||
 | 
			
		||||
                isMoving = true;
 | 
			
		||||
            }
 | 
			
		||||
            else if (IsKeyDown(cameraMoveControl[MOVE_RIGHT]))
 | 
			
		||||
            {
 | 
			
		||||
                playerPosition->x += cos(cameraAngle.x)/PLAYER_MOVEMENT_DIVIDER;
 | 
			
		||||
                playerPosition->z -= sin(cameraAngle.x)/PLAYER_MOVEMENT_DIVIDER;
 | 
			
		||||
 | 
			
		||||
                isMoving = true;
 | 
			
		||||
            }
 | 
			
		||||
 | 
			
		||||
            if (IsKeyDown(cameraMoveControl[MOVE_UP]))
 | 
			
		||||
            {
 | 
			
		||||
                if (!cameraUseGravity) playerPosition->y += 1.0f/PLAYER_MOVEMENT_DIVIDER;
 | 
			
		||||
            }
 | 
			
		||||
            else if (IsKeyDown(cameraMoveControl[MOVE_DOWN]))
 | 
			
		||||
            {
 | 
			
		||||
                if (!cameraUseGravity) playerPosition->y -= 1.0f/PLAYER_MOVEMENT_DIVIDER;
 | 
			
		||||
            }
 | 
			
		||||
 | 
			
		||||
            if (cameraMode == CAMERA_THIRD_PERSON)
 | 
			
		||||
            {
 | 
			
		||||
                // Camera orientation calculation
 | 
			
		||||
                cameraAngle.x += cameraMouseVariation.x*-mouseSensitivity;
 | 
			
		||||
                cameraAngle.y += cameraMouseVariation.y*-mouseSensitivity;
 | 
			
		||||
 | 
			
		||||
                // Angle clamp
 | 
			
		||||
                if (cameraAngle.y > THIRD_PERSON_MIN_CLAMP*DEG2RAD) cameraAngle.y = THIRD_PERSON_MIN_CLAMP*DEG2RAD;
 | 
			
		||||
                else if (cameraAngle.y < THIRD_PERSON_MAX_CLAMP*DEG2RAD) cameraAngle.y = THIRD_PERSON_MAX_CLAMP*DEG2RAD;
 | 
			
		||||
 | 
			
		||||
                // Camera zoom
 | 
			
		||||
                cameraTargetDistance -= (mouseWheelMove*CAMERA_SCROLL_SENSITIVITY);
 | 
			
		||||
 | 
			
		||||
                // Camera distance clamp
 | 
			
		||||
                if (cameraTargetDistance < THIRD_PERSON_DISTANCE_CLAMP) cameraTargetDistance = THIRD_PERSON_DISTANCE_CLAMP;
 | 
			
		||||
 | 
			
		||||
                // Camera is always looking at player
 | 
			
		||||
                camera->target.x = playerPosition->x + THIRD_PERSON_OFFSET.x*cos(cameraAngle.x) + THIRD_PERSON_OFFSET.z*sin(cameraAngle.x);
 | 
			
		||||
                camera->target.y = playerPosition->y + PLAYER_HEIGHT*FIRST_PERSON_HEIGHT_RELATIVE_EYES_POSITION + THIRD_PERSON_OFFSET.y;
 | 
			
		||||
                camera->target.z = playerPosition->z + THIRD_PERSON_OFFSET.z*sin(cameraAngle.x) - THIRD_PERSON_OFFSET.x*sin(cameraAngle.x);
 | 
			
		||||
 | 
			
		||||
                // Camera position update
 | 
			
		||||
                camera->position.x = sin(cameraAngle.x)*cameraTargetDistance*cos(cameraAngle.y) + camera->target.x;
 | 
			
		||||
 | 
			
		||||
                if (cameraAngle.y <= 0.0f) camera->position.y = sin(cameraAngle.y)*cameraTargetDistance*sin(cameraAngle.y) + camera->target.y;
 | 
			
		||||
                else camera->position.y = -sin(cameraAngle.y)*cameraTargetDistance*sin(cameraAngle.y) + camera->target.y;
 | 
			
		||||
 | 
			
		||||
                camera->position.z = cos(cameraAngle.x)*cameraTargetDistance*cos(cameraAngle.y) + camera->target.z;
 | 
			
		||||
            }
 | 
			
		||||
            else    // CAMERA_FIRST_PERSON
 | 
			
		||||
            {
 | 
			
		||||
                if (isMoving) cameraMoveCounter++;
 | 
			
		||||
 | 
			
		||||
                // Camera orientation calculation
 | 
			
		||||
                cameraAngle.x += (cameraMouseVariation.x * -mouseSensitivity);
 | 
			
		||||
                cameraAngle.y += (cameraMouseVariation.y * -mouseSensitivity);
 | 
			
		||||
 | 
			
		||||
                // Angle clamp
 | 
			
		||||
                if (cameraAngle.y > FIRST_PERSON_MIN_CLAMP*DEG2RAD) cameraAngle.y = FIRST_PERSON_MIN_CLAMP*DEG2RAD;
 | 
			
		||||
                else if (cameraAngle.y < FIRST_PERSON_MAX_CLAMP*DEG2RAD) cameraAngle.y = FIRST_PERSON_MAX_CLAMP*DEG2RAD;
 | 
			
		||||
 | 
			
		||||
                // Camera is always looking at player
 | 
			
		||||
                camera->target.x = camera->position.x - sin(cameraAngle.x)*FIRST_PERSON_FOCUS_DISTANCE;
 | 
			
		||||
                camera->target.y = camera->position.y + sin(cameraAngle.y)*FIRST_PERSON_FOCUS_DISTANCE;
 | 
			
		||||
                camera->target.z = camera->position.z - cos(cameraAngle.x)*FIRST_PERSON_FOCUS_DISTANCE;
 | 
			
		||||
 | 
			
		||||
                camera->position.x = playerPosition->x;
 | 
			
		||||
                camera->position.y = (playerPosition->y + PLAYER_HEIGHT*FIRST_PERSON_HEIGHT_RELATIVE_EYES_POSITION) - sin(cameraMoveCounter/FIRST_PERSON_STEP_TRIGONOMETRIC_DIVIDER)/FIRST_PERSON_STEP_DIVIDER;
 | 
			
		||||
                camera->position.z = playerPosition->z;
 | 
			
		||||
 | 
			
		||||
                camera->up.x = sin(cameraMoveCounter/(FIRST_PERSON_STEP_TRIGONOMETRIC_DIVIDER*2))/FIRST_PERSON_WAVING_DIVIDER;
 | 
			
		||||
                camera->up.z = -sin(cameraMoveCounter/(FIRST_PERSON_STEP_TRIGONOMETRIC_DIVIDER*2))/FIRST_PERSON_WAVING_DIVIDER;
 | 
			
		||||
            }
 | 
			
		||||
        } break;
 | 
			
		||||
        default: break;
 | 
			
		||||
    }
 | 
			
		||||
}
 | 
			
		||||
							
								
								
									
										580
									
								
								src/camera.h
									
									
									
									
									
								
							
							
						
						
									
										580
									
								
								src/camera.h
									
									
									
									
									
								
							@@ -2,7 +2,19 @@
 | 
			
		||||
*
 | 
			
		||||
*   raylib Camera System - Camera Modes Setup and Control Functions
 | 
			
		||||
*
 | 
			
		||||
*   Copyright (c) 2015 Marc Palau and Ramon Santamaria
 | 
			
		||||
*   #define CAMERA_IMPLEMENTATION
 | 
			
		||||
*       Generates the implementation of the library into the included file.
 | 
			
		||||
*       If not defined, the library is in header only mode and can be included in other headers 
 | 
			
		||||
*       or source files without problems. But only ONE file should hold the implementation.
 | 
			
		||||
*
 | 
			
		||||
*   #define CAMERA_STANDALONE
 | 
			
		||||
*       If defined, the library can be used as standalone as a camera system but some
 | 
			
		||||
*       functions must be redefined to manage inputs accordingly.
 | 
			
		||||
*
 | 
			
		||||
*   NOTE: Memory footprint of this library is aproximately 112 bytes
 | 
			
		||||
*
 | 
			
		||||
*   Initial design by Marc Palau (2014)
 | 
			
		||||
*   Reviewed by Ramon Santamaria (2015-2016)
 | 
			
		||||
*
 | 
			
		||||
*   This software is provided "as-is", without any express or implied warranty. In no event
 | 
			
		||||
*   will the authors be held liable for any damages arising from the use of this software.
 | 
			
		||||
@@ -24,13 +36,6 @@
 | 
			
		||||
#ifndef CAMERA_H
 | 
			
		||||
#define CAMERA_H
 | 
			
		||||
 | 
			
		||||
#ifndef PI
 | 
			
		||||
    #define PI 3.14159265358979323846
 | 
			
		||||
#endif
 | 
			
		||||
 | 
			
		||||
#define DEG2RAD (PI/180.0f)
 | 
			
		||||
#define RAD2DEG (180.0f/PI)
 | 
			
		||||
 | 
			
		||||
//----------------------------------------------------------------------------------
 | 
			
		||||
// Defines and Macros
 | 
			
		||||
//----------------------------------------------------------------------------------
 | 
			
		||||
@@ -40,28 +45,30 @@
 | 
			
		||||
// Types and Structures Definition
 | 
			
		||||
// NOTE: Below types are required for CAMERA_STANDALONE usage
 | 
			
		||||
//----------------------------------------------------------------------------------
 | 
			
		||||
// Camera modes
 | 
			
		||||
typedef enum { CAMERA_CUSTOM = 0, CAMERA_FREE, CAMERA_ORBITAL, CAMERA_FIRST_PERSON, CAMERA_THIRD_PERSON } CameraMode;
 | 
			
		||||
#if defined(CAMERA_STANDALONE)
 | 
			
		||||
    // Camera modes
 | 
			
		||||
    typedef enum { CAMERA_CUSTOM = 0, CAMERA_FREE, CAMERA_ORBITAL, CAMERA_FIRST_PERSON, CAMERA_THIRD_PERSON } CameraMode;
 | 
			
		||||
 | 
			
		||||
// Vector2 type
 | 
			
		||||
typedef struct Vector2 {
 | 
			
		||||
    float x;
 | 
			
		||||
    float y;
 | 
			
		||||
} Vector2;
 | 
			
		||||
    // Vector2 type
 | 
			
		||||
    typedef struct Vector2 {
 | 
			
		||||
        float x;
 | 
			
		||||
        float y;
 | 
			
		||||
    } Vector2;
 | 
			
		||||
 | 
			
		||||
// Vector3 type
 | 
			
		||||
typedef struct Vector3 {
 | 
			
		||||
    float x;
 | 
			
		||||
    float y;
 | 
			
		||||
    float z;
 | 
			
		||||
} Vector3;
 | 
			
		||||
    // Vector3 type
 | 
			
		||||
    typedef struct Vector3 {
 | 
			
		||||
        float x;
 | 
			
		||||
        float y;
 | 
			
		||||
        float z;
 | 
			
		||||
    } Vector3;
 | 
			
		||||
 | 
			
		||||
// Camera type, defines a camera position/orientation in 3d space
 | 
			
		||||
typedef struct Camera {
 | 
			
		||||
    Vector3 position;
 | 
			
		||||
    Vector3 target;
 | 
			
		||||
    Vector3 up;
 | 
			
		||||
} Camera;
 | 
			
		||||
    // Camera type, defines a camera position/orientation in 3d space
 | 
			
		||||
    typedef struct Camera {
 | 
			
		||||
        Vector3 position;
 | 
			
		||||
        Vector3 target;
 | 
			
		||||
        Vector3 up;
 | 
			
		||||
    } Camera;
 | 
			
		||||
#endif
 | 
			
		||||
 | 
			
		||||
#ifdef __cplusplus
 | 
			
		||||
extern "C" {            // Prevents name mangling of functions
 | 
			
		||||
@@ -75,6 +82,7 @@ extern "C" {            // Prevents name mangling of functions
 | 
			
		||||
//----------------------------------------------------------------------------------
 | 
			
		||||
// Module Functions Declaration
 | 
			
		||||
//----------------------------------------------------------------------------------
 | 
			
		||||
#if defined(CAMERA_STANDALONE)
 | 
			
		||||
void SetCameraMode(int mode);                               // Set camera mode (multiple camera modes available)
 | 
			
		||||
void UpdateCamera(Camera *camera);                          // Update camera (player position is ignored)
 | 
			
		||||
void UpdateCameraPlayer(Camera *camera, Vector3 *position); // Update camera and player position (1st person and 3rd person cameras)
 | 
			
		||||
@@ -91,9 +99,527 @@ void SetCameraMoveControls(int frontKey, int backKey,
 | 
			
		||||
                           int leftKey, int rightKey, 
 | 
			
		||||
                           int upKey, int downKey);         // Set camera move controls (1st person and 3rd person cameras)
 | 
			
		||||
void SetCameraMouseSensitivity(float sensitivity);          // Set camera mouse sensitivity (1st person and 3rd person cameras)
 | 
			
		||||
#endif
 | 
			
		||||
 | 
			
		||||
#ifdef __cplusplus
 | 
			
		||||
}
 | 
			
		||||
#endif
 | 
			
		||||
 | 
			
		||||
#endif // CAMERA_H
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
/***********************************************************************************
 | 
			
		||||
*
 | 
			
		||||
*   CAMERA IMPLEMENTATION
 | 
			
		||||
*
 | 
			
		||||
************************************************************************************/
 | 
			
		||||
 | 
			
		||||
#if defined(CAMERA_IMPLEMENTATION)
 | 
			
		||||
 | 
			
		||||
#include <math.h>               // Required for: sqrt(), sin(), cos()
 | 
			
		||||
 | 
			
		||||
#ifndef PI
 | 
			
		||||
    #define PI 3.14159265358979323846
 | 
			
		||||
#endif
 | 
			
		||||
 | 
			
		||||
#ifndef DEG2RAD
 | 
			
		||||
    #define DEG2RAD (PI/180.0f)
 | 
			
		||||
#endif
 | 
			
		||||
 | 
			
		||||
#ifndef RAD2DEG
 | 
			
		||||
    #define RAD2DEG (180.0f/PI)
 | 
			
		||||
#endif
 | 
			
		||||
 | 
			
		||||
//----------------------------------------------------------------------------------
 | 
			
		||||
// Defines and Macros
 | 
			
		||||
//----------------------------------------------------------------------------------
 | 
			
		||||
// CAMERA_GENERIC
 | 
			
		||||
#define CAMERA_SCROLL_SENSITIVITY                       1.5f
 | 
			
		||||
 | 
			
		||||
// FREE_CAMERA
 | 
			
		||||
#define CAMERA_FREE_MOUSE_SENSITIVITY                   0.01f
 | 
			
		||||
#define CAMERA_FREE_DISTANCE_MIN_CLAMP                  0.3f
 | 
			
		||||
#define CAMERA_FREE_DISTANCE_MAX_CLAMP                  120.0f
 | 
			
		||||
#define CAMERA_FREE_MIN_CLAMP                           85.0f
 | 
			
		||||
#define CAMERA_FREE_MAX_CLAMP                          -85.0f
 | 
			
		||||
#define CAMERA_FREE_SMOOTH_ZOOM_SENSITIVITY             0.05f
 | 
			
		||||
#define CAMERA_FREE_PANNING_DIVIDER                     5.1f
 | 
			
		||||
 | 
			
		||||
// ORBITAL_CAMERA
 | 
			
		||||
#define CAMERA_ORBITAL_SPEED                            0.01f
 | 
			
		||||
 | 
			
		||||
// FIRST_PERSON
 | 
			
		||||
//#define CAMERA_FIRST_PERSON_MOUSE_SENSITIVITY           0.003f
 | 
			
		||||
#define CAMERA_FIRST_PERSON_FOCUS_DISTANCE              25.0f
 | 
			
		||||
#define CAMERA_FIRST_PERSON_MIN_CLAMP                   85.0f
 | 
			
		||||
#define CAMERA_FIRST_PERSON_MAX_CLAMP                  -85.0f
 | 
			
		||||
 | 
			
		||||
#define CAMERA_FIRST_PERSON_STEP_TRIGONOMETRIC_DIVIDER  5.0f
 | 
			
		||||
#define CAMERA_FIRST_PERSON_STEP_DIVIDER                30.0f
 | 
			
		||||
#define CAMERA_FIRST_PERSON_WAVING_DIVIDER              200.0f
 | 
			
		||||
 | 
			
		||||
#define CAMERA_FIRST_PERSON_HEIGHT_RELATIVE_EYES_POSITION  0.85f
 | 
			
		||||
 | 
			
		||||
// 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_WIDTH                        0.4f
 | 
			
		||||
#define PLAYER_HEIGHT                       0.9f
 | 
			
		||||
#define PLAYER_DEPTH                        0.4f
 | 
			
		||||
#define PLAYER_MOVEMENT_DIVIDER             20.0f
 | 
			
		||||
 | 
			
		||||
//----------------------------------------------------------------------------------
 | 
			
		||||
// Types and Structures Definition
 | 
			
		||||
//----------------------------------------------------------------------------------
 | 
			
		||||
// Camera move modes (first person and third person cameras)
 | 
			
		||||
typedef enum { MOVE_FRONT = 0, MOVE_LEFT, MOVE_BACK, MOVE_RIGHT, MOVE_UP, MOVE_DOWN } CameraMove;
 | 
			
		||||
 | 
			
		||||
//----------------------------------------------------------------------------------
 | 
			
		||||
// Global Variables Definition
 | 
			
		||||
//----------------------------------------------------------------------------------
 | 
			
		||||
static Camera internalCamera = {{ 2.0f, 0.0f, 2.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f };
 | 
			
		||||
 | 
			
		||||
static Vector2 cameraAngle = { 0.0f, 0.0f };
 | 
			
		||||
static float cameraTargetDistance = 5.0f;
 | 
			
		||||
static Vector2 cameraMousePosition = { 0.0f, 0.0f };
 | 
			
		||||
static Vector2 cameraMouseVariation = { 0.0f, 0.0f };
 | 
			
		||||
 | 
			
		||||
static int cameraMoveControl[6]  = { 'W', 'A', 'S', 'D', 'E', 'Q' };
 | 
			
		||||
static int cameraPanControlKey = 2;                   // raylib: MOUSE_MIDDLE_BUTTON
 | 
			
		||||
static int cameraAltControlKey = 342;                 // raylib: KEY_LEFT_ALT
 | 
			
		||||
static int cameraSmoothZoomControlKey = 341;          // raylib: KEY_LEFT_CONTROL
 | 
			
		||||
 | 
			
		||||
static int cameraMoveCounter = 0;                     // Used for 1st person swinging movement
 | 
			
		||||
static float cameraMouseSensitivity = 0.003f;         // How sensible is camera movement to mouse movement
 | 
			
		||||
 | 
			
		||||
static int cameraMode = CAMERA_CUSTOM;                // Current internal camera mode
 | 
			
		||||
 | 
			
		||||
//----------------------------------------------------------------------------------
 | 
			
		||||
// Module specific Functions Declaration
 | 
			
		||||
//----------------------------------------------------------------------------------
 | 
			
		||||
static void ProcessCamera(Camera *camera, Vector3 *playerPosition);
 | 
			
		||||
 | 
			
		||||
#if defined(CAMERA_STANDALONE)
 | 
			
		||||
// NOTE: Camera controls depend on some raylib input functions
 | 
			
		||||
// TODO: Set your own input functions (used in ProcessCamera())
 | 
			
		||||
static Vector2 GetMousePosition() { return (Vector2){ 0.0f, 0.0f }; }
 | 
			
		||||
static void SetMousePosition(Vector2 pos) {} 
 | 
			
		||||
static int IsMouseButtonDown(int button) { return 0;}
 | 
			
		||||
static int GetMouseWheelMove() { return 0; }
 | 
			
		||||
static int GetScreenWidth() { return 1280; }
 | 
			
		||||
static int GetScreenHeight() { return 720; }
 | 
			
		||||
static void ShowCursor() {}
 | 
			
		||||
static void HideCursor() {}
 | 
			
		||||
static int IsKeyDown(int key) { return 0; }
 | 
			
		||||
#endif
 | 
			
		||||
 | 
			
		||||
//----------------------------------------------------------------------------------
 | 
			
		||||
// Module Functions Definition
 | 
			
		||||
//----------------------------------------------------------------------------------
 | 
			
		||||
 | 
			
		||||
// Select camera mode (multiple camera modes available)
 | 
			
		||||
// TODO: Review hardcoded values when changing modes...
 | 
			
		||||
void SetCameraMode(int mode)
 | 
			
		||||
{
 | 
			
		||||
    if ((cameraMode == CAMERA_FIRST_PERSON) && (mode == CAMERA_FREE))
 | 
			
		||||
    {
 | 
			
		||||
        cameraMode = CAMERA_THIRD_PERSON;
 | 
			
		||||
        cameraTargetDistance = 5.0f;
 | 
			
		||||
        cameraAngle.y = -40*DEG2RAD;
 | 
			
		||||
        ProcessCamera(&internalCamera, &internalCamera.position);
 | 
			
		||||
    }
 | 
			
		||||
    else if ((cameraMode == CAMERA_FIRST_PERSON) && (mode == CAMERA_ORBITAL))
 | 
			
		||||
    {
 | 
			
		||||
        cameraMode = CAMERA_THIRD_PERSON;
 | 
			
		||||
        cameraTargetDistance = 5.0f;
 | 
			
		||||
        cameraAngle.y = -40*DEG2RAD;
 | 
			
		||||
        ProcessCamera(&internalCamera, &internalCamera.position);
 | 
			
		||||
    }
 | 
			
		||||
    else if ((cameraMode == CAMERA_CUSTOM) && (mode == CAMERA_FREE))
 | 
			
		||||
    {
 | 
			
		||||
        cameraTargetDistance = 10.0f;
 | 
			
		||||
        cameraAngle.x = 45*DEG2RAD;
 | 
			
		||||
        cameraAngle.y = -40*DEG2RAD;
 | 
			
		||||
        internalCamera.target = (Vector3){ 0.0f, 0.0f, 0.0f };
 | 
			
		||||
        ProcessCamera(&internalCamera, &internalCamera.position);
 | 
			
		||||
        
 | 
			
		||||
        ShowCursor();
 | 
			
		||||
    }
 | 
			
		||||
    else if ((cameraMode == CAMERA_CUSTOM) && (mode == CAMERA_ORBITAL))
 | 
			
		||||
    {
 | 
			
		||||
        cameraTargetDistance = 10.0f;
 | 
			
		||||
        cameraAngle.x = 225*DEG2RAD;
 | 
			
		||||
        cameraAngle.y = -40*DEG2RAD;
 | 
			
		||||
        internalCamera.target = (Vector3){ 0.0f, 0.0f, 0.0f };
 | 
			
		||||
        ProcessCamera(&internalCamera, &internalCamera.position);
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    cameraMode = mode;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
// Update camera (player position is ignored)
 | 
			
		||||
void UpdateCamera(Camera *camera)
 | 
			
		||||
{
 | 
			
		||||
    Vector3 position = { 0.0f, 0.0f, 0.0f };
 | 
			
		||||
    
 | 
			
		||||
    // Process internal camera and player position (if required)
 | 
			
		||||
    if (cameraMode != CAMERA_CUSTOM) ProcessCamera(&internalCamera, &position);
 | 
			
		||||
 | 
			
		||||
    *camera = internalCamera;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
// Update camera and player position (1st person and 3rd person cameras)
 | 
			
		||||
void UpdateCameraPlayer(Camera *camera, Vector3 *position)
 | 
			
		||||
{
 | 
			
		||||
    // Process internal camera and player position (if required)
 | 
			
		||||
    if (cameraMode != CAMERA_CUSTOM) ProcessCamera(&internalCamera, position);
 | 
			
		||||
 | 
			
		||||
    *camera = internalCamera;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
// Set internal camera position
 | 
			
		||||
void SetCameraPosition(Vector3 position)
 | 
			
		||||
{
 | 
			
		||||
    internalCamera.position = position;
 | 
			
		||||
    
 | 
			
		||||
    Vector3 v1 = internalCamera.position;
 | 
			
		||||
    Vector3 v2 = internalCamera.target;
 | 
			
		||||
    
 | 
			
		||||
    float dx = v2.x - v1.x;
 | 
			
		||||
    float dy = v2.y - v1.y;
 | 
			
		||||
    float dz = v2.z - v1.z;
 | 
			
		||||
    
 | 
			
		||||
    cameraTargetDistance = sqrt(dx*dx + dy*dy + dz*dz);
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
// Set internal camera target
 | 
			
		||||
void SetCameraTarget(Vector3 target)
 | 
			
		||||
{
 | 
			
		||||
    internalCamera.target = target;
 | 
			
		||||
    
 | 
			
		||||
    Vector3 v1 = internalCamera.position;
 | 
			
		||||
    Vector3 v2 = internalCamera.target;
 | 
			
		||||
    
 | 
			
		||||
    float dx = v2.x - v1.x;
 | 
			
		||||
    float dy = v2.y - v1.y;
 | 
			
		||||
    float dz = v2.z - v1.z;
 | 
			
		||||
    
 | 
			
		||||
    cameraTargetDistance = sqrt(dx*dx + dy*dy + dz*dz);
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
// Set internal camera fovy
 | 
			
		||||
void SetCameraFovy(float fovy)
 | 
			
		||||
{
 | 
			
		||||
    internalCamera.fovy = fovy;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
// Set camera pan key to combine with mouse movement (free camera)
 | 
			
		||||
void SetCameraPanControl(int panKey)
 | 
			
		||||
{
 | 
			
		||||
    cameraPanControlKey = panKey;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
// Set camera alt key to combine with mouse movement (free camera)
 | 
			
		||||
void SetCameraAltControl(int altKey)
 | 
			
		||||
{
 | 
			
		||||
    cameraAltControlKey = altKey;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
// Set camera smooth zoom key to combine with mouse (free camera)
 | 
			
		||||
void SetCameraSmoothZoomControl(int szKey)
 | 
			
		||||
{
 | 
			
		||||
    cameraSmoothZoomControlKey = szKey;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
// Set camera move controls (1st person and 3rd person cameras)
 | 
			
		||||
void SetCameraMoveControls(int frontKey, int backKey, int leftKey, int rightKey, int upKey, int downKey)
 | 
			
		||||
{
 | 
			
		||||
    cameraMoveControl[MOVE_FRONT] = frontKey;
 | 
			
		||||
    cameraMoveControl[MOVE_LEFT] = leftKey;
 | 
			
		||||
    cameraMoveControl[MOVE_BACK] = backKey;
 | 
			
		||||
    cameraMoveControl[MOVE_RIGHT] = rightKey;
 | 
			
		||||
    cameraMoveControl[MOVE_UP] = upKey;
 | 
			
		||||
    cameraMoveControl[MOVE_DOWN] = downKey;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
// Set camera mouse sensitivity (1st person and 3rd person cameras)
 | 
			
		||||
void SetCameracameraMouseSensitivity(float sensitivity)
 | 
			
		||||
{
 | 
			
		||||
    cameraMouseSensitivity = (sensitivity/10000.0f);
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
//----------------------------------------------------------------------------------
 | 
			
		||||
// Module specific Functions Definition
 | 
			
		||||
//----------------------------------------------------------------------------------
 | 
			
		||||
 | 
			
		||||
// Process desired camera mode and controls
 | 
			
		||||
// NOTE: Camera controls depend on some raylib functions:
 | 
			
		||||
//       Mouse: GetMousePosition(), SetMousePosition(), IsMouseButtonDown(), GetMouseWheelMove()
 | 
			
		||||
//       System: GetScreenWidth(), GetScreenHeight(), ShowCursor(), HideCursor()
 | 
			
		||||
//       Keys:  IsKeyDown()
 | 
			
		||||
static void ProcessCamera(Camera *camera, Vector3 *playerPosition)
 | 
			
		||||
{
 | 
			
		||||
    // Mouse movement detection
 | 
			
		||||
    Vector2 mousePosition = GetMousePosition();
 | 
			
		||||
    int mouseWheelMove = GetMouseWheelMove();
 | 
			
		||||
    int panKey = IsMouseButtonDown(cameraPanControlKey);    // bool value
 | 
			
		||||
    
 | 
			
		||||
    int screenWidth = GetScreenWidth();
 | 
			
		||||
    int screenHeight = GetScreenHeight();
 | 
			
		||||
    
 | 
			
		||||
    if ((cameraMode != CAMERA_FREE) && (cameraMode != CAMERA_ORBITAL))
 | 
			
		||||
    {
 | 
			
		||||
        HideCursor();
 | 
			
		||||
 | 
			
		||||
        if (mousePosition.x < screenHeight/3) SetMousePosition((Vector2){ screenWidth - screenHeight/3, mousePosition.y});
 | 
			
		||||
        else if (mousePosition.y < screenHeight/3) SetMousePosition((Vector2){ mousePosition.x, screenHeight - screenHeight/3});
 | 
			
		||||
        else if (mousePosition.x > screenWidth - screenHeight/3) SetMousePosition((Vector2) { screenHeight/3, mousePosition.y});
 | 
			
		||||
        else if (mousePosition.y > screenHeight - screenHeight/3) SetMousePosition((Vector2){ mousePosition.x, screenHeight/3});
 | 
			
		||||
        else
 | 
			
		||||
        {
 | 
			
		||||
            cameraMouseVariation.x = mousePosition.x - cameraMousePosition.x;
 | 
			
		||||
            cameraMouseVariation.y = mousePosition.y - cameraMousePosition.y;
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
    else
 | 
			
		||||
    {
 | 
			
		||||
        ShowCursor();
 | 
			
		||||
 | 
			
		||||
        cameraMouseVariation.x = mousePosition.x - cameraMousePosition.x;
 | 
			
		||||
        cameraMouseVariation.y = mousePosition.y - cameraMousePosition.y;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
	// NOTE: We GetMousePosition() again because it can be modified by a previous SetMousePosition() call
 | 
			
		||||
	// If using directly mousePosition variable we have problems on CAMERA_FIRST_PERSON and CAMERA_THIRD_PERSON
 | 
			
		||||
    cameraMousePosition = GetMousePosition();
 | 
			
		||||
 | 
			
		||||
    // Support for multiple automatic camera modes
 | 
			
		||||
    switch (cameraMode)
 | 
			
		||||
    {
 | 
			
		||||
        case CAMERA_FREE:
 | 
			
		||||
        {
 | 
			
		||||
            // Camera zoom
 | 
			
		||||
            if ((cameraTargetDistance < CAMERA_FREE_DISTANCE_MAX_CLAMP) && (mouseWheelMove < 0))
 | 
			
		||||
            {
 | 
			
		||||
                cameraTargetDistance -= (mouseWheelMove*CAMERA_SCROLL_SENSITIVITY);
 | 
			
		||||
 | 
			
		||||
                if (cameraTargetDistance > CAMERA_FREE_DISTANCE_MAX_CLAMP) cameraTargetDistance = CAMERA_FREE_DISTANCE_MAX_CLAMP;
 | 
			
		||||
            }
 | 
			
		||||
            // Camera looking down
 | 
			
		||||
            else if ((camera->position.y > camera->target.y) && (cameraTargetDistance == CAMERA_FREE_DISTANCE_MAX_CLAMP) && (mouseWheelMove < 0))
 | 
			
		||||
            {
 | 
			
		||||
                camera->target.x += mouseWheelMove*(camera->target.x - camera->position.x)*CAMERA_SCROLL_SENSITIVITY/cameraTargetDistance;
 | 
			
		||||
                camera->target.y += mouseWheelMove*(camera->target.y - camera->position.y)*CAMERA_SCROLL_SENSITIVITY/cameraTargetDistance;
 | 
			
		||||
                camera->target.z += mouseWheelMove*(camera->target.z - camera->position.z)*CAMERA_SCROLL_SENSITIVITY/cameraTargetDistance;
 | 
			
		||||
            }
 | 
			
		||||
            else if ((camera->position.y > camera->target.y) && (camera->target.y >= 0))
 | 
			
		||||
            {
 | 
			
		||||
                camera->target.x += mouseWheelMove*(camera->target.x - camera->position.x)*CAMERA_SCROLL_SENSITIVITY/cameraTargetDistance;
 | 
			
		||||
                camera->target.y += mouseWheelMove*(camera->target.y - camera->position.y)*CAMERA_SCROLL_SENSITIVITY/cameraTargetDistance;
 | 
			
		||||
                camera->target.z += mouseWheelMove*(camera->target.z - camera->position.z)*CAMERA_SCROLL_SENSITIVITY/cameraTargetDistance;
 | 
			
		||||
 | 
			
		||||
                // if (camera->target.y < 0) camera->target.y = -0.001;
 | 
			
		||||
            }
 | 
			
		||||
            else if ((camera->position.y > camera->target.y) && (camera->target.y < 0) && (mouseWheelMove > 0))
 | 
			
		||||
            {
 | 
			
		||||
                cameraTargetDistance -= (mouseWheelMove*CAMERA_SCROLL_SENSITIVITY);
 | 
			
		||||
                if (cameraTargetDistance < CAMERA_FREE_DISTANCE_MIN_CLAMP) cameraTargetDistance = CAMERA_FREE_DISTANCE_MIN_CLAMP;
 | 
			
		||||
            }
 | 
			
		||||
            // Camera looking up
 | 
			
		||||
            else if ((camera->position.y < camera->target.y) && (cameraTargetDistance == CAMERA_FREE_DISTANCE_MAX_CLAMP) && (mouseWheelMove < 0))
 | 
			
		||||
            {
 | 
			
		||||
                camera->target.x += mouseWheelMove*(camera->target.x - camera->position.x)*CAMERA_SCROLL_SENSITIVITY/cameraTargetDistance;
 | 
			
		||||
                camera->target.y += mouseWheelMove*(camera->target.y - camera->position.y)*CAMERA_SCROLL_SENSITIVITY/cameraTargetDistance;
 | 
			
		||||
                camera->target.z += mouseWheelMove*(camera->target.z - camera->position.z)*CAMERA_SCROLL_SENSITIVITY/cameraTargetDistance;
 | 
			
		||||
            }
 | 
			
		||||
            else if ((camera->position.y < camera->target.y) && (camera->target.y <= 0))
 | 
			
		||||
            {
 | 
			
		||||
                camera->target.x += mouseWheelMove*(camera->target.x - camera->position.x)*CAMERA_SCROLL_SENSITIVITY/cameraTargetDistance;
 | 
			
		||||
                camera->target.y += mouseWheelMove*(camera->target.y - camera->position.y)*CAMERA_SCROLL_SENSITIVITY/cameraTargetDistance;
 | 
			
		||||
                camera->target.z += mouseWheelMove*(camera->target.z - camera->position.z)*CAMERA_SCROLL_SENSITIVITY/cameraTargetDistance;
 | 
			
		||||
 | 
			
		||||
                // if (camera->target.y > 0) camera->target.y = 0.001;
 | 
			
		||||
            }
 | 
			
		||||
            else if ((camera->position.y < camera->target.y) && (camera->target.y > 0) && (mouseWheelMove > 0))
 | 
			
		||||
            {
 | 
			
		||||
                cameraTargetDistance -= (mouseWheelMove*CAMERA_SCROLL_SENSITIVITY);
 | 
			
		||||
                if (cameraTargetDistance < CAMERA_FREE_DISTANCE_MIN_CLAMP) cameraTargetDistance = CAMERA_FREE_DISTANCE_MIN_CLAMP;
 | 
			
		||||
            }
 | 
			
		||||
 | 
			
		||||
            // Inputs
 | 
			
		||||
            if (IsKeyDown(cameraAltControlKey))
 | 
			
		||||
            {
 | 
			
		||||
                if (IsKeyDown(cameraSmoothZoomControlKey))
 | 
			
		||||
                {
 | 
			
		||||
                    // Camera smooth zoom
 | 
			
		||||
                    if (panKey) cameraTargetDistance += (cameraMouseVariation.y*CAMERA_FREE_SMOOTH_ZOOM_SENSITIVITY);
 | 
			
		||||
                }
 | 
			
		||||
                // Camera orientation calculation
 | 
			
		||||
                else if (panKey)
 | 
			
		||||
                {
 | 
			
		||||
                    // Camera orientation calculation
 | 
			
		||||
                    // Get the mouse sensitivity
 | 
			
		||||
                    cameraAngle.x += cameraMouseVariation.x*-CAMERA_FREE_MOUSE_SENSITIVITY;
 | 
			
		||||
                    cameraAngle.y += cameraMouseVariation.y*-CAMERA_FREE_MOUSE_SENSITIVITY;
 | 
			
		||||
 | 
			
		||||
                    // Angle clamp
 | 
			
		||||
                    if (cameraAngle.y > CAMERA_FREE_MIN_CLAMP*DEG2RAD) cameraAngle.y = CAMERA_FREE_MIN_CLAMP*DEG2RAD;
 | 
			
		||||
                    else if (cameraAngle.y < CAMERA_FREE_MAX_CLAMP*DEG2RAD) cameraAngle.y = CAMERA_FREE_MAX_CLAMP*DEG2RAD;
 | 
			
		||||
                }
 | 
			
		||||
            }
 | 
			
		||||
            // Paning
 | 
			
		||||
            else if (panKey)
 | 
			
		||||
            {
 | 
			
		||||
                camera->target.x += ((cameraMouseVariation.x*-CAMERA_FREE_MOUSE_SENSITIVITY)*cos(cameraAngle.x) + (cameraMouseVariation.y*CAMERA_FREE_MOUSE_SENSITIVITY)*sin(cameraAngle.x)*sin(cameraAngle.y))*(cameraTargetDistance/CAMERA_FREE_PANNING_DIVIDER);
 | 
			
		||||
                camera->target.y += ((cameraMouseVariation.y*CAMERA_FREE_MOUSE_SENSITIVITY)*cos(cameraAngle.y))*(cameraTargetDistance/CAMERA_FREE_PANNING_DIVIDER);
 | 
			
		||||
                camera->target.z += ((cameraMouseVariation.x*CAMERA_FREE_MOUSE_SENSITIVITY)*sin(cameraAngle.x) + (cameraMouseVariation.y*CAMERA_FREE_MOUSE_SENSITIVITY)*cos(cameraAngle.x)*sin(cameraAngle.y))*(cameraTargetDistance/CAMERA_FREE_PANNING_DIVIDER);
 | 
			
		||||
            }
 | 
			
		||||
 | 
			
		||||
            // Focus to center
 | 
			
		||||
            // TODO: Move this function out of this module?
 | 
			
		||||
            if (IsKeyDown('Z')) camera->target = (Vector3){ 0.0f, 0.0f, 0.0f };
 | 
			
		||||
 | 
			
		||||
            // Camera position update
 | 
			
		||||
            camera->position.x = sin(cameraAngle.x)*cameraTargetDistance*cos(cameraAngle.y) + camera->target.x;
 | 
			
		||||
 | 
			
		||||
            if (cameraAngle.y <= 0.0f) camera->position.y = sin(cameraAngle.y)*cameraTargetDistance*sin(cameraAngle.y) + camera->target.y;
 | 
			
		||||
            else camera->position.y = -sin(cameraAngle.y)*cameraTargetDistance*sin(cameraAngle.y) + camera->target.y;
 | 
			
		||||
 | 
			
		||||
            camera->position.z = cos(cameraAngle.x)*cameraTargetDistance*cos(cameraAngle.y) + camera->target.z;
 | 
			
		||||
 | 
			
		||||
        } break;
 | 
			
		||||
        case CAMERA_ORBITAL:
 | 
			
		||||
        {
 | 
			
		||||
            cameraAngle.x += CAMERA_ORBITAL_SPEED;
 | 
			
		||||
 | 
			
		||||
            // Camera zoom
 | 
			
		||||
            cameraTargetDistance -= (mouseWheelMove*CAMERA_SCROLL_SENSITIVITY);
 | 
			
		||||
            
 | 
			
		||||
            // Camera distance clamp
 | 
			
		||||
            if (cameraTargetDistance < CAMERA_THIRD_PERSON_DISTANCE_CLAMP) cameraTargetDistance = CAMERA_THIRD_PERSON_DISTANCE_CLAMP;
 | 
			
		||||
 | 
			
		||||
            // Focus to center
 | 
			
		||||
            if (IsKeyDown('Z')) camera->target = (Vector3){ 0.0f, 0.0f, 0.0f };
 | 
			
		||||
 | 
			
		||||
            // Camera position update
 | 
			
		||||
            camera->position.x = sin(cameraAngle.x)*cameraTargetDistance*cos(cameraAngle.y) + camera->target.x;
 | 
			
		||||
 | 
			
		||||
            if (cameraAngle.y <= 0.0f) camera->position.y = sin(cameraAngle.y)*cameraTargetDistance*sin(cameraAngle.y) + camera->target.y;
 | 
			
		||||
            else camera->position.y = -sin(cameraAngle.y)*cameraTargetDistance*sin(cameraAngle.y) + camera->target.y;
 | 
			
		||||
 | 
			
		||||
            camera->position.z = cos(cameraAngle.x)*cameraTargetDistance*cos(cameraAngle.y) + camera->target.z;
 | 
			
		||||
 | 
			
		||||
        } break;
 | 
			
		||||
        case CAMERA_FIRST_PERSON:
 | 
			
		||||
        case CAMERA_THIRD_PERSON:
 | 
			
		||||
        {
 | 
			
		||||
            bool isMoving = false;
 | 
			
		||||
 | 
			
		||||
            // Keyboard inputs
 | 
			
		||||
            if (IsKeyDown(cameraMoveControl[MOVE_FRONT]))
 | 
			
		||||
            {
 | 
			
		||||
                playerPosition->x -= sin(cameraAngle.x)/PLAYER_MOVEMENT_DIVIDER;
 | 
			
		||||
                playerPosition->z -= cos(cameraAngle.x)/PLAYER_MOVEMENT_DIVIDER;
 | 
			
		||||
                
 | 
			
		||||
                camera->position.y += sin(cameraAngle.y)/PLAYER_MOVEMENT_DIVIDER;
 | 
			
		||||
 | 
			
		||||
                isMoving = true;
 | 
			
		||||
            }
 | 
			
		||||
            else if (IsKeyDown(cameraMoveControl[MOVE_BACK]))
 | 
			
		||||
            {
 | 
			
		||||
                playerPosition->x += sin(cameraAngle.x)/PLAYER_MOVEMENT_DIVIDER;
 | 
			
		||||
                playerPosition->z += cos(cameraAngle.x)/PLAYER_MOVEMENT_DIVIDER;
 | 
			
		||||
                
 | 
			
		||||
                camera->position.y -= sin(cameraAngle.y)/PLAYER_MOVEMENT_DIVIDER;
 | 
			
		||||
 | 
			
		||||
                isMoving = true;
 | 
			
		||||
            }
 | 
			
		||||
 | 
			
		||||
            if (IsKeyDown(cameraMoveControl[MOVE_LEFT]))
 | 
			
		||||
            {
 | 
			
		||||
                playerPosition->x -= cos(cameraAngle.x)/PLAYER_MOVEMENT_DIVIDER;
 | 
			
		||||
                playerPosition->z += sin(cameraAngle.x)/PLAYER_MOVEMENT_DIVIDER;
 | 
			
		||||
 | 
			
		||||
                isMoving = true;
 | 
			
		||||
            }
 | 
			
		||||
            else if (IsKeyDown(cameraMoveControl[MOVE_RIGHT]))
 | 
			
		||||
            {
 | 
			
		||||
                playerPosition->x += cos(cameraAngle.x)/PLAYER_MOVEMENT_DIVIDER;
 | 
			
		||||
                playerPosition->z -= sin(cameraAngle.x)/PLAYER_MOVEMENT_DIVIDER;
 | 
			
		||||
 | 
			
		||||
                isMoving = true;
 | 
			
		||||
            }
 | 
			
		||||
 | 
			
		||||
            if (IsKeyDown(cameraMoveControl[MOVE_UP]))
 | 
			
		||||
            {
 | 
			
		||||
                playerPosition->y += 1.0f/PLAYER_MOVEMENT_DIVIDER;
 | 
			
		||||
            }
 | 
			
		||||
            else if (IsKeyDown(cameraMoveControl[MOVE_DOWN]))
 | 
			
		||||
            {
 | 
			
		||||
                playerPosition->y -= 1.0f/PLAYER_MOVEMENT_DIVIDER;
 | 
			
		||||
            }
 | 
			
		||||
 | 
			
		||||
            if (cameraMode == CAMERA_THIRD_PERSON)
 | 
			
		||||
            {
 | 
			
		||||
                // Camera orientation calculation
 | 
			
		||||
                cameraAngle.x += cameraMouseVariation.x*-cameraMouseSensitivity;
 | 
			
		||||
                cameraAngle.y += cameraMouseVariation.y*-cameraMouseSensitivity;
 | 
			
		||||
 | 
			
		||||
                // Angle clamp
 | 
			
		||||
                if (cameraAngle.y > CAMERA_THIRD_PERSON_MIN_CLAMP*DEG2RAD) cameraAngle.y = CAMERA_THIRD_PERSON_MIN_CLAMP*DEG2RAD;
 | 
			
		||||
                else if (cameraAngle.y < CAMERA_THIRD_PERSON_MAX_CLAMP*DEG2RAD) cameraAngle.y = CAMERA_THIRD_PERSON_MAX_CLAMP*DEG2RAD;
 | 
			
		||||
 | 
			
		||||
                // Camera zoom
 | 
			
		||||
                cameraTargetDistance -= (mouseWheelMove*CAMERA_SCROLL_SENSITIVITY);
 | 
			
		||||
 | 
			
		||||
                // Camera distance clamp
 | 
			
		||||
                if (cameraTargetDistance < CAMERA_THIRD_PERSON_DISTANCE_CLAMP) cameraTargetDistance = CAMERA_THIRD_PERSON_DISTANCE_CLAMP;
 | 
			
		||||
 | 
			
		||||
                // Camera is always looking at player
 | 
			
		||||
                camera->target.x = playerPosition->x + CAMERA_THIRD_PERSON_OFFSET.x*cos(cameraAngle.x) + CAMERA_THIRD_PERSON_OFFSET.z*sin(cameraAngle.x);
 | 
			
		||||
                camera->target.y = playerPosition->y + PLAYER_HEIGHT*CAMERA_FIRST_PERSON_HEIGHT_RELATIVE_EYES_POSITION + CAMERA_THIRD_PERSON_OFFSET.y;
 | 
			
		||||
                camera->target.z = playerPosition->z + CAMERA_THIRD_PERSON_OFFSET.z*sin(cameraAngle.x) - CAMERA_THIRD_PERSON_OFFSET.x*sin(cameraAngle.x);
 | 
			
		||||
 | 
			
		||||
                // Camera position update
 | 
			
		||||
                camera->position.x = sin(cameraAngle.x)*cameraTargetDistance*cos(cameraAngle.y) + camera->target.x;
 | 
			
		||||
 | 
			
		||||
                if (cameraAngle.y <= 0.0f) camera->position.y = sin(cameraAngle.y)*cameraTargetDistance*sin(cameraAngle.y) + camera->target.y;
 | 
			
		||||
                else camera->position.y = -sin(cameraAngle.y)*cameraTargetDistance*sin(cameraAngle.y) + camera->target.y;
 | 
			
		||||
 | 
			
		||||
                camera->position.z = cos(cameraAngle.x)*cameraTargetDistance*cos(cameraAngle.y) + camera->target.z;
 | 
			
		||||
            }
 | 
			
		||||
            else    // CAMERA_FIRST_PERSON
 | 
			
		||||
            {
 | 
			
		||||
                if (isMoving) cameraMoveCounter++;
 | 
			
		||||
 | 
			
		||||
                // Camera orientation calculation
 | 
			
		||||
                cameraAngle.x += (cameraMouseVariation.x*-cameraMouseSensitivity);
 | 
			
		||||
                cameraAngle.y += (cameraMouseVariation.y*-cameraMouseSensitivity);
 | 
			
		||||
 | 
			
		||||
                // Angle clamp
 | 
			
		||||
                if (cameraAngle.y > CAMERA_FIRST_PERSON_MIN_CLAMP*DEG2RAD) cameraAngle.y = CAMERA_FIRST_PERSON_MIN_CLAMP*DEG2RAD;
 | 
			
		||||
                else if (cameraAngle.y < CAMERA_FIRST_PERSON_MAX_CLAMP*DEG2RAD) cameraAngle.y = CAMERA_FIRST_PERSON_MAX_CLAMP*DEG2RAD;
 | 
			
		||||
 | 
			
		||||
                // Camera is always looking at player
 | 
			
		||||
                camera->target.x = camera->position.x - sin(cameraAngle.x)*CAMERA_FIRST_PERSON_FOCUS_DISTANCE;
 | 
			
		||||
                camera->target.y = camera->position.y + sin(cameraAngle.y)*CAMERA_FIRST_PERSON_FOCUS_DISTANCE;
 | 
			
		||||
                camera->target.z = camera->position.z - cos(cameraAngle.x)*CAMERA_FIRST_PERSON_FOCUS_DISTANCE;
 | 
			
		||||
 | 
			
		||||
                camera->position.x = playerPosition->x;
 | 
			
		||||
                camera->position.y = (playerPosition->y + PLAYER_HEIGHT*CAMERA_FIRST_PERSON_HEIGHT_RELATIVE_EYES_POSITION) - sin(cameraMoveCounter/CAMERA_FIRST_PERSON_STEP_TRIGONOMETRIC_DIVIDER)/CAMERA_FIRST_PERSON_STEP_DIVIDER;
 | 
			
		||||
                camera->position.z = playerPosition->z;
 | 
			
		||||
 | 
			
		||||
                camera->up.x = sin(cameraMoveCounter/(CAMERA_FIRST_PERSON_STEP_TRIGONOMETRIC_DIVIDER*2))/CAMERA_FIRST_PERSON_WAVING_DIVIDER;
 | 
			
		||||
                camera->up.z = -sin(cameraMoveCounter/(CAMERA_FIRST_PERSON_STEP_TRIGONOMETRIC_DIVIDER*2))/CAMERA_FIRST_PERSON_WAVING_DIVIDER;
 | 
			
		||||
            }
 | 
			
		||||
        } break;
 | 
			
		||||
        default: break;
 | 
			
		||||
    }
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
#endif // CAMERA_IMPLEMENTATION
 | 
			
		||||
 
 | 
			
		||||
@@ -48,6 +48,9 @@
 | 
			
		||||
#define GESTURES_IMPLEMENTATION
 | 
			
		||||
#include "gestures.h"       // Gestures detection functionality
 | 
			
		||||
 | 
			
		||||
#define CAMERA_IMPLEMENTATION
 | 
			
		||||
#include "camera.h"         // Camera system functionality
 | 
			
		||||
 | 
			
		||||
#include <stdio.h>          // Standard input / output lib
 | 
			
		||||
#include <stdlib.h>         // Declares malloc() and free() for memory management, rand(), atexit()
 | 
			
		||||
#include <stdint.h>         // Required for typedef unsigned long long int uint64_t, used by hi-res timer
 | 
			
		||||
 
 | 
			
		||||
		Reference in New Issue
	
	Block a user