REVIEWED: example: core_3d_fps_controller

This commit is contained in:
Ray
2025-08-14 20:37:52 +02:00
parent a9970484f3
commit 7037f131dc
3 changed files with 194 additions and 226 deletions

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@@ -1,10 +1,10 @@
/*******************************************************************************************
*
* raylib [core] example - Input Gestures for Web
* raylib [core] example - 3d first-person camera controller
*
* Example complexity rating: [★★★☆] 3/4
*
* Example originally created with raylib 5.5
*
* Example originally created with raylib 5.5, last time updated with raylib 5.5
*
* Example contributed by Agnis Aldins (@nezvers) and reviewed by Ramon Santamaria (@raysan5)
*
@@ -16,65 +16,60 @@
********************************************************************************************/
#include "raylib.h"
#include "raymath.h"
#include "rcamera.h"
#if defined(PLATFORM_WEB)
#include <emscripten/emscripten.h>
#endif
//----------------------------------------------------------------------------------
// Defines and Macros
//----------------------------------------------------------------------------------
// Movement constants
#define GRAVITY 32.0f
#define MAX_SPEED 20.0f
#define CROUCH_SPEED 5.0f
#define JUMP_FORCE 12.0f
#define MAX_ACCEL 150.0f
// Grounded drag
#define FRICTION 0.86f
// Increasing air drag, increases strafing speed
#define AIR_DRAG 0.98f
// Responsiveness for turning movement direction to looked direction
#define CONTROL 15.0f
#define CROUCH_HEIGHT 0.0f
#define STAND_HEIGHT 1.0f
#define BOTTOM_HEIGHT 0.5f
#if defined(PLATFORM_DESKTOP)
#define GLSL_VERSION 330
#else // PLATFORM_ANDROID, PLATFORM_WEB
#define GLSL_VERSION 100
#endif
/* Movement constants */
#define GRAVITY 32.f
#define MAX_SPEED 20.f
#define CROUCH_SPEED 5.f
#define JUMP_FORCE 12.f
#define MAX_ACCEL 150.f
/* Grounded drag */
#define FRICTION 0.86f
/* Increasing air drag, increases strafing speed */
#define AIR_DRAG 0.98f
/* Responsiveness for turning movement direction to looked direction */
#define CONTROL 15.f
#define CROUCH_HEIGHT 0.f
#define STAND_HEIGHT 1.f
#define BOTTOM_HEIGHT 0.5f
#define NORMALIZE_INPUT 0
#define NORMALIZE_INPUT 0
//----------------------------------------------------------------------------------
// Types and Structures Definition
//----------------------------------------------------------------------------------
// Body structure
typedef struct {
Vector3 position;
Vector3 velocity;
Vector3 dir;
bool isGrounded;
Sound soundJump;
}Body;
} Body;
const int screenWidth = 800;
const int screenHeight = 450;
Vector2 sensitivity = { 0.001f, 0.001f };
//----------------------------------------------------------------------------------
// Global Variables Definition
//----------------------------------------------------------------------------------
static Vector2 sensitivity = { 0.001f, 0.001f };
Body player;
Camera camera;
Vector2 lookRotation = { 0 };
float headTimer;
float walkLerp;
float headLerp;
Vector2 lean;
static Body player = { 0 };
static Vector2 lookRotation = { 0 };
static float headTimer = 0.0f;
static float walkLerp = 0.0f;
static float headLerp = STAND_HEIGHT;
static Vector2 lean = { 0 };
void UpdateDrawFrame(void); // Update and Draw one frame
void DrawLevel();
void UpdateCameraAngle();
void UpdateBody(Body* body, float rot, char side, char forward, bool jumpPressed, bool crouchHold);
//----------------------------------------------------------------------------------
// Module functions declaration
//----------------------------------------------------------------------------------
static void DrawLevel(void);
static void UpdateCameraAngle(Camera *camera);
static void UpdateBody(Body *body, float rot, char side, char forward, bool jumpPressed, bool crouchHold);
//------------------------------------------------------------------------------------
// Program main entry point
@@ -83,213 +78,186 @@ int main(void)
{
// Initialization
//--------------------------------------------------------------------------------------
InitWindow(screenWidth, screenHeight, "Raylib Quake-like controller");
InitAudioDevice();
const int screenWidth = 800;
const int screenHeight = 450;
player = (Body){ Vector3Zero(), Vector3Zero(), Vector3Zero(), false, LoadSound("resources/huh_jump.wav")};
camera = (Camera){ 0 };
camera.fovy = 60.f; // Camera field-of-view Y
camera.projection = CAMERA_PERSPECTIVE; // Camera projection type
InitWindow(screenWidth, screenHeight, "raylib [core] example - 3d first-person camera controller");
lookRotation = Vector2Zero();
headTimer = 0.f;
walkLerp = 0.f;
headLerp = STAND_HEIGHT;
lean = Vector2Zero();
camera.position = (Vector3){
player.position.x,
player.position.y + (BOTTOM_HEIGHT + headLerp),
player.position.z,
};
UpdateCameraAngle();
DisableCursor(); // Limit cursor to relative movement inside the window
#if defined(PLATFORM_WEB)
emscripten_set_main_loop(UpdateDrawFrame, 0, 1);
#else
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
UpdateDrawFrame();
}
#endif
// De-Initialization
//--------------------------------------------------------------------------------------
UnloadSound(player.soundJump);
CloseAudioDevice();
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}
void UpdateDrawFrame(void)
{
// Update
//----------------------------------------------------------------------------------
Vector2 mouse_delta = GetMouseDelta();
lookRotation.x -= mouse_delta.x * sensitivity.x;
lookRotation.y += mouse_delta.y * sensitivity.y;
char sideway = (IsKeyDown(KEY_D) - IsKeyDown(KEY_A));
char forward = (IsKeyDown(KEY_W) - IsKeyDown(KEY_S));
bool crouching = IsKeyDown(KEY_LEFT_CONTROL);
UpdateBody(&player, lookRotation.x, sideway, forward, IsKeyPressed(KEY_SPACE), crouching);
float delta = GetFrameTime();
headLerp = Lerp(headLerp, (crouching ? CROUCH_HEIGHT : STAND_HEIGHT), 20.f * delta);
// Initialize camera variables
// NOTE: UpdateCameraAngle() takes care of the rest
Camera camera = { 0 };
camera.fovy = 60.0f;
camera.projection = CAMERA_PERSPECTIVE;
camera.position = (Vector3){
player.position.x,
player.position.y + (BOTTOM_HEIGHT + headLerp),
player.position.z,
};
if (player.isGrounded && (forward != 0 || sideway != 0)) {
headTimer += delta * 3.f;
walkLerp = Lerp(walkLerp, 1.f, 10.f * delta);
camera.fovy = Lerp(camera.fovy, 55.f, 5.f * delta);
}
else {
walkLerp = Lerp(walkLerp, 0.f, 10.f * delta);
camera.fovy = Lerp(camera.fovy, 60.f, 5.f * delta);
UpdateCameraAngle(&camera); // Update camera parameters
DisableCursor(); // Limit cursor to relative movement inside the window
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
Vector2 mouse_delta = GetMouseDelta();
lookRotation.x -= mouse_delta.x*sensitivity.x;
lookRotation.y += mouse_delta.y*sensitivity.y;
char sideway = (IsKeyDown(KEY_D) - IsKeyDown(KEY_A));
char forward = (IsKeyDown(KEY_W) - IsKeyDown(KEY_S));
bool crouching = IsKeyDown(KEY_LEFT_CONTROL);
UpdateBody(&player, lookRotation.x, sideway, forward, IsKeyPressed(KEY_SPACE), crouching);
float delta = GetFrameTime();
headLerp = Lerp(headLerp, (crouching ? CROUCH_HEIGHT : STAND_HEIGHT), 20.0f*delta);
camera.position = (Vector3){
player.position.x,
player.position.y + (BOTTOM_HEIGHT + headLerp),
player.position.z,
};
if (player.isGrounded && ((forward != 0) || (sideway != 0)))
{
headTimer += delta*3.0f;
walkLerp = Lerp(walkLerp, 1.0f, 10.0f*delta);
camera.fovy = Lerp(camera.fovy, 55.0f, 5.0f*delta);
}
else
{
walkLerp = Lerp(walkLerp, 0.0f, 10.0f*delta);
camera.fovy = Lerp(camera.fovy, 60.0f, 5.0f*delta);
}
lean.x = Lerp(lean.x, sideway*0.02f, 10.0f*delta);
lean.y = Lerp(lean.y, forward*0.015f, 10.0f*delta);
UpdateCameraAngle(&camera);
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
BeginMode3D(camera);
DrawLevel();
EndMode3D();
// Draw info box
DrawRectangle(5, 5, 330, 75, Fade(SKYBLUE, 0.5f));
DrawRectangleLines(5, 5, 330, 75, BLUE);
DrawText("Camera controls:", 15, 15, 10, BLACK);
DrawText("- Move keys: W, A, S, D, Space, Left-Ctrl", 15, 30, 10, BLACK);
DrawText("- Look around: arrow keys or mouse", 15, 45, 10, BLACK);
DrawText(TextFormat("- Velocity Len: (%06.3f)", Vector2Length((Vector2){ player.velocity.x, player.velocity.z })), 15, 60, 10, BLACK);
EndDrawing();
//----------------------------------------------------------------------------------
}
lean.x = Lerp(lean.x, sideway * 0.02f, 10.f * delta);
lean.y = Lerp(lean.y, forward * 0.015f, 10.f * delta);
// De-Initialization
//--------------------------------------------------------------------------------------
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
UpdateCameraAngle();
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
BeginMode3D(camera);
DrawLevel();
EndMode3D();
// Draw info box
DrawRectangle(5, 5, 330, 100, Fade(SKYBLUE, 0.5f));
DrawRectangleLines(5, 5, 330, 100, BLUE);
DrawText("Camera controls:", 15, 15, 10, BLACK);
DrawText("- Move keys: W, A, S, D, Space, Left-Ctrl", 15, 30, 10, BLACK);
DrawText("- Look around: arrow keys or mouse", 15, 45, 10, BLACK);
DrawText(TextFormat("- Velocity Len: (%06.3f)", Vector2Length((Vector2) { player.velocity.x, player.velocity.z })), 15, 60, 10, BLACK);
EndDrawing();
//----------------------------------------------------------------------------------
return 0;
}
void UpdateBody(Body* body, float rot, char side, char forward, bool jumpPressed, bool crouchHold)
//----------------------------------------------------------------------------------
// Module functions definition
//----------------------------------------------------------------------------------
void UpdateBody(Body* body, float rot, char side, char forward, bool jumpPressed, bool crouchHold)
{
Vector2 input = (Vector2){ (float)side, (float)-forward };
#if defined(NORMALIZE_INPUT)
// Slow down diagonal movement
if (side != 0 & forward != 0)
{
input = Vector2Normalize(input);
}
if ((side != 0) && (forward != 0)) input = Vector2Normalize(input);
#endif
float delta = GetFrameTime();
if (!body->isGrounded)
{
body->velocity.y -= GRAVITY * delta;
}
if (body->isGrounded && jumpPressed)
if (!body->isGrounded) body->velocity.y -= GRAVITY*delta;
if (body->isGrounded && jumpPressed)
{
body->velocity.y = JUMP_FORCE;
body->isGrounded = false;
SetSoundPitch(body->soundJump, 1.f + (GetRandomValue(-100, 100) * 0.001));
PlaySound(body->soundJump);
// Sound can be played at this moment
//SetSoundPitch(fxJump, 1.0f + (GetRandomValue(-100, 100)*0.001));
//PlaySound(fxJump);
}
Vector3 front_vec = (Vector3){ sin(rot), 0.f, cos(rot) };
Vector3 right_vec = (Vector3){ cos(-rot), 0.f, sin(-rot) };
Vector3 front = (Vector3){ sin(rot), 0.f, cos(rot) };
Vector3 right = (Vector3){ cos(-rot), 0.f, sin(-rot) };
Vector3 desired_dir = (Vector3){
input.x * right_vec.x + input.y * front_vec.x,
0.f,
input.x * right_vec.z + input.y * front_vec.z,
};
Vector3 desiredDir = (Vector3){ input.x*right.x + input.y*front.x, 0.0f, input.x*right.z + input.y*front.z, };
body->dir = Vector3Lerp(body->dir, desiredDir, CONTROL*delta);
body->dir = Vector3Lerp(body->dir, desired_dir, CONTROL * delta);
float decel = (body->isGrounded ? FRICTION : AIR_DRAG);
Vector3 hvel = (Vector3){ body->velocity.x*decel, 0.0f, body->velocity.z*decel };
float decel = body->isGrounded ? FRICTION : AIR_DRAG;
Vector3 hvel = (Vector3){
body->velocity.x * decel,
0.f,
body->velocity.z * decel
};
float hvelLength = Vector3Length(hvel); // Magnitude
if (hvelLength < (MAX_SPEED*0.01f)) hvel = (Vector3){ 0 };
float hvel_length = Vector3Length(hvel); // a.k.a. magnitude
if (hvel_length < MAX_SPEED * 0.01f) {
hvel = (Vector3){ 0 };
}
/* This is what creates strafing */
// This is what creates strafing
float speed = Vector3DotProduct(hvel, body->dir);
/*
Whenever the amount of acceleration to add is clamped by the maximum acceleration constant,
a Player can make the speed faster by bringing the direction closer to horizontal velocity angle
More info here: https://youtu.be/v3zT3Z5apaM?t=165
*/
float max_speed = crouchHold ? CROUCH_SPEED : MAX_SPEED;
float accel = Clamp(max_speed - speed, 0.f, MAX_ACCEL * delta);
hvel.x += body->dir.x * accel;
hvel.z += body->dir.z * accel;
// Whenever the amount of acceleration to add is clamped by the maximum acceleration constant,
// a Player can make the speed faster by bringing the direction closer to horizontal velocity angle
// More info here: https://youtu.be/v3zT3Z5apaM?t=165
float maxSpeed = (crouchHold? CROUCH_SPEED : MAX_SPEED);
float accel = Clamp(maxSpeed - speed, 0.f, MAX_ACCEL*delta);
hvel.x += body->dir.x*accel;
hvel.z += body->dir.z*accel;
body->velocity.x = hvel.x;
body->velocity.z = hvel.z;
body->position.x += body->velocity.x * delta;
body->position.y += body->velocity.y * delta;
body->position.z += body->velocity.z * delta;
body->position.x += body->velocity.x*delta;
body->position.y += body->velocity.y*delta;
body->position.z += body->velocity.z*delta;
/* Fancy collision system against "THE FLOOR" */
if (body->position.y <= 0.f)
// Fancy collision system against the floor
if (body->position.y <= 0.0f)
{
body->position.y = 0.f;
body->velocity.y = 0.f;
body->isGrounded = true; // <= enables jumping
body->position.y = 0.0f;
body->velocity.y = 0.0f;
body->isGrounded = true; // Enable jumping
}
}
void UpdateCameraAngle()
// Update camera
static void UpdateCameraAngle(Camera *camera)
{
const Vector3 up = (Vector3){ 0.f, 1.f, 0.f };
const Vector3 targetOffset = (Vector3){ 0.f, 0.f, -1.f };
const Vector3 up = (Vector3){ 0.0f, 1.0f, 0.0f };
const Vector3 targetOffset = (Vector3){ 0.0f, 0.0f, -1.0f };
/* Left & Right */
// Left and right
Vector3 yaw = Vector3RotateByAxisAngle(targetOffset, up, lookRotation.x);
// Clamp view up
float maxAngleUp = Vector3Angle(up, yaw);
maxAngleUp -= 0.001f; // avoid numerical errors
maxAngleUp -= 0.001f; // Avoid numerical errors
if ( -(lookRotation.y) > maxAngleUp) { lookRotation.y = -maxAngleUp; }
// Clamp view down
float maxAngleDown = Vector3Angle(Vector3Negate(up), yaw);
maxAngleDown *= -1.0f; // downwards angle is negative
maxAngleDown += 0.001f; // avoid numerical errors
maxAngleDown *= -1.0f; // Downwards angle is negative
maxAngleDown += 0.001f; // Avoid numerical errors
if ( -(lookRotation.y) < maxAngleDown) { lookRotation.y = -maxAngleDown; }
/* Up & Down */
// Up and down
Vector3 right = Vector3Normalize(Vector3CrossProduct(yaw, up));
// Rotate view vector around right axis
@@ -297,49 +265,48 @@ void UpdateCameraAngle()
// Head animation
// Rotate up direction around forward axis
float _sin = sin(headTimer * PI);
float _cos = cos(headTimer * PI);
float headSin = sin(headTimer*PI);
float headCos = cos(headTimer*PI);
const float stepRotation = 0.01f;
camera.up = Vector3RotateByAxisAngle(up, pitch, _sin * stepRotation + lean.x);
camera->up = Vector3RotateByAxisAngle(up, pitch, headSin*stepRotation + lean.x);
/* BOB */
// Camera BOB
const float bobSide = 0.1f;
const float bobUp = 0.15f;
Vector3 bobbing = Vector3Scale(right, _sin * bobSide);
bobbing.y = fabsf(_cos * bobUp);
camera.position = Vector3Add(camera.position, Vector3Scale(bobbing, walkLerp));
Vector3 bobbing = Vector3Scale(right, headSin*bobSide);
bobbing.y = fabsf(headCos*bobUp);
camera.target = Vector3Add(camera.position, pitch);
camera->position = Vector3Add(camera->position, Vector3Scale(bobbing, walkLerp));
camera->target = Vector3Add(camera->position, pitch);
}
void DrawLevel()
// Draw game level
static void DrawLevel(void)
{
const int floorExtent = 25;
const float tileSize = 5.f;
const float tileSize = 5.0f;
const Color tileColor1 = (Color){ 150, 200, 200, 255 };
// Floor tiles
for (int y = -floorExtent; y < floorExtent; y++)
for (int y = -floorExtent; y < floorExtent; y++)
{
for (int x = -floorExtent; x < floorExtent; x++)
for (int x = -floorExtent; x < floorExtent; x++)
{
if ((y & 1) && (x & 1))
if ((y & 1) && (x & 1))
{
DrawPlane((Vector3) { x * tileSize, 0.f, y * tileSize},
(Vector2) {tileSize, tileSize}, tileColor1);
DrawPlane((Vector3){ x*tileSize, 0.0f, y*tileSize}, (Vector2){ tileSize, tileSize }, tileColor1);
}
else if(!(y & 1) && !(x & 1))
else if (!(y & 1) && !(x & 1))
{
DrawPlane((Vector3) { x * tileSize, 0.f, y * tileSize},
(Vector2) {tileSize, tileSize}, LIGHTGRAY);
DrawPlane((Vector3){ x*tileSize, 0.0f, y*tileSize}, (Vector2){ tileSize, tileSize }, LIGHTGRAY);
}
}
}
const Vector3 towerSize = (Vector3){ 16.f, 32.f, 16.f };
const Vector3 towerSize = (Vector3){ 16.0f, 32.0f, 16.0f };
const Color towerColor = (Color){ 150, 200, 200, 255 };
Vector3 towerPos = (Vector3){ 16.f, 16.f, 16.f };
Vector3 towerPos = (Vector3){ 16.0f, 16.0f, 16.0f };
DrawCubeV(towerPos, towerSize, towerColor);
DrawCubeWiresV(towerPos, towerSize, DARKBLUE);
@@ -356,5 +323,5 @@ void DrawLevel()
DrawCubeWiresV(towerPos, towerSize, DARKBLUE);
// Red sun
DrawSphere((Vector3) { 300.f, 300.f, 0.f }, 100.f, (Color) { 255, 0, 0, 255 });
DrawSphere((Vector3){ 300.0f, 300.0f, 0.0f }, 100.0f, (Color){ 255, 0, 0, 255 });
}

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@@ -35,6 +35,7 @@ Example elements validated:
| core_3d_camera_free | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ |
| core_3d_camera_first_person | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ |
| core_3d_camera_split_screen | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ |
| core_3d_fps_controller | ✔ | ✔ | ❌ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ❌ | ✔ | ❌ |
| core_3d_picking | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ |
| core_world_screen | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ |
| core_custom_logging | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ |