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REVIEWED: example: core_3d_fps_controller
This commit is contained in:
@@ -1,10 +1,10 @@
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/*******************************************************************************************
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/*******************************************************************************************
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*
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*
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* raylib [core] example - Input Gestures for Web
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* raylib [core] example - 3d first-person camera controller
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*
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*
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* Example complexity rating: [★★★☆] 3/4
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* Example complexity rating: [★★★☆] 3/4
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*
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*
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* Example originally created with raylib 5.5
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* Example originally created with raylib 5.5, last time updated with raylib 5.5
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*
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*
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* Example contributed by Agnis Aldins (@nezvers) and reviewed by Ramon Santamaria (@raysan5)
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* Example contributed by Agnis Aldins (@nezvers) and reviewed by Ramon Santamaria (@raysan5)
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*
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*
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@@ -16,65 +16,60 @@
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********************************************************************************************/
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********************************************************************************************/
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#include "raylib.h"
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#include "raylib.h"
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#include "raymath.h"
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#include "raymath.h"
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#include "rcamera.h"
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#include "rcamera.h"
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#if defined(PLATFORM_WEB)
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//----------------------------------------------------------------------------------
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#include <emscripten/emscripten.h>
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// Defines and Macros
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#endif
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//----------------------------------------------------------------------------------
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// Movement constants
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#if defined(PLATFORM_DESKTOP)
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#define GRAVITY 32.0f
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#define GLSL_VERSION 330
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#define MAX_SPEED 20.0f
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#else // PLATFORM_ANDROID, PLATFORM_WEB
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#define CROUCH_SPEED 5.0f
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#define GLSL_VERSION 100
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#define JUMP_FORCE 12.0f
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#endif
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#define MAX_ACCEL 150.0f
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// Grounded drag
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/* Movement constants */
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#define GRAVITY 32.f
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#define MAX_SPEED 20.f
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#define CROUCH_SPEED 5.f
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#define JUMP_FORCE 12.f
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#define MAX_ACCEL 150.f
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/* Grounded drag */
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#define FRICTION 0.86f
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#define FRICTION 0.86f
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/* Increasing air drag, increases strafing speed */
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// Increasing air drag, increases strafing speed
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#define AIR_DRAG 0.98f
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#define AIR_DRAG 0.98f
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/* Responsiveness for turning movement direction to looked direction */
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// Responsiveness for turning movement direction to looked direction
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#define CONTROL 15.f
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#define CONTROL 15.0f
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#define CROUCH_HEIGHT 0.f
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#define CROUCH_HEIGHT 0.0f
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#define STAND_HEIGHT 1.f
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#define STAND_HEIGHT 1.0f
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#define BOTTOM_HEIGHT 0.5f
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#define BOTTOM_HEIGHT 0.5f
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#define NORMALIZE_INPUT 0
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#define NORMALIZE_INPUT 0
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//----------------------------------------------------------------------------------
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// Types and Structures Definition
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//----------------------------------------------------------------------------------
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// Body structure
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typedef struct {
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typedef struct {
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Vector3 position;
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Vector3 position;
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Vector3 velocity;
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Vector3 velocity;
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Vector3 dir;
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Vector3 dir;
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bool isGrounded;
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bool isGrounded;
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Sound soundJump;
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} Body;
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}Body;
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const int screenWidth = 800;
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//----------------------------------------------------------------------------------
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const int screenHeight = 450;
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// Global Variables Definition
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Vector2 sensitivity = { 0.001f, 0.001f };
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//----------------------------------------------------------------------------------
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static Vector2 sensitivity = { 0.001f, 0.001f };
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Body player;
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static Body player = { 0 };
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Camera camera;
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static Vector2 lookRotation = { 0 };
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Vector2 lookRotation = { 0 };
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static float headTimer = 0.0f;
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float headTimer;
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static float walkLerp = 0.0f;
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float walkLerp;
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static float headLerp = STAND_HEIGHT;
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float headLerp;
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static Vector2 lean = { 0 };
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Vector2 lean;
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void UpdateDrawFrame(void); // Update and Draw one frame
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//----------------------------------------------------------------------------------
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// Module functions declaration
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void DrawLevel();
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//----------------------------------------------------------------------------------
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static void DrawLevel(void);
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void UpdateCameraAngle();
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static void UpdateCameraAngle(Camera *camera);
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static void UpdateBody(Body *body, float rot, char side, char forward, bool jumpPressed, bool crouchHold);
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void UpdateBody(Body* body, float rot, char side, char forward, bool jumpPressed, bool crouchHold);
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//------------------------------------------------------------------------------------
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//------------------------------------------------------------------------------------
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// Program main entry point
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// Program main entry point
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@@ -83,61 +78,37 @@ int main(void)
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{
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{
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// Initialization
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// Initialization
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//--------------------------------------------------------------------------------------
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//--------------------------------------------------------------------------------------
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InitWindow(screenWidth, screenHeight, "Raylib Quake-like controller");
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const int screenWidth = 800;
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InitAudioDevice();
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const int screenHeight = 450;
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player = (Body){ Vector3Zero(), Vector3Zero(), Vector3Zero(), false, LoadSound("resources/huh_jump.wav")};
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InitWindow(screenWidth, screenHeight, "raylib [core] example - 3d first-person camera controller");
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camera = (Camera){ 0 };
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camera.fovy = 60.f; // Camera field-of-view Y
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camera.projection = CAMERA_PERSPECTIVE; // Camera projection type
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lookRotation = Vector2Zero();
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headTimer = 0.f;
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walkLerp = 0.f;
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headLerp = STAND_HEIGHT;
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lean = Vector2Zero();
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// Initialize camera variables
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// NOTE: UpdateCameraAngle() takes care of the rest
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Camera camera = { 0 };
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camera.fovy = 60.0f;
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camera.projection = CAMERA_PERSPECTIVE;
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camera.position = (Vector3){
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camera.position = (Vector3){
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player.position.x,
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player.position.x,
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player.position.y + (BOTTOM_HEIGHT + headLerp),
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player.position.y + (BOTTOM_HEIGHT + headLerp),
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player.position.z,
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player.position.z,
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};
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};
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UpdateCameraAngle();
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UpdateCameraAngle(&camera); // Update camera parameters
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DisableCursor(); // Limit cursor to relative movement inside the window
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DisableCursor(); // Limit cursor to relative movement inside the window
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#if defined(PLATFORM_WEB)
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emscripten_set_main_loop(UpdateDrawFrame, 0, 1);
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#else
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SetTargetFPS(60); // Set our game to run at 60 frames-per-second
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SetTargetFPS(60); // Set our game to run at 60 frames-per-second
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//--------------------------------------------------------------------------------------
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//--------------------------------------------------------------------------------------
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// Main game loop
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// Main game loop
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while (!WindowShouldClose()) // Detect window close button or ESC key
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while (!WindowShouldClose()) // Detect window close button or ESC key
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{
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{
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UpdateDrawFrame();
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}
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#endif
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// De-Initialization
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//--------------------------------------------------------------------------------------
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UnloadSound(player.soundJump);
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CloseAudioDevice();
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CloseWindow(); // Close window and OpenGL context
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//--------------------------------------------------------------------------------------
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return 0;
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}
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void UpdateDrawFrame(void)
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{
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// Update
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// Update
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//----------------------------------------------------------------------------------
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//----------------------------------------------------------------------------------
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Vector2 mouse_delta = GetMouseDelta();
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Vector2 mouse_delta = GetMouseDelta();
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lookRotation.x -= mouse_delta.x * sensitivity.x;
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lookRotation.x -= mouse_delta.x*sensitivity.x;
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lookRotation.y += mouse_delta.y * sensitivity.y;
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lookRotation.y += mouse_delta.y*sensitivity.y;
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char sideway = (IsKeyDown(KEY_D) - IsKeyDown(KEY_A));
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char sideway = (IsKeyDown(KEY_D) - IsKeyDown(KEY_A));
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char forward = (IsKeyDown(KEY_W) - IsKeyDown(KEY_S));
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char forward = (IsKeyDown(KEY_W) - IsKeyDown(KEY_S));
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@@ -145,27 +116,30 @@ void UpdateDrawFrame(void)
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UpdateBody(&player, lookRotation.x, sideway, forward, IsKeyPressed(KEY_SPACE), crouching);
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UpdateBody(&player, lookRotation.x, sideway, forward, IsKeyPressed(KEY_SPACE), crouching);
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float delta = GetFrameTime();
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float delta = GetFrameTime();
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headLerp = Lerp(headLerp, (crouching ? CROUCH_HEIGHT : STAND_HEIGHT), 20.f * delta);
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headLerp = Lerp(headLerp, (crouching ? CROUCH_HEIGHT : STAND_HEIGHT), 20.0f*delta);
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camera.position = (Vector3){
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camera.position = (Vector3){
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player.position.x,
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player.position.x,
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player.position.y + (BOTTOM_HEIGHT + headLerp),
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player.position.y + (BOTTOM_HEIGHT + headLerp),
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player.position.z,
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player.position.z,
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};
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};
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if (player.isGrounded && (forward != 0 || sideway != 0)) {
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if (player.isGrounded && ((forward != 0) || (sideway != 0)))
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headTimer += delta * 3.f;
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{
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walkLerp = Lerp(walkLerp, 1.f, 10.f * delta);
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headTimer += delta*3.0f;
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camera.fovy = Lerp(camera.fovy, 55.f, 5.f * delta);
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walkLerp = Lerp(walkLerp, 1.0f, 10.0f*delta);
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camera.fovy = Lerp(camera.fovy, 55.0f, 5.0f*delta);
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}
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}
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else {
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else
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walkLerp = Lerp(walkLerp, 0.f, 10.f * delta);
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{
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camera.fovy = Lerp(camera.fovy, 60.f, 5.f * delta);
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walkLerp = Lerp(walkLerp, 0.0f, 10.0f*delta);
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camera.fovy = Lerp(camera.fovy, 60.0f, 5.0f*delta);
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}
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}
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lean.x = Lerp(lean.x, sideway * 0.02f, 10.f * delta);
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lean.x = Lerp(lean.x, sideway*0.02f, 10.0f*delta);
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lean.y = Lerp(lean.y, forward * 0.015f, 10.f * delta);
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lean.y = Lerp(lean.y, forward*0.015f, 10.0f*delta);
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UpdateCameraAngle();
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UpdateCameraAngle(&camera);
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//----------------------------------------------------------------------------------
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// Draw
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// Draw
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//----------------------------------------------------------------------------------
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//----------------------------------------------------------------------------------
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@@ -174,122 +148,116 @@ void UpdateDrawFrame(void)
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ClearBackground(RAYWHITE);
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ClearBackground(RAYWHITE);
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BeginMode3D(camera);
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BeginMode3D(camera);
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DrawLevel();
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DrawLevel();
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EndMode3D();
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EndMode3D();
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// Draw info box
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// Draw info box
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DrawRectangle(5, 5, 330, 100, Fade(SKYBLUE, 0.5f));
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DrawRectangle(5, 5, 330, 75, Fade(SKYBLUE, 0.5f));
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DrawRectangleLines(5, 5, 330, 100, BLUE);
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DrawRectangleLines(5, 5, 330, 75, BLUE);
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DrawText("Camera controls:", 15, 15, 10, BLACK);
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DrawText("Camera controls:", 15, 15, 10, BLACK);
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DrawText("- Move keys: W, A, S, D, Space, Left-Ctrl", 15, 30, 10, BLACK);
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DrawText("- Move keys: W, A, S, D, Space, Left-Ctrl", 15, 30, 10, BLACK);
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DrawText("- Look around: arrow keys or mouse", 15, 45, 10, BLACK);
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DrawText("- Look around: arrow keys or mouse", 15, 45, 10, BLACK);
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DrawText(TextFormat("- Velocity Len: (%06.3f)", Vector2Length((Vector2) { player.velocity.x, player.velocity.z })), 15, 60, 10, BLACK);
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DrawText(TextFormat("- Velocity Len: (%06.3f)", Vector2Length((Vector2){ player.velocity.x, player.velocity.z })), 15, 60, 10, BLACK);
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EndDrawing();
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EndDrawing();
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//----------------------------------------------------------------------------------
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//----------------------------------------------------------------------------------
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}
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// De-Initialization
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//--------------------------------------------------------------------------------------
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CloseWindow(); // Close window and OpenGL context
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//--------------------------------------------------------------------------------------
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return 0;
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}
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}
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//----------------------------------------------------------------------------------
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// Module functions definition
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//----------------------------------------------------------------------------------
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void UpdateBody(Body* body, float rot, char side, char forward, bool jumpPressed, bool crouchHold)
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void UpdateBody(Body* body, float rot, char side, char forward, bool jumpPressed, bool crouchHold)
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{
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{
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Vector2 input = (Vector2){ (float)side, (float)-forward };
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Vector2 input = (Vector2){ (float)side, (float)-forward };
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#if defined(NORMALIZE_INPUT)
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#if defined(NORMALIZE_INPUT)
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// Slow down diagonal movement
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// Slow down diagonal movement
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if (side != 0 & forward != 0)
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if ((side != 0) && (forward != 0)) input = Vector2Normalize(input);
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{
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input = Vector2Normalize(input);
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}
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#endif
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#endif
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float delta = GetFrameTime();
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float delta = GetFrameTime();
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if (!body->isGrounded)
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if (!body->isGrounded) body->velocity.y -= GRAVITY*delta;
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{
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body->velocity.y -= GRAVITY * delta;
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}
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if (body->isGrounded && jumpPressed)
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if (body->isGrounded && jumpPressed)
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{
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{
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body->velocity.y = JUMP_FORCE;
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body->velocity.y = JUMP_FORCE;
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body->isGrounded = false;
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body->isGrounded = false;
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SetSoundPitch(body->soundJump, 1.f + (GetRandomValue(-100, 100) * 0.001));
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PlaySound(body->soundJump);
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// Sound can be played at this moment
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//SetSoundPitch(fxJump, 1.0f + (GetRandomValue(-100, 100)*0.001));
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//PlaySound(fxJump);
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}
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}
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Vector3 front_vec = (Vector3){ sin(rot), 0.f, cos(rot) };
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Vector3 front = (Vector3){ sin(rot), 0.f, cos(rot) };
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Vector3 right_vec = (Vector3){ cos(-rot), 0.f, sin(-rot) };
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Vector3 right = (Vector3){ cos(-rot), 0.f, sin(-rot) };
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|
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Vector3 desired_dir = (Vector3){
|
Vector3 desiredDir = (Vector3){ input.x*right.x + input.y*front.x, 0.0f, input.x*right.z + input.y*front.z, };
|
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input.x * right_vec.x + input.y * front_vec.x,
|
body->dir = Vector3Lerp(body->dir, desiredDir, CONTROL*delta);
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0.f,
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input.x * right_vec.z + input.y * front_vec.z,
|
|
||||||
};
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body->dir = Vector3Lerp(body->dir, desired_dir, CONTROL * delta);
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float decel = (body->isGrounded ? FRICTION : AIR_DRAG);
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||||||
|
Vector3 hvel = (Vector3){ body->velocity.x*decel, 0.0f, body->velocity.z*decel };
|
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|
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||||||
float decel = body->isGrounded ? FRICTION : AIR_DRAG;
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float hvelLength = Vector3Length(hvel); // Magnitude
|
||||||
Vector3 hvel = (Vector3){
|
if (hvelLength < (MAX_SPEED*0.01f)) hvel = (Vector3){ 0 };
|
||||||
body->velocity.x * decel,
|
|
||||||
0.f,
|
|
||||||
body->velocity.z * decel
|
|
||||||
};
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|
||||||
|
|
||||||
float hvel_length = Vector3Length(hvel); // a.k.a. magnitude
|
// This is what creates strafing
|
||||||
if (hvel_length < MAX_SPEED * 0.01f) {
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|
||||||
hvel = (Vector3){ 0 };
|
|
||||||
}
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|
||||||
|
|
||||||
/* This is what creates strafing */
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|
||||||
float speed = Vector3DotProduct(hvel, body->dir);
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float speed = Vector3DotProduct(hvel, body->dir);
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||||||
|
|
||||||
/*
|
// Whenever the amount of acceleration to add is clamped by the maximum acceleration constant,
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||||||
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
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||||||
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
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||||||
More info here: https://youtu.be/v3zT3Z5apaM?t=165
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float maxSpeed = (crouchHold? CROUCH_SPEED : MAX_SPEED);
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||||||
*/
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float accel = Clamp(maxSpeed - speed, 0.f, MAX_ACCEL*delta);
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float max_speed = crouchHold ? CROUCH_SPEED : MAX_SPEED;
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hvel.x += body->dir.x*accel;
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||||||
float accel = Clamp(max_speed - speed, 0.f, MAX_ACCEL * delta);
|
hvel.z += body->dir.z*accel;
|
||||||
hvel.x += body->dir.x * accel;
|
|
||||||
hvel.z += body->dir.z * accel;
|
|
||||||
|
|
||||||
body->velocity.x = hvel.x;
|
body->velocity.x = hvel.x;
|
||||||
body->velocity.z = hvel.z;
|
body->velocity.z = hvel.z;
|
||||||
|
|
||||||
body->position.x += body->velocity.x * delta;
|
body->position.x += body->velocity.x*delta;
|
||||||
body->position.y += body->velocity.y * delta;
|
body->position.y += body->velocity.y*delta;
|
||||||
body->position.z += body->velocity.z * delta;
|
body->position.z += body->velocity.z*delta;
|
||||||
|
|
||||||
/* Fancy collision system against "THE FLOOR" */
|
// Fancy collision system against the floor
|
||||||
if (body->position.y <= 0.f)
|
if (body->position.y <= 0.0f)
|
||||||
{
|
{
|
||||||
body->position.y = 0.f;
|
body->position.y = 0.0f;
|
||||||
body->velocity.y = 0.f;
|
body->velocity.y = 0.0f;
|
||||||
body->isGrounded = true; // <= enables jumping
|
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 up = (Vector3){ 0.0f, 1.0f, 0.0f };
|
||||||
const Vector3 targetOffset = (Vector3){ 0.f, 0.f, -1.f };
|
const Vector3 targetOffset = (Vector3){ 0.0f, 0.0f, -1.0f };
|
||||||
|
|
||||||
/* Left & Right */
|
// Left and right
|
||||||
Vector3 yaw = Vector3RotateByAxisAngle(targetOffset, up, lookRotation.x);
|
Vector3 yaw = Vector3RotateByAxisAngle(targetOffset, up, lookRotation.x);
|
||||||
|
|
||||||
// Clamp view up
|
// Clamp view up
|
||||||
float maxAngleUp = Vector3Angle(up, yaw);
|
float maxAngleUp = Vector3Angle(up, yaw);
|
||||||
maxAngleUp -= 0.001f; // avoid numerical errors
|
maxAngleUp -= 0.001f; // Avoid numerical errors
|
||||||
if ( -(lookRotation.y) > maxAngleUp) { lookRotation.y = -maxAngleUp; }
|
if ( -(lookRotation.y) > maxAngleUp) { lookRotation.y = -maxAngleUp; }
|
||||||
|
|
||||||
// Clamp view down
|
// Clamp view down
|
||||||
float maxAngleDown = Vector3Angle(Vector3Negate(up), yaw);
|
float maxAngleDown = Vector3Angle(Vector3Negate(up), yaw);
|
||||||
maxAngleDown *= -1.0f; // downwards angle is negative
|
maxAngleDown *= -1.0f; // Downwards angle is negative
|
||||||
maxAngleDown += 0.001f; // avoid numerical errors
|
maxAngleDown += 0.001f; // Avoid numerical errors
|
||||||
if ( -(lookRotation.y) < maxAngleDown) { lookRotation.y = -maxAngleDown; }
|
if ( -(lookRotation.y) < maxAngleDown) { lookRotation.y = -maxAngleDown; }
|
||||||
|
|
||||||
/* Up & Down */
|
// Up and down
|
||||||
Vector3 right = Vector3Normalize(Vector3CrossProduct(yaw, up));
|
Vector3 right = Vector3Normalize(Vector3CrossProduct(yaw, up));
|
||||||
|
|
||||||
// Rotate view vector around right axis
|
// Rotate view vector around right axis
|
||||||
@@ -297,27 +265,28 @@ void UpdateCameraAngle()
|
|||||||
|
|
||||||
// Head animation
|
// Head animation
|
||||||
// Rotate up direction around forward axis
|
// Rotate up direction around forward axis
|
||||||
float _sin = sin(headTimer * PI);
|
float headSin = sin(headTimer*PI);
|
||||||
float _cos = cos(headTimer * PI);
|
float headCos = cos(headTimer*PI);
|
||||||
const float stepRotation = 0.01f;
|
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 bobSide = 0.1f;
|
||||||
const float bobUp = 0.15f;
|
const float bobUp = 0.15f;
|
||||||
Vector3 bobbing = Vector3Scale(right, _sin * bobSide);
|
Vector3 bobbing = Vector3Scale(right, headSin*bobSide);
|
||||||
bobbing.y = fabsf(_cos * bobUp);
|
bobbing.y = fabsf(headCos*bobUp);
|
||||||
camera.position = Vector3Add(camera.position, Vector3Scale(bobbing, walkLerp));
|
|
||||||
|
|
||||||
camera.target = Vector3Add(camera.position, pitch);
|
camera->position = Vector3Add(camera->position, Vector3Scale(bobbing, walkLerp));
|
||||||
|
camera->target = Vector3Add(camera->position, pitch);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// Draw game level
|
||||||
void DrawLevel()
|
static void DrawLevel(void)
|
||||||
{
|
{
|
||||||
const int floorExtent = 25;
|
const int floorExtent = 25;
|
||||||
const float tileSize = 5.f;
|
const float tileSize = 5.0f;
|
||||||
const Color tileColor1 = (Color){ 150, 200, 200, 255 };
|
const Color tileColor1 = (Color){ 150, 200, 200, 255 };
|
||||||
|
|
||||||
// Floor tiles
|
// Floor tiles
|
||||||
for (int y = -floorExtent; y < floorExtent; y++)
|
for (int y = -floorExtent; y < floorExtent; y++)
|
||||||
{
|
{
|
||||||
@@ -325,21 +294,19 @@ void DrawLevel()
|
|||||||
{
|
{
|
||||||
if ((y & 1) && (x & 1))
|
if ((y & 1) && (x & 1))
|
||||||
{
|
{
|
||||||
DrawPlane((Vector3) { x * tileSize, 0.f, y * tileSize},
|
DrawPlane((Vector3){ x*tileSize, 0.0f, y*tileSize}, (Vector2){ tileSize, tileSize }, tileColor1);
|
||||||
(Vector2) {tileSize, tileSize}, tileColor1);
|
|
||||||
}
|
}
|
||||||
else if(!(y & 1) && !(x & 1))
|
else if (!(y & 1) && !(x & 1))
|
||||||
{
|
{
|
||||||
DrawPlane((Vector3) { x * tileSize, 0.f, y * tileSize},
|
DrawPlane((Vector3){ x*tileSize, 0.0f, y*tileSize}, (Vector2){ tileSize, tileSize }, LIGHTGRAY);
|
||||||
(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 };
|
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);
|
DrawCubeV(towerPos, towerSize, towerColor);
|
||||||
DrawCubeWiresV(towerPos, towerSize, DARKBLUE);
|
DrawCubeWiresV(towerPos, towerSize, DARKBLUE);
|
||||||
|
|
||||||
@@ -356,5 +323,5 @@ void DrawLevel()
|
|||||||
DrawCubeWiresV(towerPos, towerSize, DARKBLUE);
|
DrawCubeWiresV(towerPos, towerSize, DARKBLUE);
|
||||||
|
|
||||||
// Red sun
|
// 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 });
|
||||||
}
|
}
|
||||||
|
Binary file not shown.
@@ -35,6 +35,7 @@ Example elements validated:
|
|||||||
| core_3d_camera_free | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ |
|
| core_3d_camera_free | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ |
|
||||||
| core_3d_camera_first_person | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ |
|
| core_3d_camera_first_person | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ |
|
||||||
| core_3d_camera_split_screen | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ |
|
| core_3d_camera_split_screen | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ |
|
||||||
|
| core_3d_fps_controller | ✔ | ✔ | ❌ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ❌ | ✔ | ❌ |
|
||||||
| core_3d_picking | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ |
|
| core_3d_picking | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ |
|
||||||
| core_world_screen | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ |
|
| core_world_screen | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ |
|
||||||
| core_custom_logging | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ |
|
| core_custom_logging | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ |
|
||||||
|
Reference in New Issue
Block a user