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author | salaaad2 <arthurdurant263@gmail.com> | 2022-06-13 22:15:48 +0200 |
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committer | salaaad2 <arthurdurant263@gmail.com> | 2022-06-13 22:15:48 +0200 |
commit | 95cde5c181b5fd1d9ee3f13db749799c4e8ac9d3 (patch) | |
tree | 352480349a46d19ab5b8078ac4ccb79d27166f04 /raylib/src/rcamera.h | |
parent | mouse is captured again, pretty gud (diff) | |
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add raylib to the build chain with -O3 and -march=native
Diffstat (limited to 'raylib/src/rcamera.h')
-rw-r--r-- | raylib/src/rcamera.h | 567 |
1 files changed, 567 insertions, 0 deletions
diff --git a/raylib/src/rcamera.h b/raylib/src/rcamera.h new file mode 100644 index 0000000..f85a231 --- /dev/null +++ b/raylib/src/rcamera.h @@ -0,0 +1,567 @@ +/******************************************************************************************* +* +* rcamera - Basic camera system for multiple camera modes +* +* NOTE: Memory footprint of this library is aproximately 52 bytes (global variables) +* +* CONFIGURATION: +* +* #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. +* +* CONTRIBUTORS: +* Ramon Santamaria: Supervision, review, update and maintenance +* Marc Palau: Initial implementation (2014) +* +* +* LICENSE: zlib/libpng +* +* Copyright (c) 2015-2022 Ramon Santamaria (@raysan5) +* +* 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. +* +* Permission is granted to anyone to use this software for any purpose, including commercial +* applications, and to alter it and redistribute it freely, subject to the following restrictions: +* +* 1. The origin of this software must not be misrepresented; you must not claim that you +* wrote the original software. If you use this software in a product, an acknowledgment +* in the product documentation would be appreciated but is not required. +* +* 2. Altered source versions must be plainly marked as such, and must not be misrepresented +* as being the original software. +* +* 3. This notice may not be removed or altered from any source distribution. +* +**********************************************************************************************/ + +#ifndef RCAMERA_H +#define RCAMERA_H + +//---------------------------------------------------------------------------------- +// Defines and Macros +//---------------------------------------------------------------------------------- +//... + +//---------------------------------------------------------------------------------- +// Types and Structures Definition +// NOTE: Below types are required for CAMERA_STANDALONE usage +//---------------------------------------------------------------------------------- +#if defined(CAMERA_STANDALONE) + // Vector2 type + typedef struct Vector2 { + float x; + float y; + } Vector2; + + // Vector3 type + typedef struct Vector3 { + float x; + float y; + float z; + } Vector3; + + // Camera type, defines a camera position/orientation in 3d space + typedef struct Camera3D { + Vector3 position; // Camera position + Vector3 target; // Camera target it looks-at + Vector3 up; // Camera up vector (rotation over its axis) + float fovy; // Camera field-of-view apperture in Y (degrees) in perspective, used as near plane width in orthographic + int type; // Camera type, defines projection type: CAMERA_PERSPECTIVE or CAMERA_ORTHOGRAPHIC + } Camera3D; + + typedef Camera3D Camera; // Camera type fallback, defaults to Camera3D + + // Camera system modes + typedef enum { + CAMERA_CUSTOM = 0, + CAMERA_FREE, + CAMERA_ORBITAL, + CAMERA_FIRST_PERSON, + CAMERA_THIRD_PERSON + } CameraMode; + + // Camera projection modes + typedef enum { + CAMERA_PERSPECTIVE = 0, + CAMERA_ORTHOGRAPHIC + } CameraProjection; +#endif + +//---------------------------------------------------------------------------------- +// Global Variables Definition +//---------------------------------------------------------------------------------- +//... + +//---------------------------------------------------------------------------------- +// Module Functions Declaration +//---------------------------------------------------------------------------------- + +#ifdef __cplusplus +extern "C" { // Prevents name mangling of functions +#endif + +#if defined(CAMERA_STANDALONE) +void SetCameraMode(Camera camera, int mode); // Set camera mode (multiple camera modes available) +void UpdateCamera(Camera *camera); // Update camera position for selected mode + +void SetCameraPanControl(int keyPan); // Set camera pan key to combine with mouse movement (free camera) +void SetCameraAltControl(int keyAlt); // Set camera alt key to combine with mouse movement (free camera) +void SetCameraSmoothZoomControl(int szoomKey); // Set camera smooth zoom key to combine with mouse (free camera) +void SetCameraMoveControls(int keyFront, int keyBack, + int keyRight, int keyLeft, + int keyUp, int keyDown); // Set camera move controls (1st person and 3rd person cameras) +#endif + +#ifdef __cplusplus +} +#endif + +#endif // CAMERA_H + + +/*********************************************************************************** +* +* CAMERA IMPLEMENTATION +* +************************************************************************************/ + +#if defined(CAMERA_IMPLEMENTATION) + +#include <math.h> // Required for: sinf(), cosf(), sqrtf() + +//---------------------------------------------------------------------------------- +// Defines and Macros +//---------------------------------------------------------------------------------- +#ifndef PI + #define PI 3.14159265358979323846 +#endif +#ifndef DEG2RAD + #define DEG2RAD (PI/180.0f) +#endif +#ifndef RAD2DEG + #define RAD2DEG (180.0f/PI) +#endif + +// Camera mouse movement sensitivity +#define CAMERA_MOUSE_MOVE_SENSITIVITY 0.003f +#define CAMERA_MOUSE_SCROLL_SENSITIVITY 1.5f + +// FREE_CAMERA +#define CAMERA_FREE_MOUSE_SENSITIVITY 0.01f +#define CAMERA_FREE_DISTANCE_MIN_CLAMP 0.3f +#define CAMERA_FREE_DISTANCE_MAX_CLAMP 120.0f +#define CAMERA_FREE_MIN_CLAMP 85.0f +#define CAMERA_FREE_MAX_CLAMP -85.0f +#define CAMERA_FREE_SMOOTH_ZOOM_SENSITIVITY 0.05f +#define CAMERA_FREE_PANNING_DIVIDER 5.1f + +// ORBITAL_CAMERA +#define CAMERA_ORBITAL_SPEED 0.01f // Radians per frame + +// FIRST_PERSON +//#define CAMERA_FIRST_PERSON_MOUSE_SENSITIVITY 0.003f +#define CAMERA_FIRST_PERSON_FOCUS_DISTANCE 25.0f +#define CAMERA_FIRST_PERSON_MIN_CLAMP 89.0f +#define CAMERA_FIRST_PERSON_MAX_CLAMP -89.0f + +#define CAMERA_FIRST_PERSON_STEP_TRIGONOMETRIC_DIVIDER 8.0f +#define CAMERA_FIRST_PERSON_STEP_DIVIDER 30.0f +#define CAMERA_FIRST_PERSON_WAVING_DIVIDER 200.0f + +// THIRD_PERSON +//#define CAMERA_THIRD_PERSON_MOUSE_SENSITIVITY 0.003f +#define CAMERA_THIRD_PERSON_DISTANCE_CLAMP 1.2f +#define CAMERA_THIRD_PERSON_MIN_CLAMP 5.0f +#define CAMERA_THIRD_PERSON_MAX_CLAMP -85.0f +#define CAMERA_THIRD_PERSON_OFFSET (Vector3){ 0.4f, 0.0f, 0.0f } + +// PLAYER (used by camera) +#define PLAYER_MOVEMENT_SENSITIVITY 20.0f + +//---------------------------------------------------------------------------------- +// Types and Structures Definition +//---------------------------------------------------------------------------------- +// Camera move modes (first person and third person cameras) +typedef enum { + MOVE_FRONT = 0, + MOVE_BACK, + MOVE_RIGHT, + MOVE_LEFT, + MOVE_UP, + MOVE_DOWN +} CameraMove; + +// Camera global state context data [56 bytes] +typedef struct { + unsigned int mode; // Current camera mode + float targetDistance; // Camera distance from position to target + float playerEyesPosition; // Player eyes position from ground (in meters) + Vector2 angle; // Camera angle in plane XZ + Vector2 previousMousePosition; // Previous mouse position + + // Camera movement control keys + int moveControl[6]; // Move controls (CAMERA_FIRST_PERSON) + int smoothZoomControl; // Smooth zoom control key + int altControl; // Alternative control key + int panControl; // Pan view control key +} CameraData; + +//---------------------------------------------------------------------------------- +// Global Variables Definition +//---------------------------------------------------------------------------------- +static CameraData CAMERA = { // Global CAMERA state context + .mode = 0, + .targetDistance = 0, + .playerEyesPosition = 1.85f, + .angle = { 0 }, + .previousMousePosition = { 0 }, + .moveControl = { 'W', 'S', 'D', 'A', 'E', 'Q' }, + .smoothZoomControl = 341, // raylib: KEY_LEFT_CONTROL + .altControl = 342, // raylib: KEY_LEFT_ALT + .panControl = 2 // raylib: MOUSE_BUTTON_MIDDLE +}; + +//---------------------------------------------------------------------------------- +// Module specific Functions Declaration +//---------------------------------------------------------------------------------- +#if defined(CAMERA_STANDALONE) +// NOTE: Camera controls depend on some raylib input functions +static void EnableCursor() {} // Unlock cursor +static void DisableCursor() {} // Lock cursor + +static int IsKeyDown(int key) { return 0; } + +static int IsMouseButtonDown(int button) { return 0;} +static float GetMouseWheelMove() { return 0.0f; } +static Vector2 GetMousePosition() { return (Vector2){ 0.0f, 0.0f }; } +#endif + +//---------------------------------------------------------------------------------- +// Module Functions Definition +//---------------------------------------------------------------------------------- + +// Select camera mode (multiple camera modes available) +void SetCameraMode(Camera camera, int mode) +{ + Vector3 v1 = camera.position; + Vector3 v2 = camera.target; + + float dx = v2.x - v1.x; + float dy = v2.y - v1.y; + float dz = v2.z - v1.z; + + CAMERA.targetDistance = sqrtf(dx*dx + dy*dy + dz*dz); // Distance to target + + // Camera angle calculation + CAMERA.angle.x = atan2f(dx, dz); // Camera angle in plane XZ (0 aligned with Z, move positive CCW) + CAMERA.angle.y = atan2f(dy, sqrtf(dx*dx + dz*dz)); // Camera angle in plane XY (0 aligned with X, move positive CW) + + CAMERA.playerEyesPosition = camera.position.y; // Init player eyes position to camera Y position + + CAMERA.previousMousePosition = GetMousePosition(); // Init mouse position + + // Lock cursor for first person and third person cameras + if ((mode == CAMERA_FIRST_PERSON) || (mode == CAMERA_THIRD_PERSON)) DisableCursor(); + else EnableCursor(); + + CAMERA.mode = mode; +} + +// Update camera depending on selected mode +// NOTE: Camera controls depend on some raylib functions: +// System: EnableCursor(), DisableCursor() +// Mouse: IsMouseButtonDown(), GetMousePosition(), GetMouseWheelMove() +// Keys: IsKeyDown() +void UpdateCamera(Camera *camera) +{ + static int swingCounter = 0; // Used for 1st person swinging movement + + // TODO: Compute CAMERA.targetDistance and CAMERA.angle here (?) + + // Mouse movement detection + Vector2 mousePositionDelta = { 0.0f, 0.0f }; + Vector2 mousePosition = GetMousePosition(); + float mouseWheelMove = GetMouseWheelMove(); + + // Keys input detection + // TODO: Input detection is raylib-dependant, it could be moved outside the module + bool keyPan = IsMouseButtonDown(CAMERA.panControl); + bool keyAlt = IsKeyDown(CAMERA.altControl); + bool szoomKey = IsKeyDown(CAMERA.smoothZoomControl); + bool direction[6] = { IsKeyDown(CAMERA.moveControl[MOVE_FRONT]), + IsKeyDown(CAMERA.moveControl[MOVE_BACK]), + IsKeyDown(CAMERA.moveControl[MOVE_RIGHT]), + IsKeyDown(CAMERA.moveControl[MOVE_LEFT]), + IsKeyDown(CAMERA.moveControl[MOVE_UP]), + IsKeyDown(CAMERA.moveControl[MOVE_DOWN]) }; + + if (CAMERA.mode != CAMERA_CUSTOM) + { + mousePositionDelta.x = mousePosition.x - CAMERA.previousMousePosition.x; + mousePositionDelta.y = mousePosition.y - CAMERA.previousMousePosition.y; + + CAMERA.previousMousePosition = mousePosition; + } + + // Support for multiple automatic camera modes + // NOTE: In case of CAMERA_CUSTOM nothing happens here, user must update it manually + switch (CAMERA.mode) + { + case CAMERA_FREE: // Camera free controls, using standard 3d-content-creation scheme + { + // Camera zoom + if ((CAMERA.targetDistance < CAMERA_FREE_DISTANCE_MAX_CLAMP) && (mouseWheelMove < 0)) + { + CAMERA.targetDistance -= (mouseWheelMove*CAMERA_MOUSE_SCROLL_SENSITIVITY); + if (CAMERA.targetDistance > CAMERA_FREE_DISTANCE_MAX_CLAMP) CAMERA.targetDistance = CAMERA_FREE_DISTANCE_MAX_CLAMP; + } + + // Camera looking down + else if ((camera->position.y > camera->target.y) && (CAMERA.targetDistance == CAMERA_FREE_DISTANCE_MAX_CLAMP) && (mouseWheelMove < 0)) + { + camera->target.x += mouseWheelMove*(camera->target.x - camera->position.x)*CAMERA_MOUSE_SCROLL_SENSITIVITY/CAMERA.targetDistance; + camera->target.y += mouseWheelMove*(camera->target.y - camera->position.y)*CAMERA_MOUSE_SCROLL_SENSITIVITY/CAMERA.targetDistance; + camera->target.z += mouseWheelMove*(camera->target.z - camera->position.z)*CAMERA_MOUSE_SCROLL_SENSITIVITY/CAMERA.targetDistance; + } + else if ((camera->position.y > camera->target.y) && (camera->target.y >= 0)) + { + camera->target.x += mouseWheelMove*(camera->target.x - camera->position.x)*CAMERA_MOUSE_SCROLL_SENSITIVITY/CAMERA.targetDistance; + camera->target.y += mouseWheelMove*(camera->target.y - camera->position.y)*CAMERA_MOUSE_SCROLL_SENSITIVITY/CAMERA.targetDistance; + camera->target.z += mouseWheelMove*(camera->target.z - camera->position.z)*CAMERA_MOUSE_SCROLL_SENSITIVITY/CAMERA.targetDistance; + + // if (camera->target.y < 0) camera->target.y = -0.001; + } + else if ((camera->position.y > camera->target.y) && (camera->target.y < 0) && (mouseWheelMove > 0)) + { + CAMERA.targetDistance -= (mouseWheelMove*CAMERA_MOUSE_SCROLL_SENSITIVITY); + if (CAMERA.targetDistance < CAMERA_FREE_DISTANCE_MIN_CLAMP) CAMERA.targetDistance = CAMERA_FREE_DISTANCE_MIN_CLAMP; + } + // Camera looking up + else if ((camera->position.y < camera->target.y) && (CAMERA.targetDistance == CAMERA_FREE_DISTANCE_MAX_CLAMP) && (mouseWheelMove < 0)) + { + camera->target.x += mouseWheelMove*(camera->target.x - camera->position.x)*CAMERA_MOUSE_SCROLL_SENSITIVITY/CAMERA.targetDistance; + camera->target.y += mouseWheelMove*(camera->target.y - camera->position.y)*CAMERA_MOUSE_SCROLL_SENSITIVITY/CAMERA.targetDistance; + camera->target.z += mouseWheelMove*(camera->target.z - camera->position.z)*CAMERA_MOUSE_SCROLL_SENSITIVITY/CAMERA.targetDistance; + } + else if ((camera->position.y < camera->target.y) && (camera->target.y <= 0)) + { + camera->target.x += mouseWheelMove*(camera->target.x - camera->position.x)*CAMERA_MOUSE_SCROLL_SENSITIVITY/CAMERA.targetDistance; + camera->target.y += mouseWheelMove*(camera->target.y - camera->position.y)*CAMERA_MOUSE_SCROLL_SENSITIVITY/CAMERA.targetDistance; + camera->target.z += mouseWheelMove*(camera->target.z - camera->position.z)*CAMERA_MOUSE_SCROLL_SENSITIVITY/CAMERA.targetDistance; + + // if (camera->target.y > 0) camera->target.y = 0.001; + } + else if ((camera->position.y < camera->target.y) && (camera->target.y > 0) && (mouseWheelMove > 0)) + { + CAMERA.targetDistance -= (mouseWheelMove*CAMERA_MOUSE_SCROLL_SENSITIVITY); + if (CAMERA.targetDistance < CAMERA_FREE_DISTANCE_MIN_CLAMP) CAMERA.targetDistance = CAMERA_FREE_DISTANCE_MIN_CLAMP; + } + + // Input keys checks + if (keyPan) + { + if (keyAlt) // Alternative key behaviour + { + if (szoomKey) + { + // Camera smooth zoom + CAMERA.targetDistance += (mousePositionDelta.y*CAMERA_FREE_SMOOTH_ZOOM_SENSITIVITY); + } + else + { + // Camera rotation + CAMERA.angle.x += mousePositionDelta.x*-CAMERA_FREE_MOUSE_SENSITIVITY; + CAMERA.angle.y += mousePositionDelta.y*-CAMERA_FREE_MOUSE_SENSITIVITY; + + // Angle clamp + if (CAMERA.angle.y > CAMERA_FREE_MIN_CLAMP*DEG2RAD) CAMERA.angle.y = CAMERA_FREE_MIN_CLAMP*DEG2RAD; + else if (CAMERA.angle.y < CAMERA_FREE_MAX_CLAMP*DEG2RAD) CAMERA.angle.y = CAMERA_FREE_MAX_CLAMP*DEG2RAD; + } + } + else + { + // Camera panning + camera->target.x += ((mousePositionDelta.x*CAMERA_FREE_MOUSE_SENSITIVITY)*cosf(CAMERA.angle.x) + (mousePositionDelta.y*-CAMERA_FREE_MOUSE_SENSITIVITY)*sinf(CAMERA.angle.x)*sinf(CAMERA.angle.y))*(CAMERA.targetDistance/CAMERA_FREE_PANNING_DIVIDER); + camera->target.y += ((mousePositionDelta.y*CAMERA_FREE_MOUSE_SENSITIVITY)*cosf(CAMERA.angle.y))*(CAMERA.targetDistance/CAMERA_FREE_PANNING_DIVIDER); + camera->target.z += ((mousePositionDelta.x*-CAMERA_FREE_MOUSE_SENSITIVITY)*sinf(CAMERA.angle.x) + (mousePositionDelta.y*-CAMERA_FREE_MOUSE_SENSITIVITY)*cosf(CAMERA.angle.x)*sinf(CAMERA.angle.y))*(CAMERA.targetDistance/CAMERA_FREE_PANNING_DIVIDER); + } + } + + // Update camera position with changes + camera->position.x = 2 + -sinf(CAMERA.angle.x)*CAMERA.targetDistance*cosf(CAMERA.angle.y) + camera->target.x; + camera->position.y = 2 + -sinf(CAMERA.angle.y)*CAMERA.targetDistance + camera->target.y; + camera->position.z = 2 + -cosf(CAMERA.angle.x)*CAMERA.targetDistance*cosf(CAMERA.angle.y) + camera->target.z; + + } break; + case CAMERA_ORBITAL: // Camera just orbits around target, only zoom allowed + { + CAMERA.angle.x += CAMERA_ORBITAL_SPEED; // Camera orbit angle + CAMERA.targetDistance -= (mouseWheelMove*CAMERA_MOUSE_SCROLL_SENSITIVITY); // Camera zoom + + // Camera distance clamp + if (CAMERA.targetDistance < CAMERA_THIRD_PERSON_DISTANCE_CLAMP) CAMERA.targetDistance = CAMERA_THIRD_PERSON_DISTANCE_CLAMP; + + // Update camera position with changes + camera->position.x = sinf(CAMERA.angle.x)*CAMERA.targetDistance*cosf(CAMERA.angle.y) + camera->target.x; + camera->position.y = ((CAMERA.angle.y <= 0.0f)? 1 : -1)*sinf(CAMERA.angle.y)*CAMERA.targetDistance*sinf(CAMERA.angle.y) + camera->target.y; + camera->position.z = cosf(CAMERA.angle.x)*CAMERA.targetDistance*cosf(CAMERA.angle.y) + camera->target.z; + + } break; + case CAMERA_FIRST_PERSON: // Camera moves as in a first-person game, controls are configurable + { + camera->position.x += (sinf(CAMERA.angle.x)*direction[MOVE_BACK] - + sinf(CAMERA.angle.x)*direction[MOVE_FRONT] - + cosf(CAMERA.angle.x)*direction[MOVE_LEFT] + + cosf(CAMERA.angle.x)*direction[MOVE_RIGHT])/PLAYER_MOVEMENT_SENSITIVITY; + + camera->position.y += (sinf(CAMERA.angle.y)*direction[MOVE_FRONT] - + sinf(CAMERA.angle.y)*direction[MOVE_BACK] + + 1.0f*direction[MOVE_UP] - 1.0f*direction[MOVE_DOWN])/PLAYER_MOVEMENT_SENSITIVITY; + + camera->position.z += (cosf(CAMERA.angle.x)*direction[MOVE_BACK] - + cosf(CAMERA.angle.x)*direction[MOVE_FRONT] + + sinf(CAMERA.angle.x)*direction[MOVE_LEFT] - + sinf(CAMERA.angle.x)*direction[MOVE_RIGHT])/PLAYER_MOVEMENT_SENSITIVITY; + + // Camera orientation calculation + CAMERA.angle.x += (mousePositionDelta.x*-CAMERA_MOUSE_MOVE_SENSITIVITY); + CAMERA.angle.y += (mousePositionDelta.y*-CAMERA_MOUSE_MOVE_SENSITIVITY); + + // Angle clamp + if (CAMERA.angle.y > CAMERA_FIRST_PERSON_MIN_CLAMP*DEG2RAD) CAMERA.angle.y = CAMERA_FIRST_PERSON_MIN_CLAMP*DEG2RAD; + else if (CAMERA.angle.y < CAMERA_FIRST_PERSON_MAX_CLAMP*DEG2RAD) CAMERA.angle.y = CAMERA_FIRST_PERSON_MAX_CLAMP*DEG2RAD; + + // Calculate translation matrix + Matrix matTranslation = { 1.0f, 0.0f, 0.0f, 0.0f, + 0.0f, 1.0f, 0.0f, 0.0f, + 0.0f, 0.0f, 1.0f, (CAMERA.targetDistance/CAMERA_FREE_PANNING_DIVIDER), + 0.0f, 0.0f, 0.0f, 1.0f }; + + // Calculate rotation matrix + Matrix matRotation = { 1.0f, 0.0f, 0.0f, 0.0f, + 0.0f, 1.0f, 0.0f, 0.0f, + 0.0f, 0.0f, 1.0f, 0.0f, + 0.0f, 0.0f, 0.0f, 1.0f }; + + float cosz = cosf(0.0f); + float sinz = sinf(0.0f); + float cosy = cosf(-(PI*2 - CAMERA.angle.x)); + float siny = sinf(-(PI*2 - CAMERA.angle.x)); + float cosx = cosf(-(PI*2 - CAMERA.angle.y)); + float sinx = sinf(-(PI*2 - CAMERA.angle.y)); + + matRotation.m0 = cosz*cosy; + matRotation.m4 = (cosz*siny*sinx) - (sinz*cosx); + matRotation.m8 = (cosz*siny*cosx) + (sinz*sinx); + matRotation.m1 = sinz*cosy; + matRotation.m5 = (sinz*siny*sinx) + (cosz*cosx); + matRotation.m9 = (sinz*siny*cosx) - (cosz*sinx); + matRotation.m2 = -siny; + matRotation.m6 = cosy*sinx; + matRotation.m10= cosy*cosx; + + // Multiply translation and rotation matrices + Matrix matTransform = { 0 }; + matTransform.m0 = matTranslation.m0*matRotation.m0 + matTranslation.m1*matRotation.m4 + matTranslation.m2*matRotation.m8 + matTranslation.m3*matRotation.m12; + matTransform.m1 = matTranslation.m0*matRotation.m1 + matTranslation.m1*matRotation.m5 + matTranslation.m2*matRotation.m9 + matTranslation.m3*matRotation.m13; + matTransform.m2 = matTranslation.m0*matRotation.m2 + matTranslation.m1*matRotation.m6 + matTranslation.m2*matRotation.m10 + matTranslation.m3*matRotation.m14; + matTransform.m3 = matTranslation.m0*matRotation.m3 + matTranslation.m1*matRotation.m7 + matTranslation.m2*matRotation.m11 + matTranslation.m3*matRotation.m15; + matTransform.m4 = matTranslation.m4*matRotation.m0 + matTranslation.m5*matRotation.m4 + matTranslation.m6*matRotation.m8 + matTranslation.m7*matRotation.m12; + matTransform.m5 = matTranslation.m4*matRotation.m1 + matTranslation.m5*matRotation.m5 + matTranslation.m6*matRotation.m9 + matTranslation.m7*matRotation.m13; + matTransform.m6 = matTranslation.m4*matRotation.m2 + matTranslation.m5*matRotation.m6 + matTranslation.m6*matRotation.m10 + matTranslation.m7*matRotation.m14; + matTransform.m7 = matTranslation.m4*matRotation.m3 + matTranslation.m5*matRotation.m7 + matTranslation.m6*matRotation.m11 + matTranslation.m7*matRotation.m15; + matTransform.m8 = matTranslation.m8*matRotation.m0 + matTranslation.m9*matRotation.m4 + matTranslation.m10*matRotation.m8 + matTranslation.m11*matRotation.m12; + matTransform.m9 = matTranslation.m8*matRotation.m1 + matTranslation.m9*matRotation.m5 + matTranslation.m10*matRotation.m9 + matTranslation.m11*matRotation.m13; + matTransform.m10 = matTranslation.m8*matRotation.m2 + matTranslation.m9*matRotation.m6 + matTranslation.m10*matRotation.m10 + matTranslation.m11*matRotation.m14; + matTransform.m11 = matTranslation.m8*matRotation.m3 + matTranslation.m9*matRotation.m7 + matTranslation.m10*matRotation.m11 + matTranslation.m11*matRotation.m15; + matTransform.m12 = matTranslation.m12*matRotation.m0 + matTranslation.m13*matRotation.m4 + matTranslation.m14*matRotation.m8 + matTranslation.m15*matRotation.m12; + matTransform.m13 = matTranslation.m12*matRotation.m1 + matTranslation.m13*matRotation.m5 + matTranslation.m14*matRotation.m9 + matTranslation.m15*matRotation.m13; + matTransform.m14 = matTranslation.m12*matRotation.m2 + matTranslation.m13*matRotation.m6 + matTranslation.m14*matRotation.m10 + matTranslation.m15*matRotation.m14; + matTransform.m15 = matTranslation.m12*matRotation.m3 + matTranslation.m13*matRotation.m7 + matTranslation.m14*matRotation.m11 + matTranslation.m15*matRotation.m15; + + camera->target.x = camera->position.x - matTransform.m12; + camera->target.y = camera->position.y - matTransform.m13; + camera->target.z = camera->position.z - matTransform.m14; + + // If movement detected (some key pressed), increase swinging + for (int i = 0; i < 6; i++) if (direction[i]) { swingCounter++; break; } + + // Camera position update + // NOTE: On CAMERA_FIRST_PERSON player Y-movement is limited to player 'eyes position' + camera->position.y = CAMERA.playerEyesPosition - sinf(swingCounter/CAMERA_FIRST_PERSON_STEP_TRIGONOMETRIC_DIVIDER)/CAMERA_FIRST_PERSON_STEP_DIVIDER; + + camera->up.x = sinf(swingCounter/(CAMERA_FIRST_PERSON_STEP_TRIGONOMETRIC_DIVIDER*2))/CAMERA_FIRST_PERSON_WAVING_DIVIDER; + camera->up.z = -sinf(swingCounter/(CAMERA_FIRST_PERSON_STEP_TRIGONOMETRIC_DIVIDER*2))/CAMERA_FIRST_PERSON_WAVING_DIVIDER; + + } break; + case CAMERA_THIRD_PERSON: // Camera moves as in a third-person game, following target at a distance, controls are configurable + { + camera->position.x += (sinf(CAMERA.angle.x)*direction[MOVE_BACK] - + sinf(CAMERA.angle.x)*direction[MOVE_FRONT] - + cosf(CAMERA.angle.x)*direction[MOVE_LEFT] + + cosf(CAMERA.angle.x)*direction[MOVE_RIGHT])/PLAYER_MOVEMENT_SENSITIVITY; + + camera->position.y += (sinf(CAMERA.angle.y)*direction[MOVE_FRONT] - + sinf(CAMERA.angle.y)*direction[MOVE_BACK] + + 1.0f*direction[MOVE_UP] - 1.0f*direction[MOVE_DOWN])/PLAYER_MOVEMENT_SENSITIVITY; + + camera->position.z += (cosf(CAMERA.angle.x)*direction[MOVE_BACK] - + cosf(CAMERA.angle.x)*direction[MOVE_FRONT] + + sinf(CAMERA.angle.x)*direction[MOVE_LEFT] - + sinf(CAMERA.angle.x)*direction[MOVE_RIGHT])/PLAYER_MOVEMENT_SENSITIVITY; + + // Camera orientation calculation + CAMERA.angle.x += (mousePositionDelta.x*-CAMERA_MOUSE_MOVE_SENSITIVITY); + CAMERA.angle.y += (mousePositionDelta.y*-CAMERA_MOUSE_MOVE_SENSITIVITY); + + // Angle clamp + if (CAMERA.angle.y > CAMERA_THIRD_PERSON_MIN_CLAMP*DEG2RAD) CAMERA.angle.y = CAMERA_THIRD_PERSON_MIN_CLAMP*DEG2RAD; + else if (CAMERA.angle.y < CAMERA_THIRD_PERSON_MAX_CLAMP*DEG2RAD) CAMERA.angle.y = CAMERA_THIRD_PERSON_MAX_CLAMP*DEG2RAD; + + // Camera zoom + CAMERA.targetDistance -= (mouseWheelMove*CAMERA_MOUSE_SCROLL_SENSITIVITY); + + // Camera distance clamp + if (CAMERA.targetDistance < CAMERA_THIRD_PERSON_DISTANCE_CLAMP) CAMERA.targetDistance = CAMERA_THIRD_PERSON_DISTANCE_CLAMP; + + camera->position.x = sinf(CAMERA.angle.x)*CAMERA.targetDistance*cosf(CAMERA.angle.y) + camera->target.x; + + if (CAMERA.angle.y <= 0.0f) camera->position.y = sinf(CAMERA.angle.y)*CAMERA.targetDistance*sinf(CAMERA.angle.y) + camera->target.y; + else camera->position.y = -sinf(CAMERA.angle.y)*CAMERA.targetDistance*sinf(CAMERA.angle.y) + camera->target.y; + + camera->position.z = cosf(CAMERA.angle.x)*CAMERA.targetDistance*cosf(CAMERA.angle.y) + camera->target.z; + + } break; + case CAMERA_CUSTOM: break; + default: break; + } +} + +// Set camera pan key to combine with mouse movement (free camera) +void SetCameraPanControl(int keyPan) { CAMERA.panControl = keyPan; } + +// Set camera alt key to combine with mouse movement (free camera) +void SetCameraAltControl(int keyAlt) { CAMERA.altControl = keyAlt; } + +// Set camera smooth zoom key to combine with mouse (free camera) +void SetCameraSmoothZoomControl(int szoomKey) { CAMERA.smoothZoomControl = szoomKey; } + +// Set camera move controls (1st person and 3rd person cameras) +void SetCameraMoveControls(int keyFront, int keyBack, int keyRight, int keyLeft, int keyUp, int keyDown) +{ + CAMERA.moveControl[MOVE_FRONT] = keyFront; + CAMERA.moveControl[MOVE_BACK] = keyBack; + CAMERA.moveControl[MOVE_RIGHT] = keyRight; + CAMERA.moveControl[MOVE_LEFT] = keyLeft; + CAMERA.moveControl[MOVE_UP] = keyUp; + CAMERA.moveControl[MOVE_DOWN] = keyDown; +} + +#endif // CAMERA_IMPLEMENTATION |