diff options
| author | raysan5 <raysan5@gmail.com> | 2015-05-04 23:46:31 +0200 |
|---|---|---|
| committer | raysan5 <raysan5@gmail.com> | 2015-05-04 23:46:31 +0200 |
| commit | eae98e1c34512579d69966c99713bd0c45bfcb50 (patch) | |
| tree | 86b224238a9a017d45e5267b59f755b1c6dfbd1a /src/camera.c | |
| parent | ba257b09f55f240ec48200383fe49ca4bf3e1cab (diff) | |
| download | raylib-eae98e1c34512579d69966c99713bd0c45bfcb50.tar.gz raylib-eae98e1c34512579d69966c99713bd0c45bfcb50.zip | |
Big batch of changes, check description:
- Camera system moved to a separate module [camera.c]
- WIP: Added customization functions for camera controls
- Added custom shaders support on batch drawing
- Complete redesign of textures module to support multiple texture
formats (compressed and uncompressed)
Diffstat (limited to 'src/camera.c')
| -rw-r--r-- | src/camera.c | 476 |
1 files changed, 476 insertions, 0 deletions
diff --git a/src/camera.c b/src/camera.c new file mode 100644 index 00000000..b960afdf --- /dev/null +++ b/src/camera.c @@ -0,0 +1,476 @@ +/********************************************************************************************** +* +* raylib.camera +* +* Camera Modes Setup and Control Functions +* +* Copyright (c) 2015 Marc Palau and Ramon Santamaria +* +* 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. +* +**********************************************************************************************/ + +#include "raylib.h" +#include <math.h> + +//---------------------------------------------------------------------------------- +// Defines and Macros +//---------------------------------------------------------------------------------- +// CAMERA_GENERIC +#define CAMERA_SCROLL_SENSITIVITY 1.5 + +// FREE_CAMERA +#define FREE_CAMERA_MOUSE_SENSITIVITY 0.01 +#define FREE_CAMERA_DISTANCE_MIN_CLAMP 0.3 +#define FREE_CAMERA_DISTANCE_MAX_CLAMP 12 +#define FREE_CAMERA_MIN_CLAMP 85 +#define FREE_CAMERA_MAX_CLAMP -85 +#define FREE_CAMERA_SMOOTH_ZOOM_SENSITIVITY 0.05 +#define FREE_CAMERA_PANNING_DIVIDER 5.1 + +// ORBITAL_CAMERA +#define ORBITAL_CAMERA_SPEED 0.01 + +// FIRST_PERSON +//#define FIRST_PERSON_MOUSE_SENSITIVITY 0.003 +#define FIRST_PERSON_FOCUS_DISTANCE 25 +#define FIRST_PERSON_MIN_CLAMP 85 +#define FIRST_PERSON_MAX_CLAMP -85 + +#define FIRST_PERSON_STEP_TRIGONOMETRIC_DIVIDER 5.0 +#define FIRST_PERSON_STEP_DIVIDER 30.0 +#define FIRST_PERSON_WAVING_DIVIDER 200.0 + +#define FIRST_PERSON_HEIGHT_RELATIVE_EYES_POSITION 0.85 + +// THIRD_PERSON +//#define THIRD_PERSON_MOUSE_SENSITIVITY 0.003 +#define THIRD_PERSON_DISTANCE_CLAMP 1.2 +#define THIRD_PERSON_MIN_CLAMP 5 +#define THIRD_PERSON_MAX_CLAMP -85 +#define THIRD_PERSON_OFFSET (Vector3){ 0.4, 0, 0 } + +// PLAYER (used by camera) +#define PLAYER_WIDTH 0.4 +#define PLAYER_HEIGHT 0.9 +#define PLAYER_DEPTH 0.4 +#define PLAYER_MOVEMENT_DIVIDER 20.0 + +//---------------------------------------------------------------------------------- +// Global Variables Definition +//---------------------------------------------------------------------------------- +static Camera internalCamera = {{2,0,2},{0,0,0},{0,1,0}}; +static Vector2 cameraAngle = { 0, 0 }; +static float cameraTargetDistance = 5; +static Vector3 resetingPosition = { 0, 0, 0 }; +static int resetingKey = 'Z'; +static Vector2 cameraMousePosition = { 0, 0 }; +static Vector2 cameraMouseVariation = { 0, 0 }; +static float mouseSensitivity = 0.003; +static int cameraMovementController[6] = { 'W', 'A', 'S', 'D', 'E', 'Q' }; +static int cameraMovementCounter = 0; +static bool cameraUseGravity = true; +static int pawnControllingKey = MOUSE_MIDDLE_BUTTON; +static int fnControllingKey = KEY_LEFT_ALT; +static int smoothZoomControllingKey = KEY_LEFT_CONTROL; + +static int cameraMode = CAMERA_CUSTOM; + +//---------------------------------------------------------------------------------- +// Module specific Functions Declaration +//---------------------------------------------------------------------------------- +static void ProcessCamera(Camera *camera, Vector3 *playerPosition); +/* +static void SetCameraControls(int front, int left, int back, right, up, down); +static void SetMouseSensitivity(int sensitivity); +static void SetResetPosition(Vector3 resetPosition); +static void SetResetControl(int resetKey); +static void SetPawnControl(int pawnControlKey); +static void SetFnControl(int fnControlKey); +static void SetSmoothZoomControl(int smoothZoomControlKey); +*/ + +//---------------------------------------------------------------------------------- +// Module Functions Definition +//---------------------------------------------------------------------------------- + +// Select camera mode (multiple camera modes available) +void SetCameraMode(int mode) +{ + if ((cameraMode == CAMERA_FIRST_PERSON) && (mode == CAMERA_FREE)) + { + cameraMode = CAMERA_THIRD_PERSON; + cameraTargetDistance = 5; + cameraAngle.y = -40 * DEG2RAD; + ProcessCamera(&internalCamera, &internalCamera.position); + } + else if ((cameraMode == CAMERA_FIRST_PERSON) && (mode == CAMERA_ORBITAL)) + { + cameraMode = CAMERA_THIRD_PERSON; + cameraTargetDistance = 5; + cameraAngle.y = -40 * DEG2RAD; + ProcessCamera(&internalCamera, &internalCamera.position); + } + else if ((cameraMode == CAMERA_CUSTOM) && (mode == CAMERA_FREE)) + { + cameraTargetDistance = 10; + cameraAngle.x = 45 * DEG2RAD; + cameraAngle.y = -40 * DEG2RAD; + internalCamera.target = (Vector3){ 0, 0, 0}; + ProcessCamera(&internalCamera, &internalCamera.position); + } + else if ((cameraMode == CAMERA_CUSTOM) && (mode == CAMERA_ORBITAL)) + { + cameraTargetDistance = 10; + cameraAngle.x = 225 * DEG2RAD; + cameraAngle.y = -40 * DEG2RAD; + internalCamera.target = (Vector3){ 3, 0, 3}; + ProcessCamera(&internalCamera, &internalCamera.position); + } + + cameraMode = mode; +} + +// Update camera with position +Camera UpdateCamera(Vector3 *position) +{ + // Calculate camera + if (cameraMode != CAMERA_CUSTOM) ProcessCamera(&internalCamera, position); + + return internalCamera; +} + +//---------------------------------------------------------------------------------- +// Module specific Functions Definition +//---------------------------------------------------------------------------------- + +// Process desired camera mode and controls +static void ProcessCamera(Camera *camera, Vector3 *playerPosition) +{ +#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB) || defined(PLATFORM_RPI) + // Mouse movement detection + if (cameraMode != CAMERA_FREE) + { + HideCursor(); + + if (GetMousePosition().x < GetScreenHeight() / 3) SetMousePosition((Vector2){ GetScreenWidth() - GetScreenHeight() / 3, GetMousePosition().y}); + else if (GetMousePosition().y < GetScreenHeight() / 3) SetMousePosition((Vector2){ GetMousePosition().x, GetScreenHeight() - GetScreenHeight() / 3}); + else if (GetMousePosition().x > GetScreenWidth() - GetScreenHeight() / 3) SetMousePosition((Vector2) { GetScreenHeight() / 3, GetMousePosition().y}); + else if (GetMousePosition().y > GetScreenHeight() - GetScreenHeight() / 3) SetMousePosition((Vector2){ GetMousePosition().x, GetScreenHeight() / 3}); + else + { + cameraMouseVariation.x = GetMousePosition().x - cameraMousePosition.x; + cameraMouseVariation.y = GetMousePosition().y - cameraMousePosition.y; + } + } + else + { + ShowCursor(); + + cameraMouseVariation.x = GetMousePosition().x - cameraMousePosition.x; + cameraMouseVariation.y = GetMousePosition().y - cameraMousePosition.y; + } + + cameraMousePosition = GetMousePosition(); + + // Support for multiple automatic camera modes + switch (cameraMode) + { + case CAMERA_FREE: + { + // Camera zoom + if ((cameraTargetDistance < FREE_CAMERA_DISTANCE_MAX_CLAMP) && (GetMouseWheelMove() < 0)) + { + cameraTargetDistance -= (GetMouseWheelMove() * 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) && (GetMouseWheelMove() < 0)) + { + camera->target.x += GetMouseWheelMove() * (camera->target.x - camera->position.x) * CAMERA_SCROLL_SENSITIVITY / cameraTargetDistance; + camera->target.y += GetMouseWheelMove() * (camera->target.y - camera->position.y) * CAMERA_SCROLL_SENSITIVITY / cameraTargetDistance; + camera->target.z += GetMouseWheelMove() * (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 += GetMouseWheelMove() * (camera->target.x - camera->position.x) * CAMERA_SCROLL_SENSITIVITY / cameraTargetDistance; + camera->target.y += GetMouseWheelMove() * (camera->target.y - camera->position.y) * CAMERA_SCROLL_SENSITIVITY / cameraTargetDistance; + camera->target.z += GetMouseWheelMove() * (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) && (GetMouseWheelMove() > 0)) + { + cameraTargetDistance -= (GetMouseWheelMove() * 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) && (GetMouseWheelMove() < 0)) + { + camera->target.x += GetMouseWheelMove() * (camera->target.x - camera->position.x) * CAMERA_SCROLL_SENSITIVITY / cameraTargetDistance; + camera->target.y += GetMouseWheelMove() * (camera->target.y - camera->position.y) * CAMERA_SCROLL_SENSITIVITY / cameraTargetDistance; + camera->target.z += GetMouseWheelMove() * (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 += GetMouseWheelMove() * (camera->target.x - camera->position.x) * CAMERA_SCROLL_SENSITIVITY / cameraTargetDistance; + camera->target.y += GetMouseWheelMove() * (camera->target.y - camera->position.y) * CAMERA_SCROLL_SENSITIVITY / cameraTargetDistance; + camera->target.z += GetMouseWheelMove() * (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) && (GetMouseWheelMove() > 0)) + { + cameraTargetDistance -= (GetMouseWheelMove() * CAMERA_SCROLL_SENSITIVITY); + if (cameraTargetDistance < FREE_CAMERA_DISTANCE_MIN_CLAMP) cameraTargetDistance = FREE_CAMERA_DISTANCE_MIN_CLAMP; + } + + // Inputs + if (IsKeyDown(fnControllingKey)) + { + if (IsKeyDown(smoothZoomControllingKey)) + { + // Camera smooth zoom + if (IsMouseButtonDown(pawnControllingKey)) cameraTargetDistance += (cameraMouseVariation.y * FREE_CAMERA_SMOOTH_ZOOM_SENSITIVITY); + } + // Camera orientation calculation + else if (IsMouseButtonDown(pawnControllingKey)) + { + // 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 (IsMouseButtonDown(pawnControllingKey)) + { + 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 + if (IsKeyDown(resetingKey)) camera->target = resetingPosition; + + // Camera position update + camera->position.x = sin(cameraAngle.x) * cameraTargetDistance * cos(cameraAngle.y) + camera->target.x; + + if (cameraAngle.y <= 0) 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 -= (GetMouseWheelMove() * 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, 0, 0 }; + + // Camera position update + camera->position.x = sin(cameraAngle.x) * cameraTargetDistance * cos(cameraAngle.y) + camera->target.x; + + if (cameraAngle.y <= 0) 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(cameraMovementController[0])) + { + 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(cameraMovementController[2])) + { + 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(cameraMovementController[1])) + { + playerPosition->x -= cos(cameraAngle.x) / PLAYER_MOVEMENT_DIVIDER; + playerPosition->z += sin(cameraAngle.x) / PLAYER_MOVEMENT_DIVIDER; + + isMoving = true; + } + else if (IsKeyDown(cameraMovementController[3])) + { + playerPosition->x += cos(cameraAngle.x) / PLAYER_MOVEMENT_DIVIDER; + playerPosition->z -= sin(cameraAngle.x) / PLAYER_MOVEMENT_DIVIDER; + + isMoving = true; + } + + if (IsKeyDown(cameraMovementController[4])) + { + if (!cameraUseGravity) playerPosition->y += 1 / PLAYER_MOVEMENT_DIVIDER; + } + else if (IsKeyDown(cameraMovementController[5])) + { + if (!cameraUseGravity) playerPosition->y -= 1 / PLAYER_MOVEMENT_DIVIDER; + } + + if (cameraMode == CAMERA_THIRD_PERSON) + { + // Camera orientation calculation + // Get the mouse sensitivity + 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 -= (GetMouseWheelMove() * 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) 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 + { + if (isMoving) cameraMovementCounter++; + + // Camera orientation calculation + // Get the mouse sensitivity + 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(cameraMovementCounter / FIRST_PERSON_STEP_TRIGONOMETRIC_DIVIDER) / FIRST_PERSON_STEP_DIVIDER; + camera->position.z = playerPosition->z; + + camera->up.x = sin(cameraMovementCounter / (FIRST_PERSON_STEP_TRIGONOMETRIC_DIVIDER * 2)) / FIRST_PERSON_WAVING_DIVIDER; + camera->up.z = -sin(cameraMovementCounter / (FIRST_PERSON_STEP_TRIGONOMETRIC_DIVIDER * 2)) / FIRST_PERSON_WAVING_DIVIDER; + } + } break; + default: break; + } +#endif +} + +void SetCameraControls(int frontKey, int leftKey, int backKey, int rightKey, int upKey, int downKey) +{ + cameraMovementController[0] = frontKey; + cameraMovementController[1] = leftKey; + cameraMovementController[2] = backKey; + cameraMovementController[3] = rightKey; + cameraMovementController[4] = upKey; + cameraMovementController[5] = downKey; +} + +void SetMouseSensitivity(float sensitivity) +{ + mouseSensitivity = (sensitivity / 10000.0); +} + +void SetResetPosition(Vector3 resetPosition) +{ + resetingPosition = resetPosition; +} + +void SetResetControl(int resetKey) +{ + resetingKey = resetKey; +} + +void SetPawnControl(int pawnControlKey) +{ + pawnControllingKey = pawnControlKey; +} + +void SetFnControl(int fnControlKey) +{ + fnControllingKey = fnControlKey; +} + +void SetSmoothZoomControl(int smoothZoomControlKey) +{ + smoothZoomControllingKey = smoothZoomControlKey; +} + + + + + + + + + + + + + + + + + + + + + + + + + + |
