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authorMarc Palau <sucdepressec@gmail.com>2015-02-04 20:23:43 +0100
committerMarc Palau <sucdepressec@gmail.com>2015-02-04 20:23:43 +0100
commitb25cdf7f7dcfef070ba4eef27995532ed7d86c04 (patch)
tree8b904a5436f4a203fcb9dd85bb063d7f7a64e263 /src
parentb926765ce009e102cad7c597a3cbae9a9bc15b47 (diff)
downloadraylib-b25cdf7f7dcfef070ba4eef27995532ed7d86c04.tar.gz
raylib-b25cdf7f7dcfef070ba4eef27995532ed7d86c04.zip
Added support for multiple camera modes
Diffstat (limited to 'src')
-rw-r--r--src/core.c297
-rw-r--r--src/raylib.h7
2 files changed, 286 insertions, 18 deletions
diff --git a/src/core.c b/src/core.c
index efff6206..869b7e95 100644
--- a/src/core.c
+++ b/src/core.c
@@ -94,6 +94,45 @@
//----------------------------------------------------------------------------------
#define MAX_TOUCH_POINTS 256
+// CAMERA_GENERIC
+#define CAMERA_SCROLL_SENSITIVITY 1.5
+
+// FREE_CAMERA
+#define FREE_CAMERA_MOUSE_SENSITIVITY 0.01
+#define FREE_CAMERA_DISTANCE_CLAMP 0.3
+#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 5
+#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
+
//----------------------------------------------------------------------------------
// Types and Structures Definition
//----------------------------------------------------------------------------------
@@ -206,9 +245,19 @@ static double targetTime = 0.0; // Desired time for one frame, if 0
static char configFlags = 0;
static bool showLogo = false;
-static bool customCamera = true;
-//static int cameraMode = CUSTOM; // FREE, FIRST_PERSON, THIRD_PERSON
-
+// Camera variables
+static int cameraMode = CAMERA_CUSTOM;
+static Camera currentCamera;
+static Camera internalCamera = {{2,0,2},{0,0,0},{0,1,0}};
+static Vector2 cameraAngle = { 0, 0 };
+static float cameraTargetDistance = 5;
+static Vector2 cameraMousePosition = { 0, 0 };
+static Vector2 cameraMouseVariation = { 0, 0 };
+static int cameraMovementCounter = 0;
+static bool cameraUseGravity = true;
+static Vector3 cameraPosition = { 2, 0, 2 }; // Player
+
+// Shaders variables
static bool enabledPostpro = false;
static unsigned int fboShader = 0;
@@ -261,6 +310,8 @@ static int32_t InputCallback(struct android_app *app, AInputEvent *event); //
static void CommandCallback(struct android_app *app, int32_t cmd); // Process Android activity lifecycle commands
#endif
+static void ProcessCamera(Camera *camera);
+
//----------------------------------------------------------------------------------
// Module Functions Definition - Window and OpenGL Context Functions
//----------------------------------------------------------------------------------
@@ -479,6 +530,9 @@ void BeginDrawing(void)
updateTime = currentTime - previousTime;
previousTime = currentTime;
+ // Calculate camera
+ if (cameraMode != CAMERA_CUSTOM) ProcessCamera(&internalCamera);
+
if (enabledPostpro) rlEnableFBO();
rlClearScreenBuffers();
@@ -543,15 +597,11 @@ void Begin3dMode(Camera camera)
rlLoadIdentity(); // Reset current matrix (MODELVIEW)
// Setup Camera view
- if (customCamera)
- {
- Matrix matLookAt = MatrixLookAt(camera.position, camera.target, camera.up);
- rlMultMatrixf(GetMatrixVector(matLookAt)); // Multiply MODELVIEW matrix by view matrix (camera)
- }
- else
- {
- // TODO: Add support for multiple automatic camera modes
- }
+ if (cameraMode == CAMERA_CUSTOM) currentCamera = camera;
+ else currentCamera = internalCamera;
+
+ Matrix matLookAt = MatrixLookAt(currentCamera.position, currentCamera.target, currentCamera.up);
+ rlMultMatrixf(GetMatrixVector(matLookAt)); // Multiply MODELVIEW matrix by view matrix (camera)
}
// Ends 3D mode and returns to default 2D orthographic mode
@@ -636,7 +686,7 @@ Color Fade(Color color, float alpha)
// Enable some window configurations (SetWindowFlags()?)
// TODO: Review function name and usage
-void SetupFlags(char flags)
+void SetConfigFlags(char flags)
{
configFlags = flags;
@@ -650,6 +700,11 @@ void ShowLogo(void)
showLogo = true;
}
+void SetCameraMode(int mode)
+{
+ cameraMode = mode;
+}
+
//----------------------------------------------------------------------------------
// Module Functions Definition - Input (Keyboard, Mouse, Gamepad) Functions
//----------------------------------------------------------------------------------
@@ -2019,13 +2074,13 @@ static void SetupFramebufferSize(int displayWidth, int displayHeight)
if (widthRatio <= heightRatio)
{
renderWidth = displayWidth;
- renderHeight = (int)((float)screenHeight*widthRatio);
+ renderHeight = (int)round((float)screenHeight*widthRatio);
renderOffsetX = 0;
renderOffsetY = (displayHeight - renderHeight);
}
else
{
- renderWidth = (int)((float)screenWidth*heightRatio);
+ renderWidth = (int)round((float)screenWidth*heightRatio);
renderHeight = displayHeight;
renderOffsetX = (displayWidth - renderWidth);
renderOffsetY = 0;
@@ -2055,13 +2110,13 @@ static void SetupFramebufferSize(int displayWidth, int displayHeight)
if (displayRatio <= screenRatio)
{
renderWidth = screenWidth;
- renderHeight = (int)((float)screenWidth/displayRatio);
+ renderHeight = (int)round((float)screenWidth/displayRatio);
renderOffsetX = 0;
renderOffsetY = (renderHeight - screenHeight);
}
else
{
- renderWidth = (int)((float)screenHeight*displayRatio);
+ renderWidth = (int)round((float)screenHeight*displayRatio);
renderHeight = screenHeight;
renderOffsetX = (renderWidth - screenWidth);
renderOffsetY = 0;
@@ -2202,3 +2257,211 @@ static void LogoAnimation(void)
showLogo = false; // Prevent for repeating when reloading window (Android)
}
+// Process desired camera mode and controls
+static void ProcessCamera(Camera *camera)
+{
+ // Mouse movement detection
+ if (fullscreen)
+ {
+ if (GetMousePosition().x < 100) SetMousePosition((Vector2){ screenWidth - 100, GetMousePosition().y});
+ else if (GetMousePosition().y < 100) SetMousePosition((Vector2){ GetMousePosition().x, screenHeight - 100});
+ else if (GetMousePosition().x > screenWidth - 100) SetMousePosition((Vector2) { 100, GetMousePosition().y});
+ else if (GetMousePosition().y > screenHeight - 100) SetMousePosition((Vector2){ GetMousePosition().x, 100});
+ else
+ {
+ cameraMouseVariation.x = GetMousePosition().x - cameraMousePosition.x;
+ cameraMouseVariation.y = GetMousePosition().y - cameraMousePosition.y;
+ }
+ }
+ else
+ {
+ 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:
+ {
+ // Pass to orbiting camera
+ if (IsKeyPressed('O')) cameraMode = CAMERA_ORBITAL;
+
+ // Camera zoom
+ cameraTargetDistance -= (GetMouseWheelMove() * CAMERA_SCROLL_SENSITIVITY);
+
+ // Camera distance clamp
+ if (cameraTargetDistance < FREE_CAMERA_DISTANCE_CLAMP) cameraTargetDistance = FREE_CAMERA_DISTANCE_CLAMP;
+
+ if (IsKeyDown(KEY_LEFT_ALT))
+ {
+ if (IsKeyDown(KEY_LEFT_CONTROL))
+ {
+ // Camera smooth zoom
+ if (IsMouseButtonDown(MOUSE_MIDDLE_BUTTON)) cameraTargetDistance += (cameraMouseVariation.y * FREE_CAMERA_SMOOTH_ZOOM_SENSITIVITY);
+ }
+ // Camera orientation calculation
+ else if (IsMouseButtonDown(MOUSE_MIDDLE_BUTTON))
+ {
+ // 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(MOUSE_MIDDLE_BUTTON))
+ {
+ 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('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_ORBITAL:
+ {
+ // Pass to free camera
+ if (IsKeyPressed('O')) cameraMode = CAMERA_FREE;
+
+ 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('W'))
+ {
+ cameraPosition.x -= sin(cameraAngle.x) / PLAYER_MOVEMENT_DIVIDER;
+ cameraPosition.z -= cos(cameraAngle.x) / PLAYER_MOVEMENT_DIVIDER;
+ if (!cameraUseGravity) camera->position.y += sin(cameraAngle.y) / PLAYER_MOVEMENT_DIVIDER;
+
+ isMoving = true;
+ }
+ else if (IsKeyDown('S'))
+ {
+ cameraPosition.x += sin(cameraAngle.x) / PLAYER_MOVEMENT_DIVIDER;
+ cameraPosition.z += cos(cameraAngle.x) / PLAYER_MOVEMENT_DIVIDER;
+ if (!cameraUseGravity) camera->position.y -= sin(cameraAngle.y) / PLAYER_MOVEMENT_DIVIDER;
+
+ isMoving = true;
+ }
+
+ if (IsKeyDown('A'))
+ {
+ cameraPosition.x -= cos(cameraAngle.x) / PLAYER_MOVEMENT_DIVIDER;
+ cameraPosition.z += sin(cameraAngle.x) / PLAYER_MOVEMENT_DIVIDER;
+
+ isMoving = true;
+ }
+ else if (IsKeyDown('D'))
+ {
+ cameraPosition.x += cos(cameraAngle.x) / PLAYER_MOVEMENT_DIVIDER;
+ cameraPosition.z -= sin(cameraAngle.x) / PLAYER_MOVEMENT_DIVIDER;
+
+ isMoving = true;
+ }
+
+ if (IsKeyDown('E'))
+ {
+ if (!cameraUseGravity) cameraPosition.y += 1 / PLAYER_MOVEMENT_DIVIDER;
+ }
+ else if (IsKeyDown('Q'))
+ {
+ if (!cameraUseGravity) cameraPosition.y -= 1 / PLAYER_MOVEMENT_DIVIDER;
+ }
+
+ if (cameraMode == CAMERA_THIRD_PERSON)
+ {
+ // Camera orientation calculation
+ // Get the mouse sensitivity
+ cameraAngle.x += cameraMouseVariation.x * -THIRD_PERSON_MOUSE_SENSITIVITY;
+ cameraAngle.y += cameraMouseVariation.y * -THIRD_PERSON_MOUSE_SENSITIVITY;
+
+ // 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 = cameraPosition.x + THIRD_PERSON_OFFSET.x * cos(cameraAngle.x) + THIRD_PERSON_OFFSET.z * sin(cameraAngle.x);
+ camera->target.y = cameraPosition.y + PLAYER_HEIGHT * FIRST_PERSON_HEIGHT_RELATIVE_EYES_POSITION + THIRD_PERSON_OFFSET.y;
+ camera->target.z = cameraPosition.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 * -FIRST_PERSON_MOUSE_SENSITIVITY;
+ cameraAngle.y += cameraMouseVariation.y * -FIRST_PERSON_MOUSE_SENSITIVITY;
+
+ // 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 = cameraPosition.x;
+ camera->position.y = (cameraPosition.y + PLAYER_HEIGHT * FIRST_PERSON_HEIGHT_RELATIVE_EYES_POSITION) - sin(cameraMovementCounter / FIRST_PERSON_STEP_TRIGONOMETRIC_DIVIDER) / FIRST_PERSON_STEP_DIVIDER;
+ camera->position.z = cameraPosition.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;
+ }
+} \ No newline at end of file
diff --git a/src/raylib.h b/src/raylib.h
index 6ee78226..63a2b21f 100644
--- a/src/raylib.h
+++ b/src/raylib.h
@@ -252,6 +252,9 @@ typedef struct Camera {
Vector3 up;
} Camera;
+// Camera modes
+typedef enum { CAMERA_CUSTOM = 0, CAMERA_FREE, CAMERA_ORBITAL, CAMERA_FIRST_PERSON, CAMERA_THIRD_PERSON } CameraMode;
+
// Vertex data definning a mesh
typedef struct VertexData {
int vertexCount;
@@ -337,7 +340,8 @@ int GetHexValue(Color color); // Returns hexadecim
int GetRandomValue(int min, int max); // Returns a random value between min and max (both included)
Color Fade(Color color, float alpha); // Color fade-in or fade-out, alpha goes from 0.0f to 1.0f
-void SetupFlags(char flags); // Enable some window configurations
+void SetCameraMode(int mode); // Multiple camera modes available
+void SetConfigFlags(char flags); // Enable some window configurations
void ShowLogo(void); // Activates raylib logo at startup (can be done with flags)
void InitPostShader(void);
@@ -489,6 +493,7 @@ unsigned int LoadCustomShader(char *vsFileName, char *fsFileName);
bool CheckCollisionSpheres(Vector3 centerA, float radiusA, Vector3 centerB, float radiusB);
bool CheckCollisionBoxes(Vector3 minBBox1, Vector3 maxBBox1, Vector3 minBBox2, Vector3 maxBBox2);
bool CheckCollisionBoxSphere(Vector3 minBBox, Vector3 maxBBox, Vector3 centerSphere, float radiusSphere);
+//void ResolveCollisionCubicmap(Image cubicmap, Vector3 mapPosition, Vector3 *playerPosition);
//------------------------------------------------------------------------------------
// Audio Loading and Playing Functions (Module: audio)