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authorraysan5 <raysan5@gmail.com>2016-10-03 13:27:22 +0200
committerraysan5 <raysan5@gmail.com>2016-10-03 13:27:22 +0200
commit637d3195ec705e7f014395ad20cd574bc7fa015e (patch)
tree009a61ce94064c16691d885d2f04ff09eb14f241 /src
parent2ae9ce29eb254870fc82d106027bd4c561e74af8 (diff)
downloadraylib-637d3195ec705e7f014395ad20cd574bc7fa015e.tar.gz
raylib-637d3195ec705e7f014395ad20cd574bc7fa015e.zip
More review on camera system...
Sincerely, don't like it... it should be ported to quaternions... the way it manages cameraTargetDistange and cameraAngle is confusing...
Diffstat (limited to 'src')
-rw-r--r--src/camera.h80
1 files changed, 42 insertions, 38 deletions
diff --git a/src/camera.h b/src/camera.h
index 9bf9132b..33220390 100644
--- a/src/camera.h
+++ b/src/camera.h
@@ -147,7 +147,7 @@ void SetCameraMoveControls(int frontKey, int backKey,
#define CAMERA_FREE_PANNING_DIVIDER 5.1f
// ORBITAL_CAMERA
-#define CAMERA_ORBITAL_SPEED 0.01f
+#define CAMERA_ORBITAL_SPEED 0.01f // Radians per frame
// FIRST_PERSON
//#define CAMERA_FIRST_PERSON_MOUSE_SENSITIVITY 0.003f
@@ -159,8 +159,6 @@ void SetCameraMoveControls(int frontKey, int backKey,
#define CAMERA_FIRST_PERSON_STEP_DIVIDER 30.0f
#define CAMERA_FIRST_PERSON_WAVING_DIVIDER 200.0f
-#define CAMERA_FIRST_PERSON_HEIGHT_RELATIVE_EYES_POSITION 0.85f
-
// THIRD_PERSON
//#define CAMERA_THIRD_PERSON_MOUSE_SENSITIVITY 0.003f
#define CAMERA_THIRD_PERSON_DISTANCE_CLAMP 1.2f
@@ -169,7 +167,7 @@ void SetCameraMoveControls(int frontKey, int backKey,
#define CAMERA_THIRD_PERSON_OFFSET (Vector3){ 0.4f, 0.0f, 0.0f }
// PLAYER (used by camera)
-#define PLAYER_MOVEMENT_DIVIDER 20.0f
+#define PLAYER_MOVEMENT_SENSITIVITY 20.0f
//----------------------------------------------------------------------------------
// Types and Structures Definition
@@ -182,6 +180,7 @@ typedef enum { MOVE_FRONT = 0, MOVE_BACK, MOVE_RIGHT, MOVE_LEFT, MOVE_UP, MOVE_D
//----------------------------------------------------------------------------------
static Vector2 cameraAngle = { 0.0f, 0.0f }; // TODO: Remove! Compute it in UpdateCamera()
static float cameraTargetDistance = 0.0f; // TODO: Remove! Compute it in UpdateCamera()
+static float playerEyesPosition = 1.85f; // Default player eyes position from ground (in meters)
static int cameraMoveControl[6] = { 'W', 'S', 'D', 'A', 'E', 'Q' };
static int cameraPanControlKey = 2; // raylib: MOUSE_MIDDLE_BUTTON
@@ -227,16 +226,18 @@ void SetCameraMode(Camera camera, int mode)
cameraTargetDistance = sqrt(dx*dx + dy*dy + dz*dz);
Vector2 distance = { 0.0f, 0.0f };
- distance.x = sqrt(dx*dx + dy*dy);
- distance.y = sqrt(dx*dx + dz*dz);
+ distance.x = sqrt(dx*dx + dz*dz);
+ distance.y = sqrt(dx*dx + dy*dy);
- // TODO: Review cameraAngle calculation
- //cameraAngle.x = asin(fabs(dx)/distance.x);
- //cameraAngle.y = -asin(fabs(dz)/distance.y);
+ // Camera angle calculation
+ cameraAngle.x = asin(fabs(dx)/distance.x); // Camera angle in plane XZ (0 aligned with Z, move positive CCW)
+ cameraAngle.y = -asin(fabs(dy)/distance.y); // Camera angle in plane XY (0 aligned with X, move positive CW)
// NOTE: Just testing what cameraAngle means
- cameraAngle.x = 90.0f*DEG2RAD; // Camera angle in plane XZ (0 aligned with Z, move positive CCW)
- cameraAngle.y = -80.0f*DEG2RAD; // Camera angle in plane XY (0 aligned with X, move positive CW)
+ //cameraAngle.x = 0.0f*DEG2RAD; // Camera angle in plane XZ (0 aligned with Z, move positive CCW)
+ //cameraAngle.y = -60.0f*DEG2RAD; // Camera angle in plane XY (0 aligned with X, move positive CW)
+
+ playerEyesPosition = camera.position.y;
cameraMode = mode;
}
@@ -361,28 +362,34 @@ void UpdateCamera(Camera *camera)
}
// Input keys checks
- if (altKey)
+ if (panKey)
{
- if (szoomKey) // Camera smooth zoom
+ if (altKey) // Alternative key behaviour
{
- if (panKey) cameraTargetDistance += (mousePositionDelta.y*CAMERA_FREE_SMOOTH_ZOOM_SENSITIVITY);
+ if (szoomKey)
+ {
+ // Camera smooth zoom
+ cameraTargetDistance += (mousePositionDelta.y*CAMERA_FREE_SMOOTH_ZOOM_SENSITIVITY);
+ }
+ else
+ {
+ // Camera rotation
+ cameraAngle.x += mousePositionDelta.x*-CAMERA_FREE_MOUSE_SENSITIVITY;
+ cameraAngle.y += mousePositionDelta.y*-CAMERA_FREE_MOUSE_SENSITIVITY;
+
+ // Angle clamp
+ if (cameraAngle.y > CAMERA_FREE_MIN_CLAMP*DEG2RAD) cameraAngle.y = CAMERA_FREE_MIN_CLAMP*DEG2RAD;
+ else if (cameraAngle.y < CAMERA_FREE_MAX_CLAMP*DEG2RAD) cameraAngle.y = CAMERA_FREE_MAX_CLAMP*DEG2RAD;
+ }
}
- else if (panKey)
+ else
{
- cameraAngle.x += mousePositionDelta.x*-CAMERA_FREE_MOUSE_SENSITIVITY;
- cameraAngle.y += mousePositionDelta.y*-CAMERA_FREE_MOUSE_SENSITIVITY;
-
- // Angle clamp
- if (cameraAngle.y > CAMERA_FREE_MIN_CLAMP*DEG2RAD) cameraAngle.y = CAMERA_FREE_MIN_CLAMP*DEG2RAD;
- else if (cameraAngle.y < CAMERA_FREE_MAX_CLAMP*DEG2RAD) cameraAngle.y = CAMERA_FREE_MAX_CLAMP*DEG2RAD;
+ // Camera panning
+ camera->target.x += ((mousePositionDelta.x*-CAMERA_FREE_MOUSE_SENSITIVITY)*cos(cameraAngle.x) + (mousePositionDelta.y*CAMERA_FREE_MOUSE_SENSITIVITY)*sin(cameraAngle.x)*sin(cameraAngle.y))*(cameraTargetDistance/CAMERA_FREE_PANNING_DIVIDER);
+ camera->target.y += ((mousePositionDelta.y*CAMERA_FREE_MOUSE_SENSITIVITY)*cos(cameraAngle.y))*(cameraTargetDistance/CAMERA_FREE_PANNING_DIVIDER);
+ camera->target.z += ((mousePositionDelta.x*CAMERA_FREE_MOUSE_SENSITIVITY)*sin(cameraAngle.x) + (mousePositionDelta.y*CAMERA_FREE_MOUSE_SENSITIVITY)*cos(cameraAngle.x)*sin(cameraAngle.y))*(cameraTargetDistance/CAMERA_FREE_PANNING_DIVIDER);
}
}
- else if (panKey) // Paning
- {
- camera->target.x += ((mousePositionDelta.x*-CAMERA_FREE_MOUSE_SENSITIVITY)*cos(cameraAngle.x) + (mousePositionDelta.y*CAMERA_FREE_MOUSE_SENSITIVITY)*sin(cameraAngle.x)*sin(cameraAngle.y))*(cameraTargetDistance/CAMERA_FREE_PANNING_DIVIDER);
- camera->target.y += ((mousePositionDelta.y*CAMERA_FREE_MOUSE_SENSITIVITY)*cos(cameraAngle.y))*(cameraTargetDistance/CAMERA_FREE_PANNING_DIVIDER);
- camera->target.z += ((mousePositionDelta.x*CAMERA_FREE_MOUSE_SENSITIVITY)*sin(cameraAngle.x) + (mousePositionDelta.y*CAMERA_FREE_MOUSE_SENSITIVITY)*cos(cameraAngle.x)*sin(cameraAngle.y))*(cameraTargetDistance/CAMERA_FREE_PANNING_DIVIDER);
- }
} break;
case CAMERA_ORBITAL:
@@ -400,20 +407,20 @@ void UpdateCamera(Camera *camera)
camera->position.x += (sin(cameraAngle.x)*direction[MOVE_BACK] -
sin(cameraAngle.x)*direction[MOVE_FRONT] -
cos(cameraAngle.x)*direction[MOVE_LEFT] +
- cos(cameraAngle.x)*direction[MOVE_RIGHT])/PLAYER_MOVEMENT_DIVIDER;
+ cos(cameraAngle.x)*direction[MOVE_RIGHT])/PLAYER_MOVEMENT_SENSITIVITY;
camera->position.y += (sin(cameraAngle.y)*direction[MOVE_FRONT] -
sin(cameraAngle.y)*direction[MOVE_BACK] +
- 1.0f*direction[MOVE_UP] - 1.0f*direction[MOVE_DOWN])/PLAYER_MOVEMENT_DIVIDER;
+ 1.0f*direction[MOVE_UP] - 1.0f*direction[MOVE_DOWN])/PLAYER_MOVEMENT_SENSITIVITY;
camera->position.z += (cos(cameraAngle.x)*direction[MOVE_BACK] -
cos(cameraAngle.x)*direction[MOVE_FRONT] +
sin(cameraAngle.x)*direction[MOVE_LEFT] -
- sin(cameraAngle.x)*direction[MOVE_RIGHT])/PLAYER_MOVEMENT_DIVIDER;
+ sin(cameraAngle.x)*direction[MOVE_RIGHT])/PLAYER_MOVEMENT_SENSITIVITY;
- bool isMoving = false; // TODO: Really required for swinging?
+ bool isMoving = false; // Required for swinging
- //for (int i = 0; i < 6; i++) if (direction[i]) { isMoving = true; break; }
+ for (int i = 0; i < 6; i++) if (direction[i]) { isMoving = true; break; }
// Camera orientation calculation
cameraAngle.x += (mousePositionDelta.x*-CAMERA_MOUSE_MOVE_SENSITIVITY);
@@ -433,7 +440,7 @@ void UpdateCamera(Camera *camera)
// Camera is always looking at player
camera->target.x = camera->position.x + CAMERA_THIRD_PERSON_OFFSET.x*cos(cameraAngle.x) + CAMERA_THIRD_PERSON_OFFSET.z*sin(cameraAngle.x);
- camera->target.y = camera->position.y + CAMERA_FIRST_PERSON_HEIGHT_RELATIVE_EYES_POSITION + CAMERA_THIRD_PERSON_OFFSET.y;
+ camera->target.y = camera->position.y + CAMERA_THIRD_PERSON_OFFSET.y;
camera->target.z = camera->position.z + CAMERA_THIRD_PERSON_OFFSET.z*sin(cameraAngle.x) - CAMERA_THIRD_PERSON_OFFSET.x*sin(cameraAngle.x);
}
else // CAMERA_FIRST_PERSON
@@ -450,11 +457,8 @@ void UpdateCamera(Camera *camera)
if (isMoving) swingCounter++;
// Camera position update
- //camera->position.y = (playerPosition.y + PLAYER_HEIGHT*CAMERA_FIRST_PERSON_HEIGHT_RELATIVE_EYES_POSITION)
- // - sin(swingCounter/CAMERA_FIRST_PERSON_STEP_TRIGONOMETRIC_DIVIDER)/CAMERA_FIRST_PERSON_STEP_DIVIDER;
-
- // TODO: Review limits, avoid moving under the ground (y = 0.0f) and over the 'eyes position', weird movement (rounding issues...)
- camera->position.y -= sin(swingCounter/CAMERA_FIRST_PERSON_STEP_TRIGONOMETRIC_DIVIDER)/CAMERA_FIRST_PERSON_STEP_DIVIDER;
+ // NOTE: On CAMERA_FIRST_PERSON player Y-movement is limited to player 'eyes position'
+ camera->position.y = playerEyesPosition - sin(swingCounter/CAMERA_FIRST_PERSON_STEP_TRIGONOMETRIC_DIVIDER)/CAMERA_FIRST_PERSON_STEP_DIVIDER;
camera->up.x = sin(swingCounter/(CAMERA_FIRST_PERSON_STEP_TRIGONOMETRIC_DIVIDER*2))/CAMERA_FIRST_PERSON_WAVING_DIVIDER;
camera->up.z = -sin(swingCounter/(CAMERA_FIRST_PERSON_STEP_TRIGONOMETRIC_DIVIDER*2))/CAMERA_FIRST_PERSON_WAVING_DIVIDER;