aboutsummaryrefslogtreecommitdiff
path: root/src
diff options
context:
space:
mode:
authorraysan5 <raysan5@gmail.com>2016-09-25 14:28:24 +0200
committerraysan5 <raysan5@gmail.com>2016-09-25 14:28:24 +0200
commit753b549aa5c6a010fc4de8acc2f64afdfce69cee (patch)
treed391bf49f41c39a2d720d1bab632bef936b3fbc2 /src
parent87fc7254e725f4e5c5137b31d1dfe56be8e22cf0 (diff)
downloadraylib-753b549aa5c6a010fc4de8acc2f64afdfce69cee.tar.gz
raylib-753b549aa5c6a010fc4de8acc2f64afdfce69cee.zip
Improving camera system -IN PROGRESS-
Diffstat (limited to 'src')
-rw-r--r--src/camera.h280
-rw-r--r--src/raylib.h17
2 files changed, 123 insertions, 174 deletions
diff --git a/src/camera.h b/src/camera.h
index cda09df4..0c7b5a13 100644
--- a/src/camera.h
+++ b/src/camera.h
@@ -47,7 +47,13 @@
//----------------------------------------------------------------------------------
#if defined(CAMERA_STANDALONE)
// Camera modes
- typedef enum { CAMERA_CUSTOM = 0, CAMERA_FREE, CAMERA_ORBITAL, CAMERA_FIRST_PERSON, CAMERA_THIRD_PERSON } CameraMode;
+ typedef enum {
+ CAMERA_CUSTOM = 0,
+ CAMERA_FREE,
+ CAMERA_ORBITAL,
+ CAMERA_FIRST_PERSON,
+ CAMERA_THIRD_PERSON
+ } CameraMode;
// Vector2 type
typedef struct Vector2 {
@@ -67,6 +73,7 @@
Vector3 position;
Vector3 target;
Vector3 up;
+ float fovy;
} Camera;
#endif
@@ -83,22 +90,16 @@ extern "C" { // Prevents name mangling of functions
// Module Functions Declaration
//----------------------------------------------------------------------------------
#if defined(CAMERA_STANDALONE)
-void SetCameraMode(int mode); // Set camera mode (multiple camera modes available)
+void SetCameraMode(Camera camera, int mode); // Set camera mode (multiple camera modes available)
void UpdateCamera(Camera *camera); // Update camera (player position is ignored)
-void UpdateCameraPlayer(Camera *camera, Vector3 *position); // Update camera and player position (1st person and 3rd person cameras)
-
-void SetCameraPosition(Vector3 position); // Set internal camera position
-void SetCameraTarget(Vector3 target); // Set internal camera target
-void SetCameraFovy(float fovy); // Set internal camera field-of-view-y
+// TODO: Do we really need all those functions?
void SetCameraPanControl(int panKey); // Set camera pan key to combine with mouse movement (free camera)
void SetCameraAltControl(int altKey); // Set camera alt key to combine with mouse movement (free camera)
void SetCameraSmoothZoomControl(int szKey); // Set camera smooth zoom key to combine with mouse (free camera)
-
void SetCameraMoveControls(int frontKey, int backKey,
int leftKey, int rightKey,
int upKey, int downKey); // Set camera move controls (1st person and 3rd person cameras)
-void SetCameraMouseSensitivity(float sensitivity); // Set camera mouse sensitivity (1st person and 3rd person cameras)
#endif
#ifdef __cplusplus
@@ -133,8 +134,10 @@ void SetCameraMouseSensitivity(float sensitivity); // Set camera mouse
//----------------------------------------------------------------------------------
// Defines and Macros
//----------------------------------------------------------------------------------
-// CAMERA_GENERIC
-#define CAMERA_SCROLL_SENSITIVITY 1.5f
+// 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
@@ -182,20 +185,15 @@ typedef enum { MOVE_FRONT = 0, MOVE_LEFT, MOVE_BACK, MOVE_RIGHT, MOVE_UP, MOVE_D
//----------------------------------------------------------------------------------
// Global Variables Definition
//----------------------------------------------------------------------------------
-static Vector2 cameraAngle = { 0.0f, 0.0f };
-static float cameraTargetDistance = 5.0f; // TODO: Remove! Use predefined camera->target to camera->position distance
-static Vector2 cameraMousePosition = { 0.0f, 0.0f };
-static Vector2 cameraMouseVariation = { 0.0f, 0.0f };
+static Vector2 cameraAngle = { 0.0f, 0.0f }; // TODO: Remove! Compute it in UpdateCamera() using camera->target and camera->position
+static float cameraTargetDistance = 5.0f; // TODO: Remove! Compute it in UpdateCamera() using camera->target and camera->position
static int cameraMoveControl[6] = { 'W', 'A', 'S', 'D', 'E', 'Q' };
static int cameraPanControlKey = 2; // raylib: MOUSE_MIDDLE_BUTTON
static int cameraAltControlKey = 342; // raylib: KEY_LEFT_ALT
static int cameraSmoothZoomControlKey = 341; // raylib: KEY_LEFT_CONTROL
-static int cameraMoveCounter = 0; // Used for 1st person swinging movement
-static float cameraMouseSensitivity = 0.003f; // How sensible is camera movement to mouse movement
-
-static int cameraMode = CAMERA_CUSTOM; // Current internal camera mode
+static int cameraMode = CAMERA_CUSTOM; // Current camera mode
//----------------------------------------------------------------------------------
// Module specific Functions Declaration
@@ -219,45 +217,21 @@ static int IsKeyDown(int key) { return 0; }
//----------------------------------------------------------------------------------
// Select camera mode (multiple camera modes available)
-// TODO: Review hardcoded values when changing modes...
-void SetCameraMode(int mode)
+void SetCameraMode(Camera camera, int mode)
{
- if ((cameraMode == CAMERA_FIRST_PERSON) && (mode == CAMERA_FREE))
- {
- cameraTargetDistance = 5.0f; // TODO: Review hardcode!
- cameraAngle.y = -40*DEG2RAD;
- }
- else if ((cameraMode == CAMERA_FIRST_PERSON) && (mode == CAMERA_ORBITAL))
- {
- cameraTargetDistance = 5.0f; // TODO: Review hardcode!
- cameraAngle.y = -40*DEG2RAD;
- }
- else if ((cameraMode == CAMERA_CUSTOM) && (mode == CAMERA_FREE))
- {
- cameraTargetDistance = 10.0f; // TODO: Review hardcode!
- cameraAngle.x = 45*DEG2RAD;
- cameraAngle.y = -40*DEG2RAD;
-
- ShowCursor();
- }
- else if ((cameraMode == CAMERA_CUSTOM) && (mode == CAMERA_ORBITAL))
- {
- //cameraTargetDistance = 10.0f; // TODO: Review hardcode!
- cameraAngle.x = 225*DEG2RAD;
- cameraAngle.y = -40*DEG2RAD;
- }
-
- /*
- Vector3 v1 = internalCamera.position;
- Vector3 v2 = internalCamera.target;
+ // TODO: cameraTargetDistance and cameraAngle should be
+ // calculated using camera parameters on UpdateCamera()
+
+ 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;
cameraTargetDistance = sqrt(dx*dx + dy*dy + dz*dz);
- */
-
+ cameraAngle.y = -40*DEG2RAD;
+
cameraMode = mode;
}
@@ -266,48 +240,73 @@ void SetCameraMode(int mode)
// Mouse: GetMousePosition(), SetMousePosition(), IsMouseButtonDown(), GetMouseWheelMove()
// System: GetScreenWidth(), GetScreenHeight(), ShowCursor(), HideCursor()
// Keys: IsKeyDown()
+// TODO: Consider touch inputs for camera!
+// TODO: Port to quaternion-based camera!
void UpdateCamera(Camera *camera)
{
+ static int swingCounter = 0; // Used for 1st person swinging movement
+ static Vector2 previousMousePosition = { 0.0f, 0.0f };
+
+ // TODO: Compute cameraTargetDistance and cameraAngle
+ // NOTE: If cameraTargetDistance and cameraAngle change, camera->position is accordingly updated
/*
- if (cameraMode != CAMERA_CUSTOM)
- {
-
- }
+ Vector2 cameraAngle = { 0.0f, 0.0f };
+ float cameraTargetDistance = 0.0f;
+
+ float dx = camera->target.x - camera->position.x;
+ float dy = camera->target.y - camera->position.y;
+ float dz = camera->target.z - camera->position.z;
+
+ 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);
+
+ cameraAngle.x = asin(fabs(dx)/distance.x);
+ cameraAngle.y = asin(fabs(dz)/distance.y);
*/
+
// Mouse movement detection
+ Vector2 mousePositionDelta = { 0.0f, 0.0f };
Vector2 mousePosition = GetMousePosition();
int mouseWheelMove = GetMouseWheelMove();
int panKey = IsMouseButtonDown(cameraPanControlKey); // bool value
- int screenWidth = GetScreenWidth();
- int screenHeight = GetScreenHeight();
-
- if ((cameraMode != CAMERA_FREE) && (cameraMode != CAMERA_ORBITAL))
+ if (cameraMode != CAMERA_CUSTOM)
{
- HideCursor();
+ // Get screen size
+ int screenWidth = GetScreenWidth();
+ int screenHeight = GetScreenHeight();
+
+ if ((cameraMode == CAMERA_FIRST_PERSON) ||
+ (cameraMode == CAMERA_THIRD_PERSON))
+ {
+ HideCursor();
- if (mousePosition.x < screenHeight/3) SetMousePosition((Vector2){ screenWidth - screenHeight/3, mousePosition.y});
- else if (mousePosition.y < screenHeight/3) SetMousePosition((Vector2){ mousePosition.x, screenHeight - screenHeight/3});
- else if (mousePosition.x > screenWidth - screenHeight/3) SetMousePosition((Vector2) { screenHeight/3, mousePosition.y});
- else if (mousePosition.y > screenHeight - screenHeight/3) SetMousePosition((Vector2){ mousePosition.x, screenHeight/3});
- else
+ if (mousePosition.x < screenHeight/3) SetMousePosition((Vector2){ screenWidth - screenHeight/3, mousePosition.y});
+ else if (mousePosition.y < screenHeight/3) SetMousePosition((Vector2){ mousePosition.x, screenHeight - screenHeight/3});
+ else if (mousePosition.x > screenWidth - screenHeight/3) SetMousePosition((Vector2) { screenHeight/3, mousePosition.y});
+ else if (mousePosition.y > screenHeight - screenHeight/3) SetMousePosition((Vector2){ mousePosition.x, screenHeight/3});
+ else
+ {
+ mousePositionDelta.x = mousePosition.x - previousMousePosition.x;
+ mousePositionDelta.y = mousePosition.y - previousMousePosition.y;
+ }
+ }
+ else // CAMERA_FREE, CAMERA_ORBITAL
{
- cameraMouseVariation.x = mousePosition.x - cameraMousePosition.x;
- cameraMouseVariation.y = mousePosition.y - cameraMousePosition.y;
+ ShowCursor();
+
+ mousePositionDelta.x = mousePosition.x - previousMousePosition.x;
+ mousePositionDelta.y = mousePosition.y - previousMousePosition.y;
}
- }
- else
- {
- ShowCursor();
- cameraMouseVariation.x = mousePosition.x - cameraMousePosition.x;
- cameraMouseVariation.y = mousePosition.y - cameraMousePosition.y;
+ // NOTE: We GetMousePosition() again because it can be modified by a previous SetMousePosition() call
+ // If using directly mousePosition variable we have problems on CAMERA_FIRST_PERSON and CAMERA_THIRD_PERSON
+ previousMousePosition = GetMousePosition();
}
- // NOTE: We GetMousePosition() again because it can be modified by a previous SetMousePosition() call
- // If using directly mousePosition variable we have problems on CAMERA_FIRST_PERSON and CAMERA_THIRD_PERSON
- cameraMousePosition = GetMousePosition();
-
// Support for multiple automatic camera modes
switch (cameraMode)
{
@@ -316,48 +315,48 @@ void UpdateCamera(Camera *camera)
// Camera zoom
if ((cameraTargetDistance < CAMERA_FREE_DISTANCE_MAX_CLAMP) && (mouseWheelMove < 0))
{
- cameraTargetDistance -= (mouseWheelMove*CAMERA_SCROLL_SENSITIVITY);
+ cameraTargetDistance -= (mouseWheelMove*CAMERA_MOUSE_SCROLL_SENSITIVITY);
if (cameraTargetDistance > CAMERA_FREE_DISTANCE_MAX_CLAMP) cameraTargetDistance = CAMERA_FREE_DISTANCE_MAX_CLAMP;
}
// Camera looking down
else if ((camera->position.y > camera->target.y) && (cameraTargetDistance == CAMERA_FREE_DISTANCE_MAX_CLAMP) && (mouseWheelMove < 0))
{
- camera->target.x += mouseWheelMove*(camera->target.x - camera->position.x)*CAMERA_SCROLL_SENSITIVITY/cameraTargetDistance;
- camera->target.y += mouseWheelMove*(camera->target.y - camera->position.y)*CAMERA_SCROLL_SENSITIVITY/cameraTargetDistance;
- camera->target.z += mouseWheelMove*(camera->target.z - camera->position.z)*CAMERA_SCROLL_SENSITIVITY/cameraTargetDistance;
+ camera->target.x += mouseWheelMove*(camera->target.x - camera->position.x)*CAMERA_MOUSE_SCROLL_SENSITIVITY/cameraTargetDistance;
+ camera->target.y += mouseWheelMove*(camera->target.y - camera->position.y)*CAMERA_MOUSE_SCROLL_SENSITIVITY/cameraTargetDistance;
+ camera->target.z += mouseWheelMove*(camera->target.z - camera->position.z)*CAMERA_MOUSE_SCROLL_SENSITIVITY/cameraTargetDistance;
}
else if ((camera->position.y > camera->target.y) && (camera->target.y >= 0))
{
- camera->target.x += mouseWheelMove*(camera->target.x - camera->position.x)*CAMERA_SCROLL_SENSITIVITY/cameraTargetDistance;
- camera->target.y += mouseWheelMove*(camera->target.y - camera->position.y)*CAMERA_SCROLL_SENSITIVITY/cameraTargetDistance;
- camera->target.z += mouseWheelMove*(camera->target.z - camera->position.z)*CAMERA_SCROLL_SENSITIVITY/cameraTargetDistance;
+ camera->target.x += mouseWheelMove*(camera->target.x - camera->position.x)*CAMERA_MOUSE_SCROLL_SENSITIVITY/cameraTargetDistance;
+ camera->target.y += mouseWheelMove*(camera->target.y - camera->position.y)*CAMERA_MOUSE_SCROLL_SENSITIVITY/cameraTargetDistance;
+ camera->target.z += mouseWheelMove*(camera->target.z - camera->position.z)*CAMERA_MOUSE_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) && (mouseWheelMove > 0))
{
- cameraTargetDistance -= (mouseWheelMove*CAMERA_SCROLL_SENSITIVITY);
+ cameraTargetDistance -= (mouseWheelMove*CAMERA_MOUSE_SCROLL_SENSITIVITY);
if (cameraTargetDistance < CAMERA_FREE_DISTANCE_MIN_CLAMP) cameraTargetDistance = CAMERA_FREE_DISTANCE_MIN_CLAMP;
}
// Camera looking up
else if ((camera->position.y < camera->target.y) && (cameraTargetDistance == CAMERA_FREE_DISTANCE_MAX_CLAMP) && (mouseWheelMove < 0))
{
- camera->target.x += mouseWheelMove*(camera->target.x - camera->position.x)*CAMERA_SCROLL_SENSITIVITY/cameraTargetDistance;
- camera->target.y += mouseWheelMove*(camera->target.y - camera->position.y)*CAMERA_SCROLL_SENSITIVITY/cameraTargetDistance;
- camera->target.z += mouseWheelMove*(camera->target.z - camera->position.z)*CAMERA_SCROLL_SENSITIVITY/cameraTargetDistance;
+ camera->target.x += mouseWheelMove*(camera->target.x - camera->position.x)*CAMERA_MOUSE_SCROLL_SENSITIVITY/cameraTargetDistance;
+ camera->target.y += mouseWheelMove*(camera->target.y - camera->position.y)*CAMERA_MOUSE_SCROLL_SENSITIVITY/cameraTargetDistance;
+ camera->target.z += mouseWheelMove*(camera->target.z - camera->position.z)*CAMERA_MOUSE_SCROLL_SENSITIVITY/cameraTargetDistance;
}
else if ((camera->position.y < camera->target.y) && (camera->target.y <= 0))
{
- camera->target.x += mouseWheelMove*(camera->target.x - camera->position.x)*CAMERA_SCROLL_SENSITIVITY/cameraTargetDistance;
- camera->target.y += mouseWheelMove*(camera->target.y - camera->position.y)*CAMERA_SCROLL_SENSITIVITY/cameraTargetDistance;
- camera->target.z += mouseWheelMove*(camera->target.z - camera->position.z)*CAMERA_SCROLL_SENSITIVITY/cameraTargetDistance;
+ camera->target.x += mouseWheelMove*(camera->target.x - camera->position.x)*CAMERA_MOUSE_SCROLL_SENSITIVITY/cameraTargetDistance;
+ camera->target.y += mouseWheelMove*(camera->target.y - camera->position.y)*CAMERA_MOUSE_SCROLL_SENSITIVITY/cameraTargetDistance;
+ camera->target.z += mouseWheelMove*(camera->target.z - camera->position.z)*CAMERA_MOUSE_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) && (mouseWheelMove > 0))
{
- cameraTargetDistance -= (mouseWheelMove*CAMERA_SCROLL_SENSITIVITY);
+ cameraTargetDistance -= (mouseWheelMove*CAMERA_MOUSE_SCROLL_SENSITIVITY);
if (cameraTargetDistance < CAMERA_FREE_DISTANCE_MIN_CLAMP) cameraTargetDistance = CAMERA_FREE_DISTANCE_MIN_CLAMP;
}
@@ -367,15 +366,15 @@ void UpdateCamera(Camera *camera)
if (IsKeyDown(cameraSmoothZoomControlKey))
{
// Camera smooth zoom
- if (panKey) cameraTargetDistance += (cameraMouseVariation.y*CAMERA_FREE_SMOOTH_ZOOM_SENSITIVITY);
+ if (panKey) cameraTargetDistance += (mousePositionDelta.y*CAMERA_FREE_SMOOTH_ZOOM_SENSITIVITY);
}
// Camera orientation calculation
else if (panKey)
{
// Camera orientation calculation
// Get the mouse sensitivity
- cameraAngle.x += cameraMouseVariation.x*-CAMERA_FREE_MOUSE_SENSITIVITY;
- cameraAngle.y += cameraMouseVariation.y*-CAMERA_FREE_MOUSE_SENSITIVITY;
+ 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;
@@ -385,9 +384,9 @@ void UpdateCamera(Camera *camera)
// Paning
else if (panKey)
{
- camera->target.x += ((cameraMouseVariation.x*-CAMERA_FREE_MOUSE_SENSITIVITY)*cos(cameraAngle.x) + (cameraMouseVariation.y*CAMERA_FREE_MOUSE_SENSITIVITY)*sin(cameraAngle.x)*sin(cameraAngle.y))*(cameraTargetDistance/CAMERA_FREE_PANNING_DIVIDER);
- camera->target.y += ((cameraMouseVariation.y*CAMERA_FREE_MOUSE_SENSITIVITY)*cos(cameraAngle.y))*(cameraTargetDistance/CAMERA_FREE_PANNING_DIVIDER);
- camera->target.z += ((cameraMouseVariation.x*CAMERA_FREE_MOUSE_SENSITIVITY)*sin(cameraAngle.x) + (cameraMouseVariation.y*CAMERA_FREE_MOUSE_SENSITIVITY)*cos(cameraAngle.x)*sin(cameraAngle.y))*(cameraTargetDistance/CAMERA_FREE_PANNING_DIVIDER);
+ 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);
}
// Focus to center
@@ -396,10 +395,8 @@ void UpdateCamera(Camera *camera)
// Camera position update
camera->position.x = sin(cameraAngle.x)*cameraTargetDistance*cos(cameraAngle.y) + camera->target.x;
-
if (cameraAngle.y <= 0.0f) 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;
@@ -408,7 +405,7 @@ void UpdateCamera(Camera *camera)
cameraAngle.x += CAMERA_ORBITAL_SPEED;
// Camera zoom
- cameraTargetDistance -= (mouseWheelMove*CAMERA_SCROLL_SENSITIVITY);
+ cameraTargetDistance -= (mouseWheelMove*CAMERA_MOUSE_SCROLL_SENSITIVITY);
// Camera distance clamp
if (cameraTargetDistance < CAMERA_THIRD_PERSON_DISTANCE_CLAMP) cameraTargetDistance = CAMERA_THIRD_PERSON_DISTANCE_CLAMP;
@@ -417,19 +414,20 @@ void UpdateCamera(Camera *camera)
if (IsKeyDown('Z')) camera->target = (Vector3){ 0.0f, 0.0f, 0.0f };
// Camera position update
+ // TODO: It seems camera->position is not correctly updated or some rounding issue makes the camera move straight to camera->target...
camera->position.x = sin(cameraAngle.x)*cameraTargetDistance*cos(cameraAngle.y) + camera->target.x;
-
if (cameraAngle.y <= 0.0f) 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;
+ bool isMoving = false; // TODO: Really required for swinging?
+ // TODO: Get movement direction value [-1, 0, 1] in XZ and just multiply
+
// Keyboard inputs
if (IsKeyDown(cameraMoveControl[MOVE_FRONT]))
{
@@ -469,15 +467,15 @@ void UpdateCamera(Camera *camera)
if (cameraMode == CAMERA_THIRD_PERSON)
{
// Camera orientation calculation
- cameraAngle.x += cameraMouseVariation.x*-cameraMouseSensitivity;
- cameraAngle.y += cameraMouseVariation.y*-cameraMouseSensitivity;
+ cameraAngle.x += mousePositionDelta.x*-CAMERA_MOUSE_MOVE_SENSITIVITY;
+ cameraAngle.y += mousePositionDelta.y*-CAMERA_MOUSE_MOVE_SENSITIVITY;
// Angle clamp
if (cameraAngle.y > CAMERA_THIRD_PERSON_MIN_CLAMP*DEG2RAD) cameraAngle.y = CAMERA_THIRD_PERSON_MIN_CLAMP*DEG2RAD;
else if (cameraAngle.y < CAMERA_THIRD_PERSON_MAX_CLAMP*DEG2RAD) cameraAngle.y = CAMERA_THIRD_PERSON_MAX_CLAMP*DEG2RAD;
// Camera zoom
- cameraTargetDistance -= (mouseWheelMove*CAMERA_SCROLL_SENSITIVITY);
+ cameraTargetDistance -= (mouseWheelMove*CAMERA_MOUSE_SCROLL_SENSITIVITY);
// Camera distance clamp
if (cameraTargetDistance < CAMERA_THIRD_PERSON_DISTANCE_CLAMP) cameraTargetDistance = CAMERA_THIRD_PERSON_DISTANCE_CLAMP;
@@ -489,19 +487,17 @@ void UpdateCamera(Camera *camera)
// Camera position update
camera->position.x = sin(cameraAngle.x)*cameraTargetDistance*cos(cameraAngle.y) + camera->target.x;
-
if (cameraAngle.y <= 0.0f) 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 // CAMERA_FIRST_PERSON
{
- if (isMoving) cameraMoveCounter++;
+ if (isMoving) swingCounter++;
// Camera orientation calculation
- cameraAngle.x += (cameraMouseVariation.x*-cameraMouseSensitivity);
- cameraAngle.y += (cameraMouseVariation.y*-cameraMouseSensitivity);
+ cameraAngle.x += (mousePositionDelta.x*-CAMERA_MOUSE_MOVE_SENSITIVITY);
+ cameraAngle.y += (mousePositionDelta.y*-CAMERA_MOUSE_MOVE_SENSITIVITY);
// Angle clamp
if (cameraAngle.y > CAMERA_FIRST_PERSON_MIN_CLAMP*DEG2RAD) cameraAngle.y = CAMERA_FIRST_PERSON_MIN_CLAMP*DEG2RAD;
@@ -514,67 +510,27 @@ void UpdateCamera(Camera *camera)
// Camera position update
//camera->position.y = (playerPosition.y + PLAYER_HEIGHT*CAMERA_FIRST_PERSON_HEIGHT_RELATIVE_EYES_POSITION)
- // - sin(cameraMoveCounter/CAMERA_FIRST_PERSON_STEP_TRIGONOMETRIC_DIVIDER)/CAMERA_FIRST_PERSON_STEP_DIVIDER;
+ // - 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(cameraMoveCounter/CAMERA_FIRST_PERSON_STEP_TRIGONOMETRIC_DIVIDER)/CAMERA_FIRST_PERSON_STEP_DIVIDER;
+ camera->position.y -= sin(swingCounter/CAMERA_FIRST_PERSON_STEP_TRIGONOMETRIC_DIVIDER)/CAMERA_FIRST_PERSON_STEP_DIVIDER;
- camera->up.x = sin(cameraMoveCounter/(CAMERA_FIRST_PERSON_STEP_TRIGONOMETRIC_DIVIDER*2))/CAMERA_FIRST_PERSON_WAVING_DIVIDER;
- camera->up.z = -sin(cameraMoveCounter/(CAMERA_FIRST_PERSON_STEP_TRIGONOMETRIC_DIVIDER*2))/CAMERA_FIRST_PERSON_WAVING_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;
}
} break;
default: break;
}
}
-/*
-// Set internal camera position
-void SetCameraPosition(Vector3 position)
-{
- internalCamera.position = position;
-
- Vector3 v1 = internalCamera.position;
- Vector3 v2 = internalCamera.target;
-
- float dx = v2.x - v1.x;
- float dy = v2.y - v1.y;
- float dz = v2.z - v1.z;
-
- cameraTargetDistance = sqrt(dx*dx + dy*dy + dz*dz);
-}
-
-// Set internal camera target
-void SetCameraTarget(Vector3 target)
-{
- internalCamera.target = target;
-
- Vector3 v1 = internalCamera.position;
- Vector3 v2 = internalCamera.target;
-
- float dx = v2.x - v1.x;
- float dy = v2.y - v1.y;
- float dz = v2.z - v1.z;
-
- cameraTargetDistance = sqrt(dx*dx + dy*dy + dz*dz);
-}
-*/
// Set camera pan key to combine with mouse movement (free camera)
-void SetCameraPanControl(int panKey)
-{
- cameraPanControlKey = panKey;
-}
+void SetCameraPanControl(int panKey) { cameraPanControlKey = panKey; }
// Set camera alt key to combine with mouse movement (free camera)
-void SetCameraAltControl(int altKey)
-{
- cameraAltControlKey = altKey;
-}
+void SetCameraAltControl(int altKey) { cameraAltControlKey = altKey; }
// Set camera smooth zoom key to combine with mouse (free camera)
-void SetCameraSmoothZoomControl(int szKey)
-{
- cameraSmoothZoomControlKey = szKey;
-}
+void SetCameraSmoothZoomControl(int szKey) { cameraSmoothZoomControlKey = szKey; }
// Set camera move controls (1st person and 3rd person cameras)
void SetCameraMoveControls(int frontKey, int backKey, int leftKey, int rightKey, int upKey, int downKey)
@@ -587,10 +543,4 @@ void SetCameraMoveControls(int frontKey, int backKey, int leftKey, int rightKey,
cameraMoveControl[MOVE_DOWN] = downKey;
}
-// Set camera mouse sensitivity (1st person and 3rd person cameras)
-void SetCameraMouseSensitivity(float sensitivity)
-{
- cameraMouseSensitivity = (sensitivity/10000.0f);
-}
-
#endif // CAMERA_IMPLEMENTATION
diff --git a/src/raylib.h b/src/raylib.h
index 3c815031..66260ca2 100644
--- a/src/raylib.h
+++ b/src/raylib.h
@@ -559,7 +559,13 @@ typedef enum {
} Gestures;
// Camera system modes
-typedef enum { CAMERA_CUSTOM = 0, CAMERA_FREE, CAMERA_ORBITAL, CAMERA_FIRST_PERSON, CAMERA_THIRD_PERSON } CameraMode;
+typedef enum {
+ CAMERA_CUSTOM = 0,
+ CAMERA_FREE,
+ CAMERA_ORBITAL,
+ CAMERA_FIRST_PERSON,
+ CAMERA_THIRD_PERSON
+} CameraMode;
// Head Mounted Display devices
typedef enum {
@@ -698,22 +704,15 @@ RLAPI float GetGesturePinchAngle(void); // Get gesture pin
//------------------------------------------------------------------------------------
// Camera System Functions (Module: camera)
//------------------------------------------------------------------------------------
-RLAPI void SetCameraMode(int mode); // Set camera mode (multiple camera modes available)
+RLAPI void SetCameraMode(Camera, int mode); // Set camera mode (multiple camera modes available)
RLAPI void UpdateCamera(Camera *camera); // Update camera (player position is ignored)
-RLAPI void UpdateCameraPlayer(Camera *camera, Vector3 *position); // Update camera and player position (1st person and 3rd person cameras)
-
-RLAPI void SetCameraPosition(Vector3 position); // Set internal camera position
-RLAPI void SetCameraTarget(Vector3 target); // Set internal camera target
-RLAPI void SetCameraFovy(float fovy); // Set internal camera field-of-view-y
RLAPI void SetCameraPanControl(int panKey); // Set camera pan key to combine with mouse movement (free camera)
RLAPI void SetCameraAltControl(int altKey); // Set camera alt key to combine with mouse movement (free camera)
RLAPI void SetCameraSmoothZoomControl(int szKey); // Set camera smooth zoom key to combine with mouse (free camera)
-
RLAPI void SetCameraMoveControls(int frontKey, int backKey,
int leftKey, int rightKey,
int upKey, int downKey); // Set camera move controls (1st person and 3rd person cameras)
-RLAPI void SetCameraMouseSensitivity(float sensitivity); // Set camera mouse sensitivity (1st person and 3rd person cameras)
//------------------------------------------------------------------------------------
// Basic Shapes Drawing Functions (Module: shapes)