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-rw-r--r--src/camera.h586
1 files changed, 556 insertions, 30 deletions
diff --git a/src/camera.h b/src/camera.h
index 8d8029af..f5bb867d 100644
--- a/src/camera.h
+++ b/src/camera.h
@@ -2,7 +2,19 @@
*
* raylib Camera System - Camera Modes Setup and Control Functions
*
-* Copyright (c) 2015 Marc Palau and Ramon Santamaria
+* #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.
+*
+* NOTE: Memory footprint of this library is aproximately 112 bytes
+*
+* Initial design by Marc Palau (2014)
+* Reviewed by Ramon Santamaria (2015-2016)
*
* 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.
@@ -24,13 +36,6 @@
#ifndef CAMERA_H
#define CAMERA_H
-#ifndef PI
- #define PI 3.14159265358979323846
-#endif
-
-#define DEG2RAD (PI/180.0f)
-#define RAD2DEG (180.0f/PI)
-
//----------------------------------------------------------------------------------
// Defines and Macros
//----------------------------------------------------------------------------------
@@ -40,28 +45,30 @@
// Types and Structures Definition
// NOTE: Below types are required for CAMERA_STANDALONE usage
//----------------------------------------------------------------------------------
-// Camera modes
-typedef enum { CAMERA_CUSTOM = 0, CAMERA_FREE, CAMERA_ORBITAL, CAMERA_FIRST_PERSON, CAMERA_THIRD_PERSON } CameraMode;
-
-// 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 Camera {
- Vector3 position;
- Vector3 target;
- Vector3 up;
-} Camera;
+#if defined(CAMERA_STANDALONE)
+ // Camera modes
+ typedef enum { CAMERA_CUSTOM = 0, CAMERA_FREE, CAMERA_ORBITAL, CAMERA_FIRST_PERSON, CAMERA_THIRD_PERSON } CameraMode;
+
+ // 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 Camera {
+ Vector3 position;
+ Vector3 target;
+ Vector3 up;
+ } Camera;
+#endif
#ifdef __cplusplus
extern "C" { // Prevents name mangling of functions
@@ -75,6 +82,7 @@ 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 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)
@@ -91,9 +99,527 @@ 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
}
#endif
#endif // CAMERA_H
+
+
+/***********************************************************************************
+*
+* CAMERA IMPLEMENTATION
+*
+************************************************************************************/
+
+#if defined(CAMERA_IMPLEMENTATION)
+
+#include <math.h> // Required for: sqrt(), sin(), cos()
+
+#ifndef PI
+ #define PI 3.14159265358979323846
+#endif
+
+#ifndef DEG2RAD
+ #define DEG2RAD (PI/180.0f)
+#endif
+
+#ifndef RAD2DEG
+ #define RAD2DEG (180.0f/PI)
+#endif
+
+//----------------------------------------------------------------------------------
+// Defines and Macros
+//----------------------------------------------------------------------------------
+// CAMERA_GENERIC
+#define CAMERA_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
+
+// FIRST_PERSON
+//#define CAMERA_FIRST_PERSON_MOUSE_SENSITIVITY 0.003f
+#define CAMERA_FIRST_PERSON_FOCUS_DISTANCE 25.0f
+#define CAMERA_FIRST_PERSON_MIN_CLAMP 85.0f
+#define CAMERA_FIRST_PERSON_MAX_CLAMP -85.0f
+
+#define CAMERA_FIRST_PERSON_STEP_TRIGONOMETRIC_DIVIDER 5.0f
+#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
+#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_WIDTH 0.4f
+#define PLAYER_HEIGHT 0.9f
+#define PLAYER_DEPTH 0.4f
+#define PLAYER_MOVEMENT_DIVIDER 20.0f
+
+//----------------------------------------------------------------------------------
+// Types and Structures Definition
+//----------------------------------------------------------------------------------
+// Camera move modes (first person and third person cameras)
+typedef enum { MOVE_FRONT = 0, MOVE_LEFT, MOVE_BACK, MOVE_RIGHT, MOVE_UP, MOVE_DOWN } CameraMove;
+
+//----------------------------------------------------------------------------------
+// Global Variables Definition
+//----------------------------------------------------------------------------------
+static Camera internalCamera = {{ 2.0f, 0.0f, 2.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f };
+
+static Vector2 cameraAngle = { 0.0f, 0.0f };
+static float cameraTargetDistance = 5.0f;
+static Vector2 cameraMousePosition = { 0.0f, 0.0f };
+static Vector2 cameraMouseVariation = { 0.0f, 0.0f };
+
+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
+
+//----------------------------------------------------------------------------------
+// Module specific Functions Declaration
+//----------------------------------------------------------------------------------
+static void ProcessCamera(Camera *camera, Vector3 *playerPosition);
+
+#if defined(CAMERA_STANDALONE)
+// NOTE: Camera controls depend on some raylib input functions
+// TODO: Set your own input functions (used in ProcessCamera())
+static Vector2 GetMousePosition() { return (Vector2){ 0.0f, 0.0f }; }
+static void SetMousePosition(Vector2 pos) {}
+static int IsMouseButtonDown(int button) { return 0;}
+static int GetMouseWheelMove() { return 0; }
+static int GetScreenWidth() { return 1280; }
+static int GetScreenHeight() { return 720; }
+static void ShowCursor() {}
+static void HideCursor() {}
+static int IsKeyDown(int key) { return 0; }
+#endif
+
+//----------------------------------------------------------------------------------
+// Module Functions Definition
+//----------------------------------------------------------------------------------
+
+// Select camera mode (multiple camera modes available)
+// TODO: Review hardcoded values when changing modes...
+void SetCameraMode(int mode)
+{
+ if ((cameraMode == CAMERA_FIRST_PERSON) && (mode == CAMERA_FREE))
+ {
+ cameraMode = CAMERA_THIRD_PERSON;
+ cameraTargetDistance = 5.0f;
+ cameraAngle.y = -40*DEG2RAD;
+ ProcessCamera(&internalCamera, &internalCamera.position);
+ }
+ else if ((cameraMode == CAMERA_FIRST_PERSON) && (mode == CAMERA_ORBITAL))
+ {
+ cameraMode = CAMERA_THIRD_PERSON;
+ cameraTargetDistance = 5.0f;
+ cameraAngle.y = -40*DEG2RAD;
+ ProcessCamera(&internalCamera, &internalCamera.position);
+ }
+ else if ((cameraMode == CAMERA_CUSTOM) && (mode == CAMERA_FREE))
+ {
+ cameraTargetDistance = 10.0f;
+ cameraAngle.x = 45*DEG2RAD;
+ cameraAngle.y = -40*DEG2RAD;
+ internalCamera.target = (Vector3){ 0.0f, 0.0f, 0.0f };
+ ProcessCamera(&internalCamera, &internalCamera.position);
+
+ ShowCursor();
+ }
+ else if ((cameraMode == CAMERA_CUSTOM) && (mode == CAMERA_ORBITAL))
+ {
+ cameraTargetDistance = 10.0f;
+ cameraAngle.x = 225*DEG2RAD;
+ cameraAngle.y = -40*DEG2RAD;
+ internalCamera.target = (Vector3){ 0.0f, 0.0f, 0.0f };
+ ProcessCamera(&internalCamera, &internalCamera.position);
+ }
+
+ cameraMode = mode;
+}
+
+// Update camera (player position is ignored)
+void UpdateCamera(Camera *camera)
+{
+ Vector3 position = { 0.0f, 0.0f, 0.0f };
+
+ // Process internal camera and player position (if required)
+ if (cameraMode != CAMERA_CUSTOM) ProcessCamera(&internalCamera, &position);
+
+ *camera = internalCamera;
+}
+
+// Update camera and player position (1st person and 3rd person cameras)
+void UpdateCameraPlayer(Camera *camera, Vector3 *position)
+{
+ // Process internal camera and player position (if required)
+ if (cameraMode != CAMERA_CUSTOM) ProcessCamera(&internalCamera, position);
+
+ *camera = internalCamera;
+}
+
+// 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 internal camera fovy
+void SetCameraFovy(float fovy)
+{
+ internalCamera.fovy = fovy;
+}
+
+// Set camera pan key to combine with mouse movement (free camera)
+void SetCameraPanControl(int panKey)
+{
+ cameraPanControlKey = panKey;
+}
+
+// Set camera alt key to combine with mouse movement (free camera)
+void SetCameraAltControl(int altKey)
+{
+ cameraAltControlKey = altKey;
+}
+
+// Set camera smooth zoom key to combine with mouse (free camera)
+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)
+{
+ cameraMoveControl[MOVE_FRONT] = frontKey;
+ cameraMoveControl[MOVE_LEFT] = leftKey;
+ cameraMoveControl[MOVE_BACK] = backKey;
+ cameraMoveControl[MOVE_RIGHT] = rightKey;
+ cameraMoveControl[MOVE_UP] = upKey;
+ cameraMoveControl[MOVE_DOWN] = downKey;
+}
+
+// Set camera mouse sensitivity (1st person and 3rd person cameras)
+void SetCameracameraMouseSensitivity(float sensitivity)
+{
+ cameraMouseSensitivity = (sensitivity/10000.0f);
+}
+
+//----------------------------------------------------------------------------------
+// Module specific Functions Definition
+//----------------------------------------------------------------------------------
+
+// Process desired camera mode and controls
+// NOTE: Camera controls depend on some raylib functions:
+// Mouse: GetMousePosition(), SetMousePosition(), IsMouseButtonDown(), GetMouseWheelMove()
+// System: GetScreenWidth(), GetScreenHeight(), ShowCursor(), HideCursor()
+// Keys: IsKeyDown()
+static void ProcessCamera(Camera *camera, Vector3 *playerPosition)
+{
+ // Mouse movement detection
+ 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))
+ {
+ 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
+ {
+ cameraMouseVariation.x = mousePosition.x - cameraMousePosition.x;
+ cameraMouseVariation.y = mousePosition.y - cameraMousePosition.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
+ cameraMousePosition = GetMousePosition();
+
+ // Support for multiple automatic camera modes
+ switch (cameraMode)
+ {
+ case CAMERA_FREE:
+ {
+ // Camera zoom
+ if ((cameraTargetDistance < CAMERA_FREE_DISTANCE_MAX_CLAMP) && (mouseWheelMove < 0))
+ {
+ cameraTargetDistance -= (mouseWheelMove*CAMERA_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;
+ }
+ 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;
+
+ // 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);
+ 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;
+ }
+ 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;
+
+ // 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);
+ if (cameraTargetDistance < CAMERA_FREE_DISTANCE_MIN_CLAMP) cameraTargetDistance = CAMERA_FREE_DISTANCE_MIN_CLAMP;
+ }
+
+ // Inputs
+ if (IsKeyDown(cameraAltControlKey))
+ {
+ if (IsKeyDown(cameraSmoothZoomControlKey))
+ {
+ // Camera smooth zoom
+ if (panKey) cameraTargetDistance += (cameraMouseVariation.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;
+
+ // 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;
+ }
+ }
+ // 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);
+ }
+
+ // Focus to center
+ // TODO: Move this function out of this module?
+ if (IsKeyDown('Z')) camera->target = (Vector3){ 0.0f, 0.0f, 0.0f };
+
+ // 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;
+ case CAMERA_ORBITAL:
+ {
+ cameraAngle.x += CAMERA_ORBITAL_SPEED;
+
+ // Camera zoom
+ cameraTargetDistance -= (mouseWheelMove*CAMERA_SCROLL_SENSITIVITY);
+
+ // Camera distance clamp
+ if (cameraTargetDistance < CAMERA_THIRD_PERSON_DISTANCE_CLAMP) cameraTargetDistance = CAMERA_THIRD_PERSON_DISTANCE_CLAMP;
+
+ // Focus to center
+ if (IsKeyDown('Z')) camera->target = (Vector3){ 0.0f, 0.0f, 0.0f };
+
+ // 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;
+ case CAMERA_FIRST_PERSON:
+ case CAMERA_THIRD_PERSON:
+ {
+ bool isMoving = false;
+
+ // Keyboard inputs
+ if (IsKeyDown(cameraMoveControl[MOVE_FRONT]))
+ {
+ playerPosition->x -= sin(cameraAngle.x)/PLAYER_MOVEMENT_DIVIDER;
+ playerPosition->z -= cos(cameraAngle.x)/PLAYER_MOVEMENT_DIVIDER;
+
+ camera->position.y += sin(cameraAngle.y)/PLAYER_MOVEMENT_DIVIDER;
+
+ isMoving = true;
+ }
+ else if (IsKeyDown(cameraMoveControl[MOVE_BACK]))
+ {
+ playerPosition->x += sin(cameraAngle.x)/PLAYER_MOVEMENT_DIVIDER;
+ playerPosition->z += cos(cameraAngle.x)/PLAYER_MOVEMENT_DIVIDER;
+
+ camera->position.y -= sin(cameraAngle.y)/PLAYER_MOVEMENT_DIVIDER;
+
+ isMoving = true;
+ }
+
+ if (IsKeyDown(cameraMoveControl[MOVE_LEFT]))
+ {
+ playerPosition->x -= cos(cameraAngle.x)/PLAYER_MOVEMENT_DIVIDER;
+ playerPosition->z += sin(cameraAngle.x)/PLAYER_MOVEMENT_DIVIDER;
+
+ isMoving = true;
+ }
+ else if (IsKeyDown(cameraMoveControl[MOVE_RIGHT]))
+ {
+ playerPosition->x += cos(cameraAngle.x)/PLAYER_MOVEMENT_DIVIDER;
+ playerPosition->z -= sin(cameraAngle.x)/PLAYER_MOVEMENT_DIVIDER;
+
+ isMoving = true;
+ }
+
+ if (IsKeyDown(cameraMoveControl[MOVE_UP]))
+ {
+ playerPosition->y += 1.0f/PLAYER_MOVEMENT_DIVIDER;
+ }
+ else if (IsKeyDown(cameraMoveControl[MOVE_DOWN]))
+ {
+ playerPosition->y -= 1.0f/PLAYER_MOVEMENT_DIVIDER;
+ }
+
+ if (cameraMode == CAMERA_THIRD_PERSON)
+ {
+ // Camera orientation calculation
+ cameraAngle.x += cameraMouseVariation.x*-cameraMouseSensitivity;
+ cameraAngle.y += cameraMouseVariation.y*-cameraMouseSensitivity;
+
+ // 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);
+
+ // Camera distance clamp
+ if (cameraTargetDistance < CAMERA_THIRD_PERSON_DISTANCE_CLAMP) cameraTargetDistance = CAMERA_THIRD_PERSON_DISTANCE_CLAMP;
+
+ // Camera is always looking at player
+ camera->target.x = playerPosition->x + CAMERA_THIRD_PERSON_OFFSET.x*cos(cameraAngle.x) + CAMERA_THIRD_PERSON_OFFSET.z*sin(cameraAngle.x);
+ camera->target.y = playerPosition->y + PLAYER_HEIGHT*CAMERA_FIRST_PERSON_HEIGHT_RELATIVE_EYES_POSITION + CAMERA_THIRD_PERSON_OFFSET.y;
+ camera->target.z = playerPosition->z + CAMERA_THIRD_PERSON_OFFSET.z*sin(cameraAngle.x) - CAMERA_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 <= 0.0f) 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++;
+
+ // Camera orientation calculation
+ cameraAngle.x += (cameraMouseVariation.x*-cameraMouseSensitivity);
+ cameraAngle.y += (cameraMouseVariation.y*-cameraMouseSensitivity);
+
+ // Angle clamp
+ if (cameraAngle.y > CAMERA_FIRST_PERSON_MIN_CLAMP*DEG2RAD) cameraAngle.y = CAMERA_FIRST_PERSON_MIN_CLAMP*DEG2RAD;
+ else if (cameraAngle.y < CAMERA_FIRST_PERSON_MAX_CLAMP*DEG2RAD) cameraAngle.y = CAMERA_FIRST_PERSON_MAX_CLAMP*DEG2RAD;
+
+ // Camera is always looking at player
+ camera->target.x = camera->position.x - sin(cameraAngle.x)*CAMERA_FIRST_PERSON_FOCUS_DISTANCE;
+ camera->target.y = camera->position.y + sin(cameraAngle.y)*CAMERA_FIRST_PERSON_FOCUS_DISTANCE;
+ camera->target.z = camera->position.z - cos(cameraAngle.x)*CAMERA_FIRST_PERSON_FOCUS_DISTANCE;
+
+ camera->position.x = playerPosition->x;
+ 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;
+ camera->position.z = playerPosition->z;
+
+ 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;
+ }
+ } break;
+ default: break;
+ }
+}
+
+#endif // CAMERA_IMPLEMENTATION