559 lines
21 KiB
C
559 lines
21 KiB
C
|
/*******************************************************************************************
|
||
|
*
|
||
|
* rcamera - Basic camera system with support for multiple camera modes
|
||
|
*
|
||
|
* CONFIGURATION:
|
||
|
* #define RCAMERA_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 RCAMERA_STANDALONE
|
||
|
* If defined, the library can be used as standalone as a camera system but some
|
||
|
* functions must be redefined to manage inputs accordingly.
|
||
|
*
|
||
|
* CONTRIBUTORS:
|
||
|
* Ramon Santamaria: Supervision, review, update and maintenance
|
||
|
* Christoph Wagner: Complete redesign, using raymath (2022)
|
||
|
* Marc Palau: Initial implementation (2014)
|
||
|
*
|
||
|
*
|
||
|
* LICENSE: zlib/libpng
|
||
|
*
|
||
|
* Copyright (c) 2022-2023 Christoph Wagner (@Crydsch) & Ramon Santamaria (@raysan5)
|
||
|
*
|
||
|
* 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.
|
||
|
*
|
||
|
**********************************************************************************************/
|
||
|
|
||
|
#ifndef RCAMERA_H
|
||
|
#define RCAMERA_H
|
||
|
|
||
|
//----------------------------------------------------------------------------------
|
||
|
// Defines and Macros
|
||
|
//----------------------------------------------------------------------------------
|
||
|
// Function specifiers definition
|
||
|
|
||
|
// Function specifiers in case library is build/used as a shared library (Windows)
|
||
|
// NOTE: Microsoft specifiers to tell compiler that symbols are imported/exported from a .dll
|
||
|
#if defined(_WIN32)
|
||
|
#if defined(BUILD_LIBTYPE_SHARED)
|
||
|
#if defined(__TINYC__)
|
||
|
#define __declspec(x) __attribute__((x))
|
||
|
#endif
|
||
|
#define RLAPI __declspec(dllexport) // We are building the library as a Win32 shared library (.dll)
|
||
|
#elif defined(USE_LIBTYPE_SHARED)
|
||
|
#define RLAPI __declspec(dllimport) // We are using the library as a Win32 shared library (.dll)
|
||
|
#endif
|
||
|
#endif
|
||
|
|
||
|
#ifndef RLAPI
|
||
|
#define RLAPI // Functions defined as 'extern' by default (implicit specifiers)
|
||
|
#endif
|
||
|
|
||
|
#if defined(RCAMERA_STANDALONE)
|
||
|
#define CAMERA_CULL_DISTANCE_NEAR 0.01
|
||
|
#define CAMERA_CULL_DISTANCE_FAR 1000.0
|
||
|
#else
|
||
|
#define CAMERA_CULL_DISTANCE_NEAR RL_CULL_DISTANCE_NEAR
|
||
|
#define CAMERA_CULL_DISTANCE_FAR RL_CULL_DISTANCE_FAR
|
||
|
#endif
|
||
|
|
||
|
//----------------------------------------------------------------------------------
|
||
|
// Types and Structures Definition
|
||
|
// NOTE: Below types are required for standalone usage
|
||
|
//----------------------------------------------------------------------------------
|
||
|
#if defined(RCAMERA_STANDALONE)
|
||
|
// Vector2, 2 components
|
||
|
typedef struct Vector2 {
|
||
|
float x; // Vector x component
|
||
|
float y; // Vector y component
|
||
|
} Vector2;
|
||
|
|
||
|
// Vector3, 3 components
|
||
|
typedef struct Vector3 {
|
||
|
float x; // Vector x component
|
||
|
float y; // Vector y component
|
||
|
float z; // Vector z component
|
||
|
} Vector3;
|
||
|
|
||
|
// Matrix, 4x4 components, column major, OpenGL style, right-handed
|
||
|
typedef struct Matrix {
|
||
|
float m0, m4, m8, m12; // Matrix first row (4 components)
|
||
|
float m1, m5, m9, m13; // Matrix second row (4 components)
|
||
|
float m2, m6, m10, m14; // Matrix third row (4 components)
|
||
|
float m3, m7, m11, m15; // Matrix fourth row (4 components)
|
||
|
} Matrix;
|
||
|
|
||
|
// Camera type, defines a camera position/orientation in 3d space
|
||
|
typedef struct Camera3D {
|
||
|
Vector3 position; // Camera position
|
||
|
Vector3 target; // Camera target it looks-at
|
||
|
Vector3 up; // Camera up vector (rotation over its axis)
|
||
|
float fovy; // Camera field-of-view apperture in Y (degrees) in perspective, used as near plane width in orthographic
|
||
|
int projection; // Camera projection type: CAMERA_PERSPECTIVE or CAMERA_ORTHOGRAPHIC
|
||
|
} Camera3D;
|
||
|
|
||
|
typedef Camera3D Camera; // Camera type fallback, defaults to Camera3D
|
||
|
|
||
|
// Camera projection
|
||
|
typedef enum {
|
||
|
CAMERA_PERSPECTIVE = 0, // Perspective projection
|
||
|
CAMERA_ORTHOGRAPHIC // Orthographic projection
|
||
|
} CameraProjection;
|
||
|
|
||
|
// Camera system modes
|
||
|
typedef enum {
|
||
|
CAMERA_CUSTOM = 0, // Camera custom, controlled by user (UpdateCamera() does nothing)
|
||
|
CAMERA_FREE, // Camera free mode
|
||
|
CAMERA_ORBITAL, // Camera orbital, around target, zoom supported
|
||
|
CAMERA_FIRST_PERSON, // Camera first person
|
||
|
CAMERA_THIRD_PERSON // Camera third person
|
||
|
} CameraMode;
|
||
|
#endif
|
||
|
|
||
|
//----------------------------------------------------------------------------------
|
||
|
// Global Variables Definition
|
||
|
//----------------------------------------------------------------------------------
|
||
|
//...
|
||
|
|
||
|
//----------------------------------------------------------------------------------
|
||
|
// Module Functions Declaration
|
||
|
//----------------------------------------------------------------------------------
|
||
|
|
||
|
#if defined(__cplusplus)
|
||
|
extern "C" { // Prevents name mangling of functions
|
||
|
#endif
|
||
|
|
||
|
RLAPI Vector3 GetCameraForward(Camera *camera);
|
||
|
RLAPI Vector3 GetCameraUp(Camera *camera);
|
||
|
RLAPI Vector3 GetCameraRight(Camera *camera);
|
||
|
|
||
|
// Camera movement
|
||
|
RLAPI void CameraMoveForward(Camera *camera, float distance, bool moveInWorldPlane);
|
||
|
RLAPI void CameraMoveUp(Camera *camera, float distance);
|
||
|
RLAPI void CameraMoveRight(Camera *camera, float distance, bool moveInWorldPlane);
|
||
|
RLAPI void CameraMoveToTarget(Camera *camera, float delta);
|
||
|
|
||
|
// Camera rotation
|
||
|
RLAPI void CameraYaw(Camera *camera, float angle, bool rotateAroundTarget);
|
||
|
RLAPI void CameraPitch(Camera *camera, float angle, bool lockView, bool rotateAroundTarget, bool rotateUp);
|
||
|
RLAPI void CameraRoll(Camera *camera, float angle);
|
||
|
|
||
|
RLAPI Matrix GetCameraViewMatrix(Camera *camera);
|
||
|
RLAPI Matrix GetCameraProjectionMatrix(Camera* camera, float aspect);
|
||
|
|
||
|
#if defined(__cplusplus)
|
||
|
}
|
||
|
#endif
|
||
|
|
||
|
#endif // RCAMERA_H
|
||
|
|
||
|
|
||
|
/***********************************************************************************
|
||
|
*
|
||
|
* CAMERA IMPLEMENTATION
|
||
|
*
|
||
|
************************************************************************************/
|
||
|
|
||
|
#if defined(RCAMERA_IMPLEMENTATION)
|
||
|
|
||
|
#include "raymath.h" // Required for vector maths:
|
||
|
// Vector3Add()
|
||
|
// Vector3Subtract()
|
||
|
// Vector3Scale()
|
||
|
// Vector3Normalize()
|
||
|
// Vector3Distance()
|
||
|
// Vector3CrossProduct()
|
||
|
// Vector3RotateByAxisAngle()
|
||
|
// Vector3Angle()
|
||
|
// Vector3Negate()
|
||
|
// MatrixLookAt()
|
||
|
// MatrixPerspective()
|
||
|
// MatrixOrtho()
|
||
|
// MatrixIdentity()
|
||
|
|
||
|
// raylib required functionality:
|
||
|
// GetMouseDelta()
|
||
|
// GetMouseWheelMove()
|
||
|
// IsKeyDown()
|
||
|
// IsKeyPressed()
|
||
|
// GetFrameTime()
|
||
|
|
||
|
//----------------------------------------------------------------------------------
|
||
|
// Defines and Macros
|
||
|
//----------------------------------------------------------------------------------
|
||
|
#define CAMERA_MOVE_SPEED 0.09f
|
||
|
#define CAMERA_ROTATION_SPEED 0.03f
|
||
|
#define CAMERA_PAN_SPEED 0.2f
|
||
|
|
||
|
// Camera mouse movement sensitivity
|
||
|
#define CAMERA_MOUSE_MOVE_SENSITIVITY 0.003f // TODO: it should be independant of framerate
|
||
|
#define CAMERA_MOUSE_SCROLL_SENSITIVITY 1.5f
|
||
|
|
||
|
#define CAMERA_ORBITAL_SPEED 0.5f // Radians per second
|
||
|
|
||
|
|
||
|
#define CAMERA_FIRST_PERSON_STEP_TRIGONOMETRIC_DIVIDER 8.0f
|
||
|
#define CAMERA_FIRST_PERSON_STEP_DIVIDER 30.0f
|
||
|
#define CAMERA_FIRST_PERSON_WAVING_DIVIDER 200.0f
|
||
|
|
||
|
// PLAYER (used by camera)
|
||
|
#define PLAYER_MOVEMENT_SENSITIVITY 20.0f
|
||
|
|
||
|
//----------------------------------------------------------------------------------
|
||
|
// Types and Structures Definition
|
||
|
//----------------------------------------------------------------------------------
|
||
|
//...
|
||
|
|
||
|
//----------------------------------------------------------------------------------
|
||
|
// Global Variables Definition
|
||
|
//----------------------------------------------------------------------------------
|
||
|
//...
|
||
|
|
||
|
//----------------------------------------------------------------------------------
|
||
|
// Module specific Functions Declaration
|
||
|
//----------------------------------------------------------------------------------
|
||
|
//...
|
||
|
|
||
|
//----------------------------------------------------------------------------------
|
||
|
// Module Functions Definition
|
||
|
//----------------------------------------------------------------------------------
|
||
|
// Returns the cameras forward vector (normalized)
|
||
|
Vector3 GetCameraForward(Camera *camera)
|
||
|
{
|
||
|
return Vector3Normalize(Vector3Subtract(camera->target, camera->position));
|
||
|
}
|
||
|
|
||
|
// Returns the cameras up vector (normalized)
|
||
|
// Note: The up vector might not be perpendicular to the forward vector
|
||
|
Vector3 GetCameraUp(Camera *camera)
|
||
|
{
|
||
|
return Vector3Normalize(camera->up);
|
||
|
}
|
||
|
|
||
|
// Returns the cameras right vector (normalized)
|
||
|
Vector3 GetCameraRight(Camera *camera)
|
||
|
{
|
||
|
Vector3 forward = GetCameraForward(camera);
|
||
|
Vector3 up = GetCameraUp(camera);
|
||
|
|
||
|
return Vector3CrossProduct(forward, up);
|
||
|
}
|
||
|
|
||
|
// Moves the camera in its forward direction
|
||
|
void CameraMoveForward(Camera *camera, float distance, bool moveInWorldPlane)
|
||
|
{
|
||
|
Vector3 forward = GetCameraForward(camera);
|
||
|
|
||
|
if (moveInWorldPlane)
|
||
|
{
|
||
|
// Project vector onto world plane
|
||
|
forward.y = 0;
|
||
|
forward = Vector3Normalize(forward);
|
||
|
}
|
||
|
|
||
|
// Scale by distance
|
||
|
forward = Vector3Scale(forward, distance);
|
||
|
|
||
|
// Move position and target
|
||
|
camera->position = Vector3Add(camera->position, forward);
|
||
|
camera->target = Vector3Add(camera->target, forward);
|
||
|
}
|
||
|
|
||
|
// Moves the camera in its up direction
|
||
|
void CameraMoveUp(Camera *camera, float distance)
|
||
|
{
|
||
|
Vector3 up = GetCameraUp(camera);
|
||
|
|
||
|
// Scale by distance
|
||
|
up = Vector3Scale(up, distance);
|
||
|
|
||
|
// Move position and target
|
||
|
camera->position = Vector3Add(camera->position, up);
|
||
|
camera->target = Vector3Add(camera->target, up);
|
||
|
}
|
||
|
|
||
|
// Moves the camera target in its current right direction
|
||
|
void CameraMoveRight(Camera *camera, float distance, bool moveInWorldPlane)
|
||
|
{
|
||
|
Vector3 right = GetCameraRight(camera);
|
||
|
|
||
|
if (moveInWorldPlane)
|
||
|
{
|
||
|
// Project vector onto world plane
|
||
|
right.y = 0;
|
||
|
right = Vector3Normalize(right);
|
||
|
}
|
||
|
|
||
|
// Scale by distance
|
||
|
right = Vector3Scale(right, distance);
|
||
|
|
||
|
// Move position and target
|
||
|
camera->position = Vector3Add(camera->position, right);
|
||
|
camera->target = Vector3Add(camera->target, right);
|
||
|
}
|
||
|
|
||
|
// Moves the camera position closer/farther to/from the camera target
|
||
|
void CameraMoveToTarget(Camera *camera, float delta)
|
||
|
{
|
||
|
float distance = Vector3Distance(camera->position, camera->target);
|
||
|
|
||
|
// Apply delta
|
||
|
distance += delta;
|
||
|
|
||
|
// Distance must be greater than 0
|
||
|
if (distance <= 0) distance = 0.001f;
|
||
|
|
||
|
// Set new distance by moving the position along the forward vector
|
||
|
Vector3 forward = GetCameraForward(camera);
|
||
|
camera->position = Vector3Add(camera->target, Vector3Scale(forward, -distance));
|
||
|
}
|
||
|
|
||
|
// Rotates the camera around its up vector
|
||
|
// Yaw is "looking left and right"
|
||
|
// If rotateAroundTarget is false, the camera rotates around its position
|
||
|
// Note: angle must be provided in radians
|
||
|
void CameraYaw(Camera *camera, float angle, bool rotateAroundTarget)
|
||
|
{
|
||
|
// Rotation axis
|
||
|
Vector3 up = GetCameraUp(camera);
|
||
|
|
||
|
// View vector
|
||
|
Vector3 targetPosition = Vector3Subtract(camera->target, camera->position);
|
||
|
|
||
|
// Rotate view vector around up axis
|
||
|
targetPosition = Vector3RotateByAxisAngle(targetPosition, up, angle);
|
||
|
|
||
|
if (rotateAroundTarget)
|
||
|
{
|
||
|
// Move position relative to target
|
||
|
camera->position = Vector3Subtract(camera->target, targetPosition);
|
||
|
}
|
||
|
else // rotate around camera.position
|
||
|
{
|
||
|
// Move target relative to position
|
||
|
camera->target = Vector3Add(camera->position, targetPosition);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// Rotates the camera around its right vector, pitch is "looking up and down"
|
||
|
// - lockView prevents camera overrotation (aka "somersaults")
|
||
|
// - rotateAroundTarget defines if rotation is around target or around its position
|
||
|
// - rotateUp rotates the up direction as well (typically only usefull in CAMERA_FREE)
|
||
|
// NOTE: angle must be provided in radians
|
||
|
void CameraPitch(Camera *camera, float angle, bool lockView, bool rotateAroundTarget, bool rotateUp)
|
||
|
{
|
||
|
// Up direction
|
||
|
Vector3 up = GetCameraUp(camera);
|
||
|
|
||
|
// View vector
|
||
|
Vector3 targetPosition = Vector3Subtract(camera->target, camera->position);
|
||
|
|
||
|
if (lockView)
|
||
|
{
|
||
|
// In these camera modes we clamp the Pitch angle
|
||
|
// to allow only viewing straight up or down.
|
||
|
|
||
|
// Clamp view up
|
||
|
float maxAngleUp = Vector3Angle(up, targetPosition);
|
||
|
maxAngleUp -= 0.001f; // avoid numerical errors
|
||
|
if (angle > maxAngleUp) angle = maxAngleUp;
|
||
|
|
||
|
// Clamp view down
|
||
|
float maxAngleDown = Vector3Angle(Vector3Negate(up), targetPosition);
|
||
|
maxAngleDown *= -1.0f; // downwards angle is negative
|
||
|
maxAngleDown += 0.001f; // avoid numerical errors
|
||
|
if (angle < maxAngleDown) angle = maxAngleDown;
|
||
|
}
|
||
|
|
||
|
// Rotation axis
|
||
|
Vector3 right = GetCameraRight(camera);
|
||
|
|
||
|
// Rotate view vector around right axis
|
||
|
targetPosition = Vector3RotateByAxisAngle(targetPosition, right, angle);
|
||
|
|
||
|
if (rotateAroundTarget)
|
||
|
{
|
||
|
// Move position relative to target
|
||
|
camera->position = Vector3Subtract(camera->target, targetPosition);
|
||
|
}
|
||
|
else // rotate around camera.position
|
||
|
{
|
||
|
// Move target relative to position
|
||
|
camera->target = Vector3Add(camera->position, targetPosition);
|
||
|
}
|
||
|
|
||
|
if (rotateUp)
|
||
|
{
|
||
|
// Rotate up direction around right axis
|
||
|
camera->up = Vector3RotateByAxisAngle(camera->up, right, angle);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// Rotates the camera around its forward vector
|
||
|
// Roll is "turning your head sideways to the left or right"
|
||
|
// Note: angle must be provided in radians
|
||
|
void CameraRoll(Camera *camera, float angle)
|
||
|
{
|
||
|
// Rotation axis
|
||
|
Vector3 forward = GetCameraForward(camera);
|
||
|
|
||
|
// Rotate up direction around forward axis
|
||
|
camera->up = Vector3RotateByAxisAngle(camera->up, forward, angle);
|
||
|
}
|
||
|
|
||
|
// Returns the camera view matrix
|
||
|
Matrix GetCameraViewMatrix(Camera *camera)
|
||
|
{
|
||
|
return MatrixLookAt(camera->position, camera->target, camera->up);
|
||
|
}
|
||
|
|
||
|
// Returns the camera projection matrix
|
||
|
Matrix GetCameraProjectionMatrix(Camera *camera, float aspect)
|
||
|
{
|
||
|
if (camera->projection == CAMERA_PERSPECTIVE)
|
||
|
{
|
||
|
return MatrixPerspective(camera->fovy*DEG2RAD, aspect, CAMERA_CULL_DISTANCE_NEAR, CAMERA_CULL_DISTANCE_FAR);
|
||
|
}
|
||
|
else if (camera->projection == CAMERA_ORTHOGRAPHIC)
|
||
|
{
|
||
|
double top = camera->fovy/2.0;
|
||
|
double right = top*aspect;
|
||
|
|
||
|
return MatrixOrtho(-right, right, -top, top, CAMERA_CULL_DISTANCE_NEAR, CAMERA_CULL_DISTANCE_FAR);
|
||
|
}
|
||
|
|
||
|
return MatrixIdentity();
|
||
|
}
|
||
|
|
||
|
#if !defined(RCAMERA_STANDALONE)
|
||
|
// Update camera position for selected mode
|
||
|
// Camera mode: CAMERA_FREE, CAMERA_FIRST_PERSON, CAMERA_THIRD_PERSON, CAMERA_ORBITAL or CUSTOM
|
||
|
void UpdateCamera(Camera *camera, int mode)
|
||
|
{
|
||
|
Vector2 mousePositionDelta = GetMouseDelta();
|
||
|
|
||
|
bool moveInWorldPlane = ((mode == CAMERA_FIRST_PERSON) || (mode == CAMERA_THIRD_PERSON));
|
||
|
bool rotateAroundTarget = ((mode == CAMERA_THIRD_PERSON) || (mode == CAMERA_ORBITAL));
|
||
|
bool lockView = ((mode == CAMERA_FIRST_PERSON) || (mode == CAMERA_THIRD_PERSON) || (mode == CAMERA_ORBITAL));
|
||
|
bool rotateUp = false;
|
||
|
|
||
|
if (mode == CAMERA_ORBITAL)
|
||
|
{
|
||
|
// Orbital can just orbit
|
||
|
Matrix rotation = MatrixRotate(GetCameraUp(camera), CAMERA_ORBITAL_SPEED*GetFrameTime());
|
||
|
Vector3 view = Vector3Subtract(camera->position, camera->target);
|
||
|
view = Vector3Transform(view, rotation);
|
||
|
camera->position = Vector3Add(camera->target, view);
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
// Camera rotation
|
||
|
if (IsKeyDown(KEY_DOWN)) CameraPitch(camera, -CAMERA_ROTATION_SPEED, lockView, rotateAroundTarget, rotateUp);
|
||
|
if (IsKeyDown(KEY_UP)) CameraPitch(camera, CAMERA_ROTATION_SPEED, lockView, rotateAroundTarget, rotateUp);
|
||
|
if (IsKeyDown(KEY_RIGHT)) CameraYaw(camera, -CAMERA_ROTATION_SPEED, rotateAroundTarget);
|
||
|
if (IsKeyDown(KEY_LEFT)) CameraYaw(camera, CAMERA_ROTATION_SPEED, rotateAroundTarget);
|
||
|
if (IsKeyDown(KEY_Q)) CameraRoll(camera, -CAMERA_ROTATION_SPEED);
|
||
|
if (IsKeyDown(KEY_E)) CameraRoll(camera, CAMERA_ROTATION_SPEED);
|
||
|
|
||
|
// Camera movement
|
||
|
if (!IsGamepadAvailable(0))
|
||
|
{
|
||
|
// Camera pan (for CAMERA_FREE)
|
||
|
if ((mode == CAMERA_FREE) && (IsMouseButtonDown(MOUSE_BUTTON_MIDDLE)))
|
||
|
{
|
||
|
const Vector2 mouseDelta = GetMouseDelta();
|
||
|
if (mouseDelta.x > 0.0f) CameraMoveRight(camera, CAMERA_PAN_SPEED, moveInWorldPlane);
|
||
|
if (mouseDelta.x < 0.0f) CameraMoveRight(camera, -CAMERA_PAN_SPEED, moveInWorldPlane);
|
||
|
if (mouseDelta.y > 0.0f) CameraMoveUp(camera, -CAMERA_PAN_SPEED);
|
||
|
if (mouseDelta.y < 0.0f) CameraMoveUp(camera, CAMERA_PAN_SPEED);
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
// Mouse support
|
||
|
CameraYaw(camera, -mousePositionDelta.x*CAMERA_MOUSE_MOVE_SENSITIVITY, rotateAroundTarget);
|
||
|
CameraPitch(camera, -mousePositionDelta.y*CAMERA_MOUSE_MOVE_SENSITIVITY, lockView, rotateAroundTarget, rotateUp);
|
||
|
}
|
||
|
|
||
|
// Keyboard support
|
||
|
if (IsKeyDown(KEY_W)) CameraMoveForward(camera, CAMERA_MOVE_SPEED, moveInWorldPlane);
|
||
|
if (IsKeyDown(KEY_A)) CameraMoveRight(camera, -CAMERA_MOVE_SPEED, moveInWorldPlane);
|
||
|
if (IsKeyDown(KEY_S)) CameraMoveForward(camera, -CAMERA_MOVE_SPEED, moveInWorldPlane);
|
||
|
if (IsKeyDown(KEY_D)) CameraMoveRight(camera, CAMERA_MOVE_SPEED, moveInWorldPlane);
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
// Gamepad controller support
|
||
|
CameraYaw(camera, -(GetGamepadAxisMovement(0, GAMEPAD_AXIS_RIGHT_X) * 2)*CAMERA_MOUSE_MOVE_SENSITIVITY, rotateAroundTarget);
|
||
|
CameraPitch(camera, -(GetGamepadAxisMovement(0, GAMEPAD_AXIS_RIGHT_Y) * 2)*CAMERA_MOUSE_MOVE_SENSITIVITY, lockView, rotateAroundTarget, rotateUp);
|
||
|
|
||
|
if (GetGamepadAxisMovement(0, GAMEPAD_AXIS_LEFT_Y) <= -0.25f) CameraMoveForward(camera, CAMERA_MOVE_SPEED, moveInWorldPlane);
|
||
|
if (GetGamepadAxisMovement(0, GAMEPAD_AXIS_LEFT_X) <= -0.25f) CameraMoveRight(camera, -CAMERA_MOVE_SPEED, moveInWorldPlane);
|
||
|
if (GetGamepadAxisMovement(0, GAMEPAD_AXIS_LEFT_Y) >= 0.25f) CameraMoveForward(camera, -CAMERA_MOVE_SPEED, moveInWorldPlane);
|
||
|
if (GetGamepadAxisMovement(0, GAMEPAD_AXIS_LEFT_X) >= 0.25f) CameraMoveRight(camera, CAMERA_MOVE_SPEED, moveInWorldPlane);
|
||
|
}
|
||
|
|
||
|
if (mode == CAMERA_FREE)
|
||
|
{
|
||
|
if (IsKeyDown(KEY_SPACE)) CameraMoveUp(camera, CAMERA_MOVE_SPEED);
|
||
|
if (IsKeyDown(KEY_LEFT_CONTROL)) CameraMoveUp(camera, -CAMERA_MOVE_SPEED);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if ((mode == CAMERA_THIRD_PERSON) || (mode == CAMERA_ORBITAL) || (mode == CAMERA_FREE))
|
||
|
{
|
||
|
// Zoom target distance
|
||
|
CameraMoveToTarget(camera, -GetMouseWheelMove());
|
||
|
if (IsKeyPressed(KEY_KP_SUBTRACT)) CameraMoveToTarget(camera, 2.0f);
|
||
|
if (IsKeyPressed(KEY_KP_ADD)) CameraMoveToTarget(camera, -2.0f);
|
||
|
}
|
||
|
}
|
||
|
#endif // !RCAMERA_STANDALONE
|
||
|
|
||
|
// Update camera movement, movement/rotation values should be provided by user
|
||
|
void UpdateCameraPro(Camera *camera, Vector3 movement, Vector3 rotation, float zoom)
|
||
|
{
|
||
|
// Required values
|
||
|
// movement.x - Move forward/backward
|
||
|
// movement.y - Move right/left
|
||
|
// movement.z - Move up/down
|
||
|
// rotation.x - yaw
|
||
|
// rotation.y - pitch
|
||
|
// rotation.z - roll
|
||
|
// zoom - Move towards target
|
||
|
|
||
|
bool lockView = true;
|
||
|
bool rotateAroundTarget = false;
|
||
|
bool rotateUp = false;
|
||
|
bool moveInWorldPlane = true;
|
||
|
|
||
|
// Camera rotation
|
||
|
CameraPitch(camera, -rotation.y*DEG2RAD, lockView, rotateAroundTarget, rotateUp);
|
||
|
CameraYaw(camera, -rotation.x*DEG2RAD, rotateAroundTarget);
|
||
|
CameraRoll(camera, rotation.z*DEG2RAD);
|
||
|
|
||
|
// Camera movement
|
||
|
CameraMoveForward(camera, movement.x, moveInWorldPlane);
|
||
|
CameraMoveRight(camera, movement.y, moveInWorldPlane);
|
||
|
CameraMoveUp(camera, movement.z);
|
||
|
|
||
|
// Zoom target distance
|
||
|
CameraMoveToTarget(camera, zoom);
|
||
|
}
|
||
|
|
||
|
#endif // RCAMERA_IMPLEMENTATION
|