github.com/Konstantin8105/c4go@v0.0.0-20240505174241-768bb1c65a51/tests/raylib/rcamera.h (about) 1 /******************************************************************************************* 2 * 3 * rcamera - Basic camera system for multiple camera modes 4 * 5 * NOTE: Memory footprint of this library is aproximately 52 bytes (global variables) 6 * 7 * CONFIGURATION: 8 * 9 * #define CAMERA_IMPLEMENTATION 10 * Generates the implementation of the library into the included file. 11 * If not defined, the library is in header only mode and can be included in other headers 12 * or source files without problems. But only ONE file should hold the implementation. 13 * 14 * #define CAMERA_STANDALONE 15 * If defined, the library can be used as standalone as a camera system but some 16 * functions must be redefined to manage inputs accordingly. 17 * 18 * CONTRIBUTORS: 19 * Ramon Santamaria: Supervision, review, update and maintenance 20 * Marc Palau: Initial implementation (2014) 21 * 22 * 23 * LICENSE: zlib/libpng 24 * 25 * Copyright (c) 2015-2022 Ramon Santamaria (@raysan5) 26 * 27 * This software is provided "as-is", without any express or implied warranty. In no event 28 * will the authors be held liable for any damages arising from the use of this software. 29 * 30 * Permission is granted to anyone to use this software for any purpose, including commercial 31 * applications, and to alter it and redistribute it freely, subject to the following restrictions: 32 * 33 * 1. The origin of this software must not be misrepresented; you must not claim that you 34 * wrote the original software. If you use this software in a product, an acknowledgment 35 * in the product documentation would be appreciated but is not required. 36 * 37 * 2. Altered source versions must be plainly marked as such, and must not be misrepresented 38 * as being the original software. 39 * 40 * 3. This notice may not be removed or altered from any source distribution. 41 * 42 **********************************************************************************************/ 43 44 #ifndef RCAMERA_H 45 #define RCAMERA_H 46 47 //---------------------------------------------------------------------------------- 48 // Defines and Macros 49 //---------------------------------------------------------------------------------- 50 //... 51 52 //---------------------------------------------------------------------------------- 53 // Types and Structures Definition 54 // NOTE: Below types are required for CAMERA_STANDALONE usage 55 //---------------------------------------------------------------------------------- 56 #if defined(CAMERA_STANDALONE) 57 // Vector2 type 58 typedef struct Vector2 { 59 float x; 60 float y; 61 } Vector2; 62 63 // Vector3 type 64 typedef struct Vector3 { 65 float x; 66 float y; 67 float z; 68 } Vector3; 69 70 // Camera type, defines a camera position/orientation in 3d space 71 typedef struct Camera3D { 72 Vector3 position; // Camera position 73 Vector3 target; // Camera target it looks-at 74 Vector3 up; // Camera up vector (rotation over its axis) 75 float fovy; // Camera field-of-view apperture in Y (degrees) in perspective, used as near plane width in orthographic 76 int type; // Camera type, defines projection type: CAMERA_PERSPECTIVE or CAMERA_ORTHOGRAPHIC 77 } Camera3D; 78 79 typedef Camera3D Camera; // Camera type fallback, defaults to Camera3D 80 81 // Camera system modes 82 typedef enum { 83 CAMERA_CUSTOM = 0, 84 CAMERA_FREE, 85 CAMERA_ORBITAL, 86 CAMERA_FIRST_PERSON, 87 CAMERA_THIRD_PERSON 88 } CameraMode; 89 90 // Camera projection modes 91 typedef enum { 92 CAMERA_PERSPECTIVE = 0, 93 CAMERA_ORTHOGRAPHIC 94 } CameraProjection; 95 #endif 96 97 //---------------------------------------------------------------------------------- 98 // Global Variables Definition 99 //---------------------------------------------------------------------------------- 100 //... 101 102 //---------------------------------------------------------------------------------- 103 // Module Functions Declaration 104 //---------------------------------------------------------------------------------- 105 106 #if defined(__cplusplus) 107 extern "C" { // Prevents name mangling of functions 108 #endif 109 110 #if defined(CAMERA_STANDALONE) 111 void SetCameraMode(Camera camera, int mode); // Set camera mode (multiple camera modes available) 112 void UpdateCamera(Camera *camera); // Update camera position for selected mode 113 114 void SetCameraPanControl(int keyPan); // Set camera pan key to combine with mouse movement (free camera) 115 void SetCameraAltControl(int keyAlt); // Set camera alt key to combine with mouse movement (free camera) 116 void SetCameraSmoothZoomControl(int szoomKey); // Set camera smooth zoom key to combine with mouse (free camera) 117 void SetCameraMoveControls(int keyFront, int keyBack, 118 int keyRight, int keyLeft, 119 int keyUp, int keyDown); // Set camera move controls (1st person and 3rd person cameras) 120 #endif 121 122 #if defined(__cplusplus) 123 } 124 #endif 125 126 #endif // CAMERA_H 127 128 129 /*********************************************************************************** 130 * 131 * CAMERA IMPLEMENTATION 132 * 133 ************************************************************************************/ 134 135 #if defined(CAMERA_IMPLEMENTATION) 136 137 #include <math.h> // Required for: sinf(), cosf(), sqrtf() 138 139 //---------------------------------------------------------------------------------- 140 // Defines and Macros 141 //---------------------------------------------------------------------------------- 142 #ifndef PI 143 #define PI 3.14159265358979323846 144 #endif 145 #ifndef DEG2RAD 146 #define DEG2RAD (PI/180.0f) 147 #endif 148 #ifndef RAD2DEG 149 #define RAD2DEG (180.0f/PI) 150 #endif 151 152 // Camera mouse movement sensitivity 153 #define CAMERA_MOUSE_MOVE_SENSITIVITY 0.5f // TODO: it should be independant of framerate 154 #define CAMERA_MOUSE_SCROLL_SENSITIVITY 1.5f 155 156 // FREE_CAMERA 157 #define CAMERA_FREE_MOUSE_SENSITIVITY 0.01f 158 #define CAMERA_FREE_DISTANCE_MIN_CLAMP 0.3f 159 #define CAMERA_FREE_DISTANCE_MAX_CLAMP 120.0f 160 #define CAMERA_FREE_MIN_CLAMP 85.0f 161 #define CAMERA_FREE_MAX_CLAMP -85.0f 162 #define CAMERA_FREE_SMOOTH_ZOOM_SENSITIVITY 0.05f 163 #define CAMERA_FREE_PANNING_DIVIDER 5.1f 164 165 // ORBITAL_CAMERA 166 #define CAMERA_ORBITAL_SPEED 0.5f // Radians per second 167 168 // FIRST_PERSON 169 //#define CAMERA_FIRST_PERSON_MOUSE_SENSITIVITY 0.003f 170 #define CAMERA_FIRST_PERSON_FOCUS_DISTANCE 25.0f 171 #define CAMERA_FIRST_PERSON_MIN_CLAMP 89.0f 172 #define CAMERA_FIRST_PERSON_MAX_CLAMP -89.0f 173 174 // When walking, y-position of the player moves up-down at step frequency (swinging) but 175 // also the body slightly tilts left-right on every step, when all the body weight is left over one foot (tilting) 176 #define CAMERA_FIRST_PERSON_STEP_FREQUENCY 1.8f // Step frequency when walking (steps per second) 177 #define CAMERA_FIRST_PERSON_SWINGING_DELTA 0.03f // Maximum up-down swinging distance when walking 178 #define CAMERA_FIRST_PERSON_TILTING_DELTA 0.005f // Maximum left-right tilting distance when walking 179 180 // THIRD_PERSON 181 //#define CAMERA_THIRD_PERSON_MOUSE_SENSITIVITY 0.003f 182 #define CAMERA_THIRD_PERSON_DISTANCE_CLAMP 1.2f 183 #define CAMERA_THIRD_PERSON_MIN_CLAMP 5.0f 184 #define CAMERA_THIRD_PERSON_MAX_CLAMP -85.0f 185 #define CAMERA_THIRD_PERSON_OFFSET (Vector3){ 0.4f, 0.0f, 0.0f } 186 187 // PLAYER (used by camera) 188 #define PLAYER_MOVEMENT_SENSITIVITY 2.0f 189 190 //---------------------------------------------------------------------------------- 191 // Types and Structures Definition 192 //---------------------------------------------------------------------------------- 193 // Camera move modes (first person and third person cameras) 194 typedef enum { 195 MOVE_FRONT = 0, 196 MOVE_BACK, 197 MOVE_RIGHT, 198 MOVE_LEFT, 199 MOVE_UP, 200 MOVE_DOWN 201 } CameraMove; 202 203 // Camera global state context data [56 bytes] 204 typedef struct { 205 unsigned int mode; // Current camera mode 206 float targetDistance; // Camera distance from position to target 207 float playerEyesPosition; // Player eyes position from ground (in meters) 208 Vector2 angle; // Camera angle in plane XZ 209 210 // Camera movement control keys 211 int moveControl[6]; // Move controls (CAMERA_FIRST_PERSON) 212 int smoothZoomControl; // Smooth zoom control key 213 int altControl; // Alternative control key 214 int panControl; // Pan view control key 215 } CameraData; 216 217 //---------------------------------------------------------------------------------- 218 // Global Variables Definition 219 //---------------------------------------------------------------------------------- 220 static CameraData CAMERA = { // Global CAMERA state context 221 .mode = 0, 222 .targetDistance = 0, 223 .playerEyesPosition = 1.85f, 224 .angle = { 0 }, 225 .moveControl = { 'W', 'S', 'D', 'A', 'E', 'Q' }, 226 .smoothZoomControl = 341, // raylib: KEY_LEFT_CONTROL 227 .altControl = 342, // raylib: KEY_LEFT_ALT 228 .panControl = 2 // raylib: MOUSE_BUTTON_MIDDLE 229 }; 230 231 //---------------------------------------------------------------------------------- 232 // Module specific Functions Declaration 233 //---------------------------------------------------------------------------------- 234 #if defined(CAMERA_STANDALONE) 235 // NOTE: Camera controls depend on some raylib input functions 236 static void EnableCursor() {} // Unlock cursor 237 static void DisableCursor() {} // Lock cursor 238 239 static int IsKeyDown(int key) { return 0; } 240 241 static int IsMouseButtonDown(int button) { return 0;} 242 static float GetMouseWheelMove() { return 0.0f; } 243 static Vector2 GetMousePosition() { return (Vector2){ 0.0f, 0.0f }; } 244 #endif 245 246 //---------------------------------------------------------------------------------- 247 // Module Functions Definition 248 //---------------------------------------------------------------------------------- 249 250 // Select camera mode (multiple camera modes available) 251 void SetCameraMode(Camera camera, int mode) 252 { 253 Vector3 v1 = camera.position; 254 Vector3 v2 = camera.target; 255 256 float dx = v2.x - v1.x; 257 float dy = v2.y - v1.y; 258 float dz = v2.z - v1.z; 259 260 CAMERA.targetDistance = sqrtf(dx*dx + dy*dy + dz*dz); // Distance to target 261 262 // Camera angle calculation 263 CAMERA.angle.x = atan2f(dx, dz); // Camera angle in plane XZ (0 aligned with Z, move positive CCW) 264 CAMERA.angle.y = atan2f(dy, sqrtf(dx*dx + dz*dz)); // Camera angle in plane XY (0 aligned with X, move positive CW) 265 266 CAMERA.playerEyesPosition = camera.position.y; // Init player eyes position to camera Y position 267 268 // Lock cursor for first person and third person cameras 269 if ((mode == CAMERA_FIRST_PERSON) || (mode == CAMERA_THIRD_PERSON)) DisableCursor(); 270 else EnableCursor(); 271 272 CAMERA.mode = mode; 273 } 274 275 // Update camera depending on selected mode 276 // NOTE: Camera controls depend on some raylib functions: 277 // System: EnableCursor(), DisableCursor() 278 // Mouse: IsMouseButtonDown(), GetMousePosition(), GetMouseWheelMove() 279 // Keys: IsKeyDown() 280 void UpdateCamera(Camera *camera) 281 { 282 static float swingCounter = 0.0f; // Used for 1st person swinging movement 283 284 // TODO: Compute CAMERA.targetDistance and CAMERA.angle here (?) 285 286 // Mouse movement detection 287 Vector2 mousePositionDelta = GetMouseDelta(); 288 float mouseWheelMove = GetMouseWheelMove(); 289 290 // Keys input detection 291 // TODO: Input detection is raylib-dependant, it could be moved outside the module 292 bool keyPan = IsMouseButtonDown(CAMERA.panControl); 293 bool keyAlt = IsKeyDown(CAMERA.altControl); 294 bool szoomKey = IsKeyDown(CAMERA.smoothZoomControl); 295 bool direction[6] = { IsKeyDown(CAMERA.moveControl[MOVE_FRONT]), 296 IsKeyDown(CAMERA.moveControl[MOVE_BACK]), 297 IsKeyDown(CAMERA.moveControl[MOVE_RIGHT]), 298 IsKeyDown(CAMERA.moveControl[MOVE_LEFT]), 299 IsKeyDown(CAMERA.moveControl[MOVE_UP]), 300 IsKeyDown(CAMERA.moveControl[MOVE_DOWN]) }; 301 302 // Support for multiple automatic camera modes 303 // NOTE: In case of CAMERA_CUSTOM nothing happens here, user must update it manually 304 switch (CAMERA.mode) 305 { 306 case CAMERA_FREE: // Camera free controls, using standard 3d-content-creation scheme 307 { 308 // Camera zoom 309 if ((CAMERA.targetDistance < CAMERA_FREE_DISTANCE_MAX_CLAMP) && (mouseWheelMove < 0)) 310 { 311 CAMERA.targetDistance -= (mouseWheelMove*CAMERA_MOUSE_SCROLL_SENSITIVITY); 312 if (CAMERA.targetDistance > CAMERA_FREE_DISTANCE_MAX_CLAMP) CAMERA.targetDistance = CAMERA_FREE_DISTANCE_MAX_CLAMP; 313 } 314 315 // Camera looking down 316 else if ((camera->position.y > camera->target.y) && (CAMERA.targetDistance == CAMERA_FREE_DISTANCE_MAX_CLAMP) && (mouseWheelMove < 0)) 317 { 318 camera->target.x += mouseWheelMove*(camera->target.x - camera->position.x)*CAMERA_MOUSE_SCROLL_SENSITIVITY/CAMERA.targetDistance; 319 camera->target.y += mouseWheelMove*(camera->target.y - camera->position.y)*CAMERA_MOUSE_SCROLL_SENSITIVITY/CAMERA.targetDistance; 320 camera->target.z += mouseWheelMove*(camera->target.z - camera->position.z)*CAMERA_MOUSE_SCROLL_SENSITIVITY/CAMERA.targetDistance; 321 } 322 else if ((camera->position.y > camera->target.y) && (camera->target.y >= 0)) 323 { 324 camera->target.x += mouseWheelMove*(camera->target.x - camera->position.x)*CAMERA_MOUSE_SCROLL_SENSITIVITY/CAMERA.targetDistance; 325 camera->target.y += mouseWheelMove*(camera->target.y - camera->position.y)*CAMERA_MOUSE_SCROLL_SENSITIVITY/CAMERA.targetDistance; 326 camera->target.z += mouseWheelMove*(camera->target.z - camera->position.z)*CAMERA_MOUSE_SCROLL_SENSITIVITY/CAMERA.targetDistance; 327 328 // if (camera->target.y < 0) camera->target.y = -0.001; 329 } 330 else if ((camera->position.y > camera->target.y) && (camera->target.y < 0) && (mouseWheelMove > 0)) 331 { 332 CAMERA.targetDistance -= (mouseWheelMove*CAMERA_MOUSE_SCROLL_SENSITIVITY); 333 if (CAMERA.targetDistance < CAMERA_FREE_DISTANCE_MIN_CLAMP) CAMERA.targetDistance = CAMERA_FREE_DISTANCE_MIN_CLAMP; 334 } 335 // Camera looking up 336 else if ((camera->position.y < camera->target.y) && (CAMERA.targetDistance == CAMERA_FREE_DISTANCE_MAX_CLAMP) && (mouseWheelMove < 0)) 337 { 338 camera->target.x += mouseWheelMove*(camera->target.x - camera->position.x)*CAMERA_MOUSE_SCROLL_SENSITIVITY/CAMERA.targetDistance; 339 camera->target.y += mouseWheelMove*(camera->target.y - camera->position.y)*CAMERA_MOUSE_SCROLL_SENSITIVITY/CAMERA.targetDistance; 340 camera->target.z += mouseWheelMove*(camera->target.z - camera->position.z)*CAMERA_MOUSE_SCROLL_SENSITIVITY/CAMERA.targetDistance; 341 } 342 else if ((camera->position.y < camera->target.y) && (camera->target.y <= 0)) 343 { 344 camera->target.x += mouseWheelMove*(camera->target.x - camera->position.x)*CAMERA_MOUSE_SCROLL_SENSITIVITY/CAMERA.targetDistance; 345 camera->target.y += mouseWheelMove*(camera->target.y - camera->position.y)*CAMERA_MOUSE_SCROLL_SENSITIVITY/CAMERA.targetDistance; 346 camera->target.z += mouseWheelMove*(camera->target.z - camera->position.z)*CAMERA_MOUSE_SCROLL_SENSITIVITY/CAMERA.targetDistance; 347 348 // if (camera->target.y > 0) camera->target.y = 0.001; 349 } 350 else if ((camera->position.y < camera->target.y) && (camera->target.y > 0) && (mouseWheelMove > 0)) 351 { 352 CAMERA.targetDistance -= (mouseWheelMove*CAMERA_MOUSE_SCROLL_SENSITIVITY); 353 if (CAMERA.targetDistance < CAMERA_FREE_DISTANCE_MIN_CLAMP) CAMERA.targetDistance = CAMERA_FREE_DISTANCE_MIN_CLAMP; 354 } 355 356 // Input keys checks 357 if (keyPan) 358 { 359 if (keyAlt) // Alternative key behaviour 360 { 361 if (szoomKey) 362 { 363 // Camera smooth zoom 364 CAMERA.targetDistance += (mousePositionDelta.y*CAMERA_FREE_SMOOTH_ZOOM_SENSITIVITY); 365 } 366 else 367 { 368 // Camera rotation 369 CAMERA.angle.x += mousePositionDelta.x*-CAMERA_FREE_MOUSE_SENSITIVITY; 370 CAMERA.angle.y += mousePositionDelta.y*-CAMERA_FREE_MOUSE_SENSITIVITY; 371 372 // Angle clamp 373 if (CAMERA.angle.y > CAMERA_FREE_MIN_CLAMP*DEG2RAD) CAMERA.angle.y = CAMERA_FREE_MIN_CLAMP*DEG2RAD; 374 else if (CAMERA.angle.y < CAMERA_FREE_MAX_CLAMP*DEG2RAD) CAMERA.angle.y = CAMERA_FREE_MAX_CLAMP*DEG2RAD; 375 } 376 } 377 else 378 { 379 // Camera panning 380 camera->target.x += ((mousePositionDelta.x*CAMERA_FREE_MOUSE_SENSITIVITY)*cosf(CAMERA.angle.x) + (mousePositionDelta.y*-CAMERA_FREE_MOUSE_SENSITIVITY)*sinf(CAMERA.angle.x)*sinf(CAMERA.angle.y))*(CAMERA.targetDistance/CAMERA_FREE_PANNING_DIVIDER); 381 camera->target.y += ((mousePositionDelta.y*CAMERA_FREE_MOUSE_SENSITIVITY)*cosf(CAMERA.angle.y))*(CAMERA.targetDistance/CAMERA_FREE_PANNING_DIVIDER); 382 camera->target.z += ((mousePositionDelta.x*-CAMERA_FREE_MOUSE_SENSITIVITY)*sinf(CAMERA.angle.x) + (mousePositionDelta.y*-CAMERA_FREE_MOUSE_SENSITIVITY)*cosf(CAMERA.angle.x)*sinf(CAMERA.angle.y))*(CAMERA.targetDistance/CAMERA_FREE_PANNING_DIVIDER); 383 } 384 } 385 386 // Update camera position with changes 387 camera->position.x = -sinf(CAMERA.angle.x)*CAMERA.targetDistance*cosf(CAMERA.angle.y) + camera->target.x; 388 camera->position.y = -sinf(CAMERA.angle.y)*CAMERA.targetDistance + camera->target.y; 389 camera->position.z = -cosf(CAMERA.angle.x)*CAMERA.targetDistance*cosf(CAMERA.angle.y) + camera->target.z; 390 391 } break; 392 case CAMERA_ORBITAL: // Camera just orbits around target, only zoom allowed 393 { 394 CAMERA.angle.x += CAMERA_ORBITAL_SPEED*GetFrameTime(); // Camera orbit angle 395 CAMERA.targetDistance -= (mouseWheelMove*CAMERA_MOUSE_SCROLL_SENSITIVITY); // Camera zoom 396 397 // Camera distance clamp 398 if (CAMERA.targetDistance < CAMERA_THIRD_PERSON_DISTANCE_CLAMP) CAMERA.targetDistance = CAMERA_THIRD_PERSON_DISTANCE_CLAMP; 399 400 // Update camera position with changes 401 camera->position.x = sinf(CAMERA.angle.x)*CAMERA.targetDistance*cosf(CAMERA.angle.y) + camera->target.x; 402 camera->position.y = ((CAMERA.angle.y <= 0.0f)? 1 : -1)*sinf(CAMERA.angle.y)*CAMERA.targetDistance*sinf(CAMERA.angle.y) + camera->target.y; 403 camera->position.z = cosf(CAMERA.angle.x)*CAMERA.targetDistance*cosf(CAMERA.angle.y) + camera->target.z; 404 405 } break; 406 case CAMERA_FIRST_PERSON: // Camera moves as in a first-person game, controls are configurable 407 { 408 camera->position.x += (sinf(CAMERA.angle.x)*direction[MOVE_BACK] - 409 sinf(CAMERA.angle.x)*direction[MOVE_FRONT] - 410 cosf(CAMERA.angle.x)*direction[MOVE_LEFT] + 411 cosf(CAMERA.angle.x)*direction[MOVE_RIGHT])*PLAYER_MOVEMENT_SENSITIVITY*GetFrameTime(); 412 413 camera->position.y += (sinf(CAMERA.angle.y)*direction[MOVE_FRONT] - 414 sinf(CAMERA.angle.y)*direction[MOVE_BACK] + 415 1.0f*direction[MOVE_UP] - 1.0f*direction[MOVE_DOWN])*PLAYER_MOVEMENT_SENSITIVITY*GetFrameTime(); 416 417 camera->position.z += (cosf(CAMERA.angle.x)*direction[MOVE_BACK] - 418 cosf(CAMERA.angle.x)*direction[MOVE_FRONT] + 419 sinf(CAMERA.angle.x)*direction[MOVE_LEFT] - 420 sinf(CAMERA.angle.x)*direction[MOVE_RIGHT])*PLAYER_MOVEMENT_SENSITIVITY*GetFrameTime(); 421 422 // Camera orientation calculation 423 CAMERA.angle.x -= mousePositionDelta.x*CAMERA_MOUSE_MOVE_SENSITIVITY*GetFrameTime(); 424 CAMERA.angle.y -= mousePositionDelta.y*CAMERA_MOUSE_MOVE_SENSITIVITY*GetFrameTime(); 425 426 // Angle clamp 427 if (CAMERA.angle.y > CAMERA_FIRST_PERSON_MIN_CLAMP*DEG2RAD) CAMERA.angle.y = CAMERA_FIRST_PERSON_MIN_CLAMP*DEG2RAD; 428 else if (CAMERA.angle.y < CAMERA_FIRST_PERSON_MAX_CLAMP*DEG2RAD) CAMERA.angle.y = CAMERA_FIRST_PERSON_MAX_CLAMP*DEG2RAD; 429 430 // Calculate translation matrix 431 Matrix matTranslation = { 1.0f, 0.0f, 0.0f, 0.0f, 432 0.0f, 1.0f, 0.0f, 0.0f, 433 0.0f, 0.0f, 1.0f, (CAMERA.targetDistance/CAMERA_FREE_PANNING_DIVIDER), 434 0.0f, 0.0f, 0.0f, 1.0f }; 435 436 // Calculate rotation matrix 437 Matrix matRotation = { 1.0f, 0.0f, 0.0f, 0.0f, 438 0.0f, 1.0f, 0.0f, 0.0f, 439 0.0f, 0.0f, 1.0f, 0.0f, 440 0.0f, 0.0f, 0.0f, 1.0f }; 441 442 float cosz = cosf(0.0f); 443 float sinz = sinf(0.0f); 444 float cosy = cosf(-(PI*2 - CAMERA.angle.x)); 445 float siny = sinf(-(PI*2 - CAMERA.angle.x)); 446 float cosx = cosf(-(PI*2 - CAMERA.angle.y)); 447 float sinx = sinf(-(PI*2 - CAMERA.angle.y)); 448 449 matRotation.m0 = cosz*cosy; 450 matRotation.m4 = (cosz*siny*sinx) - (sinz*cosx); 451 matRotation.m8 = (cosz*siny*cosx) + (sinz*sinx); 452 matRotation.m1 = sinz*cosy; 453 matRotation.m5 = (sinz*siny*sinx) + (cosz*cosx); 454 matRotation.m9 = (sinz*siny*cosx) - (cosz*sinx); 455 matRotation.m2 = -siny; 456 matRotation.m6 = cosy*sinx; 457 matRotation.m10= cosy*cosx; 458 459 // Multiply translation and rotation matrices 460 Matrix matTransform = { 0 }; 461 matTransform.m0 = matTranslation.m0*matRotation.m0 + matTranslation.m1*matRotation.m4 + matTranslation.m2*matRotation.m8 + matTranslation.m3*matRotation.m12; 462 matTransform.m1 = matTranslation.m0*matRotation.m1 + matTranslation.m1*matRotation.m5 + matTranslation.m2*matRotation.m9 + matTranslation.m3*matRotation.m13; 463 matTransform.m2 = matTranslation.m0*matRotation.m2 + matTranslation.m1*matRotation.m6 + matTranslation.m2*matRotation.m10 + matTranslation.m3*matRotation.m14; 464 matTransform.m3 = matTranslation.m0*matRotation.m3 + matTranslation.m1*matRotation.m7 + matTranslation.m2*matRotation.m11 + matTranslation.m3*matRotation.m15; 465 matTransform.m4 = matTranslation.m4*matRotation.m0 + matTranslation.m5*matRotation.m4 + matTranslation.m6*matRotation.m8 + matTranslation.m7*matRotation.m12; 466 matTransform.m5 = matTranslation.m4*matRotation.m1 + matTranslation.m5*matRotation.m5 + matTranslation.m6*matRotation.m9 + matTranslation.m7*matRotation.m13; 467 matTransform.m6 = matTranslation.m4*matRotation.m2 + matTranslation.m5*matRotation.m6 + matTranslation.m6*matRotation.m10 + matTranslation.m7*matRotation.m14; 468 matTransform.m7 = matTranslation.m4*matRotation.m3 + matTranslation.m5*matRotation.m7 + matTranslation.m6*matRotation.m11 + matTranslation.m7*matRotation.m15; 469 matTransform.m8 = matTranslation.m8*matRotation.m0 + matTranslation.m9*matRotation.m4 + matTranslation.m10*matRotation.m8 + matTranslation.m11*matRotation.m12; 470 matTransform.m9 = matTranslation.m8*matRotation.m1 + matTranslation.m9*matRotation.m5 + matTranslation.m10*matRotation.m9 + matTranslation.m11*matRotation.m13; 471 matTransform.m10 = matTranslation.m8*matRotation.m2 + matTranslation.m9*matRotation.m6 + matTranslation.m10*matRotation.m10 + matTranslation.m11*matRotation.m14; 472 matTransform.m11 = matTranslation.m8*matRotation.m3 + matTranslation.m9*matRotation.m7 + matTranslation.m10*matRotation.m11 + matTranslation.m11*matRotation.m15; 473 matTransform.m12 = matTranslation.m12*matRotation.m0 + matTranslation.m13*matRotation.m4 + matTranslation.m14*matRotation.m8 + matTranslation.m15*matRotation.m12; 474 matTransform.m13 = matTranslation.m12*matRotation.m1 + matTranslation.m13*matRotation.m5 + matTranslation.m14*matRotation.m9 + matTranslation.m15*matRotation.m13; 475 matTransform.m14 = matTranslation.m12*matRotation.m2 + matTranslation.m13*matRotation.m6 + matTranslation.m14*matRotation.m10 + matTranslation.m15*matRotation.m14; 476 matTransform.m15 = matTranslation.m12*matRotation.m3 + matTranslation.m13*matRotation.m7 + matTranslation.m14*matRotation.m11 + matTranslation.m15*matRotation.m15; 477 478 camera->target.x = camera->position.x - matTransform.m12; 479 camera->target.y = camera->position.y - matTransform.m13; 480 camera->target.z = camera->position.z - matTransform.m14; 481 482 // Camera position update 483 // NOTE: On CAMERA_FIRST_PERSON player Y-movement is limited to player 'eyes position' 484 camera->position.y = CAMERA.playerEyesPosition; 485 486 // Camera swinging (y-movement), only when walking (some key pressed) 487 for (int i = 0; i < 6; i++) if (direction[i]) { swingCounter += GetFrameTime(); break; } 488 camera->position.y -= sinf(2*PI*CAMERA_FIRST_PERSON_STEP_FREQUENCY*swingCounter)*CAMERA_FIRST_PERSON_SWINGING_DELTA; 489 490 // Camera waiving (xz-movement), only when walking (some key pressed) 491 camera->up.x = sinf(2*PI*CAMERA_FIRST_PERSON_STEP_FREQUENCY*swingCounter)*CAMERA_FIRST_PERSON_TILTING_DELTA; 492 camera->up.z = -sinf(2*PI*CAMERA_FIRST_PERSON_STEP_FREQUENCY*swingCounter)*CAMERA_FIRST_PERSON_TILTING_DELTA; 493 494 } break; 495 case CAMERA_THIRD_PERSON: // Camera moves as in a third-person game, following target at a distance, controls are configurable 496 { 497 camera->position.x += (sinf(CAMERA.angle.x)*direction[MOVE_BACK] - 498 sinf(CAMERA.angle.x)*direction[MOVE_FRONT] - 499 cosf(CAMERA.angle.x)*direction[MOVE_LEFT] + 500 cosf(CAMERA.angle.x)*direction[MOVE_RIGHT])*PLAYER_MOVEMENT_SENSITIVITY*GetFrameTime(); 501 502 camera->position.y += (sinf(CAMERA.angle.y)*direction[MOVE_FRONT] - 503 sinf(CAMERA.angle.y)*direction[MOVE_BACK] + 504 1.0f*direction[MOVE_UP] - 1.0f*direction[MOVE_DOWN])*PLAYER_MOVEMENT_SENSITIVITY*GetFrameTime(); 505 506 camera->position.z += (cosf(CAMERA.angle.x)*direction[MOVE_BACK] - 507 cosf(CAMERA.angle.x)*direction[MOVE_FRONT] + 508 sinf(CAMERA.angle.x)*direction[MOVE_LEFT] - 509 sinf(CAMERA.angle.x)*direction[MOVE_RIGHT])*PLAYER_MOVEMENT_SENSITIVITY*GetFrameTime(); 510 511 // Camera orientation calculation 512 CAMERA.angle.x += (mousePositionDelta.x*-CAMERA_MOUSE_MOVE_SENSITIVITY); 513 CAMERA.angle.y += (mousePositionDelta.y*-CAMERA_MOUSE_MOVE_SENSITIVITY); 514 515 // Angle clamp 516 if (CAMERA.angle.y > CAMERA_THIRD_PERSON_MIN_CLAMP*DEG2RAD) CAMERA.angle.y = CAMERA_THIRD_PERSON_MIN_CLAMP*DEG2RAD; 517 else if (CAMERA.angle.y < CAMERA_THIRD_PERSON_MAX_CLAMP*DEG2RAD) CAMERA.angle.y = CAMERA_THIRD_PERSON_MAX_CLAMP*DEG2RAD; 518 519 // Camera zoom 520 CAMERA.targetDistance -= (mouseWheelMove*CAMERA_MOUSE_SCROLL_SENSITIVITY); 521 522 // Camera distance clamp 523 if (CAMERA.targetDistance < CAMERA_THIRD_PERSON_DISTANCE_CLAMP) CAMERA.targetDistance = CAMERA_THIRD_PERSON_DISTANCE_CLAMP; 524 525 camera->position.x = sinf(CAMERA.angle.x)*CAMERA.targetDistance*cosf(CAMERA.angle.y) + camera->target.x; 526 527 if (CAMERA.angle.y <= 0.0f) camera->position.y = sinf(CAMERA.angle.y)*CAMERA.targetDistance*sinf(CAMERA.angle.y) + camera->target.y; 528 else camera->position.y = -sinf(CAMERA.angle.y)*CAMERA.targetDistance*sinf(CAMERA.angle.y) + camera->target.y; 529 530 camera->position.z = cosf(CAMERA.angle.x)*CAMERA.targetDistance*cosf(CAMERA.angle.y) + camera->target.z; 531 532 } break; 533 case CAMERA_CUSTOM: break; 534 default: break; 535 } 536 } 537 538 // Set camera pan key to combine with mouse movement (free camera) 539 void SetCameraPanControl(int keyPan) { CAMERA.panControl = keyPan; } 540 541 // Set camera alt key to combine with mouse movement (free camera) 542 void SetCameraAltControl(int keyAlt) { CAMERA.altControl = keyAlt; } 543 544 // Set camera smooth zoom key to combine with mouse (free camera) 545 void SetCameraSmoothZoomControl(int szoomKey) { CAMERA.smoothZoomControl = szoomKey; } 546 547 // Set camera move controls (1st person and 3rd person cameras) 548 void SetCameraMoveControls(int keyFront, int keyBack, int keyRight, int keyLeft, int keyUp, int keyDown) 549 { 550 CAMERA.moveControl[MOVE_FRONT] = keyFront; 551 CAMERA.moveControl[MOVE_BACK] = keyBack; 552 CAMERA.moveControl[MOVE_RIGHT] = keyRight; 553 CAMERA.moveControl[MOVE_LEFT] = keyLeft; 554 CAMERA.moveControl[MOVE_UP] = keyUp; 555 CAMERA.moveControl[MOVE_DOWN] = keyDown; 556 } 557 558 #endif // CAMERA_IMPLEMENTATION