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@@ -2,8 +2,6 @@
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*
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* rcamera - Basic camera system for multiple camera modes
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*
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-* NOTE: Memory footprint of this library is aproximately 52 bytes (global variables)
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-*
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* CONFIGURATION:
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*
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* #define CAMERA_IMPLEMENTATION
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@@ -17,6 +15,7 @@
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*
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* CONTRIBUTORS:
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* Ramon Santamaria: Supervision, review, update and maintenance
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+* Christoph Wagner: Redesign (2022)
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* Marc Palau: Initial implementation (2014)
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*
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*
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@@ -44,15 +43,26 @@
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#ifndef RCAMERA_H
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#define RCAMERA_H
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+// The only dependency // TODO review standalone mode
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+#include "raymath.h"
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+
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//----------------------------------------------------------------------------------
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// Defines and Macros
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//----------------------------------------------------------------------------------
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//...
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+#if defined(CAMERA_STANDALONE)
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+#define CAMERA_CULL_DISTANCE_NEAR 0.01
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+#define CAMERA_CULL_DISTANCE_FAR 1000.0
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+#else
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+#define CAMERA_CULL_DISTANCE_NEAR RL_CULL_DISTANCE_NEAR
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+#define CAMERA_CULL_DISTANCE_FAR RL_CULL_DISTANCE_FAR
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+#endif
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//----------------------------------------------------------------------------------
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// Types and Structures Definition
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// NOTE: Below types are required for CAMERA_STANDALONE usage
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//----------------------------------------------------------------------------------
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+// TODO review
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#if defined(CAMERA_STANDALONE)
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// Vector2 type
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typedef struct Vector2 {
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@@ -76,8 +86,6 @@
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int projection; // Camera type, defines projection type: CAMERA_PERSPECTIVE or CAMERA_ORTHOGRAPHIC
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} Camera3D;
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- typedef Camera3D Camera; // Camera type fallback, defaults to Camera3D
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-
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// Camera system modes
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typedef enum {
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CAMERA_CUSTOM = 0,
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@@ -97,7 +105,7 @@
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//----------------------------------------------------------------------------------
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// Global Variables Definition
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//----------------------------------------------------------------------------------
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-//...
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+
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//----------------------------------------------------------------------------------
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// Module Functions Declaration
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@@ -107,17 +115,19 @@
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extern "C" { // Prevents name mangling of functions
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#endif
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-#if defined(CAMERA_STANDALONE)
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-void SetCameraMode(Camera camera, int mode); // Set camera mode (multiple camera modes available)
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-void UpdateCamera(Camera *camera); // Update camera position for selected mode
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-
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-void SetCameraPanControl(int keyPan); // Set camera pan key to combine with mouse movement (free camera)
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-void SetCameraAltControl(int keyAlt); // Set camera alt key to combine with mouse movement (free camera)
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-void SetCameraSmoothZoomControl(int szoomKey); // Set camera smooth zoom key to combine with mouse (free camera)
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-void SetCameraMoveControls(int keyFront, int keyBack,
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- int keyRight, int keyLeft,
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- int keyUp, int keyDown); // Set camera move controls (1st person and 3rd person cameras)
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-#endif
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+Vector3 GetCameraForward(Camera3D* camera);
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+Vector3 GetCameraUp(Camera3D* camera);
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+Vector3 GetCameraRight(Camera3D* camera);
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+void CameraMoveForward(Camera3D* camera, float distance, bool moveInWorldPlane);
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+void CameraMoveUp(Camera3D* camera, float distance);
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+void CameraMoveRight(Camera3D* camera, float distance, bool moveInWorldPlane);
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+void CameraZoom(Camera3D* camera, float delta);
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+void CameraYaw(Camera3D* camera, float angle, bool rotateAroundTarget);
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+void CameraPitch(Camera3D* camera, float angle, bool lockView, bool rotateAroundTarget, bool rotateUp);
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+void CameraRoll(Camera3D* camera, float angle);
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+void CameraViewBobbing(Camera3D* camera);
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+Matrix GetCameraViewMatrix(Camera3D* camera);
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+Matrix GetCameraProjectionMatrix(Camera3D* camera, float aspect);
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#if defined(__cplusplus)
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}
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@@ -134,424 +144,310 @@ void SetCameraMoveControls(int keyFront, int keyBack,
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#if defined(CAMERA_IMPLEMENTATION)
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-#include <math.h> // Required for: sinf(), cosf(), sqrtf()
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-
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//----------------------------------------------------------------------------------
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// Defines and Macros
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//----------------------------------------------------------------------------------
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-#ifndef PI
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- #define PI 3.14159265358979323846
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-#endif
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-#ifndef DEG2RAD
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- #define DEG2RAD (PI/180.0f)
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-#endif
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-#ifndef RAD2DEG
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- #define RAD2DEG (180.0f/PI)
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-#endif
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+
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+#define CAMERA_MOVE_SPEED 0.09f
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+#define CAMERA_ROTATION_SPEED 0.03f
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// Camera mouse movement sensitivity
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-#define CAMERA_MOUSE_MOVE_SENSITIVITY 0.5f // TODO: it should be independent of framerate
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+#define CAMERA_MOUSE_MOVE_SENSITIVITY 0.003f // TODO: it should be independant of framerate
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#define CAMERA_MOUSE_SCROLL_SENSITIVITY 1.5f
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-// FREE_CAMERA
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-#define CAMERA_FREE_MOUSE_SENSITIVITY 0.01f
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-#define CAMERA_FREE_DISTANCE_MIN_CLAMP 0.3f
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-#define CAMERA_FREE_DISTANCE_MAX_CLAMP 120.0f
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-#define CAMERA_FREE_MIN_CLAMP 85.0f
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-#define CAMERA_FREE_MAX_CLAMP -85.0f
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-#define CAMERA_FREE_SMOOTH_ZOOM_SENSITIVITY 0.05f
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-#define CAMERA_FREE_PANNING_DIVIDER 5.1f
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-
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-// ORBITAL_CAMERA
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-#define CAMERA_ORBITAL_SPEED 0.5f // Radians per second
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-
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-// FIRST_PERSON
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-//#define CAMERA_FIRST_PERSON_MOUSE_SENSITIVITY 0.003f
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-#define CAMERA_FIRST_PERSON_FOCUS_DISTANCE 25.0f
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-#define CAMERA_FIRST_PERSON_MIN_CLAMP 89.0f
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-#define CAMERA_FIRST_PERSON_MAX_CLAMP -89.0f
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-
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-// When walking, y-position of the player moves up-down at step frequency (swinging) but
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-// also the body slightly tilts left-right on every step, when all the body weight is left over one foot (tilting)
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-#define CAMERA_FIRST_PERSON_STEP_FREQUENCY 1.8f // Step frequency when walking (steps per second)
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-#define CAMERA_FIRST_PERSON_SWINGING_DELTA 0.03f // Maximum up-down swinging distance when walking
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-#define CAMERA_FIRST_PERSON_TILTING_DELTA 0.005f // Maximum left-right tilting distance when walking
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-
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-// THIRD_PERSON
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-//#define CAMERA_THIRD_PERSON_MOUSE_SENSITIVITY 0.003f
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-#define CAMERA_THIRD_PERSON_DISTANCE_CLAMP 1.2f
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-#define CAMERA_THIRD_PERSON_MIN_CLAMP 5.0f
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-#define CAMERA_THIRD_PERSON_MAX_CLAMP -85.0f
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-#define CAMERA_THIRD_PERSON_OFFSET (Vector3){ 0.4f, 0.0f, 0.0f }
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+#define CAMERA_ORBITAL_SPEED 0.01f // Radians per frame
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+
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+
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+#define CAMERA_FIRST_PERSON_STEP_TRIGONOMETRIC_DIVIDER 8.0f
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+#define CAMERA_FIRST_PERSON_STEP_DIVIDER 30.0f
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+#define CAMERA_FIRST_PERSON_WAVING_DIVIDER 200.0f
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// PLAYER (used by camera)
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-#define PLAYER_MOVEMENT_SENSITIVITY 2.0f
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+#define PLAYER_MOVEMENT_SENSITIVITY 20.0f
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//----------------------------------------------------------------------------------
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// Types and Structures Definition
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//----------------------------------------------------------------------------------
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-// Camera move modes (first person and third person cameras)
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-typedef enum {
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- MOVE_FRONT = 0,
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- MOVE_BACK,
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- MOVE_RIGHT,
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- MOVE_LEFT,
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- MOVE_UP,
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- MOVE_DOWN
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-} CameraMove;
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-
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-// Camera global state context data [56 bytes]
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-typedef struct {
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- unsigned int mode; // Current camera mode
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- float targetDistance; // Camera distance from position to target
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- float playerEyesPosition; // Player eyes position from ground (in meters)
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- Vector2 angle; // Camera angle in plane XZ
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-
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- // Camera movement control keys
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- int moveControl[6]; // Move controls (CAMERA_FIRST_PERSON)
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- int smoothZoomControl; // Smooth zoom control key
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- int altControl; // Alternative control key
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- int panControl; // Pan view control key
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-} CameraData;
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+
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//----------------------------------------------------------------------------------
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// Global Variables Definition
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//----------------------------------------------------------------------------------
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-static CameraData CAMERA = { // Global CAMERA state context
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- .mode = 0,
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- .targetDistance = 0,
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- .playerEyesPosition = 1.85f,
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- .angle = { 0 },
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- .moveControl = { 'W', 'S', 'D', 'A', 'E', 'Q' },
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- .smoothZoomControl = 341, // raylib: KEY_LEFT_CONTROL
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- .altControl = 342, // raylib: KEY_LEFT_ALT
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- .panControl = 2 // raylib: MOUSE_BUTTON_MIDDLE
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-};
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+
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//----------------------------------------------------------------------------------
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// Module specific Functions Declaration
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//----------------------------------------------------------------------------------
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-#if defined(CAMERA_STANDALONE)
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-// NOTE: Camera controls depend on some raylib input functions
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-static void EnableCursor() {} // Unlock cursor
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-static void DisableCursor() {} // Lock cursor
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-static int IsKeyDown(int key) { return 0; }
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-
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-static int IsMouseButtonDown(int button) { return 0;}
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-static float GetMouseWheelMove() { return 0.0f; }
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-static Vector2 GetMousePosition() { return (Vector2){ 0.0f, 0.0f }; }
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-#endif
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//----------------------------------------------------------------------------------
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// Module Functions Definition
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//----------------------------------------------------------------------------------
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-// Select camera mode (multiple camera modes available)
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-void SetCameraMode(Camera camera, int mode)
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+// Returns the cameras forward vector (normalized)
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+Vector3 GetCameraForward(Camera3D *camera)
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{
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- Vector3 v1 = camera.position;
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- Vector3 v2 = camera.target;
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+ return Vector3Normalize(Vector3Subtract(camera->target, camera->position));
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+}
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- float dx = v2.x - v1.x;
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- float dy = v2.y - v1.y;
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- float dz = v2.z - v1.z;
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+// Returns the cameras up vector (normalized)
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+// Note: The up vector might not be perpendicular to the forward vector
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+Vector3 GetCameraUp(Camera3D *camera)
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+{
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+ return Vector3Normalize(camera->up);
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+}
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- CAMERA.targetDistance = sqrtf(dx*dx + dy*dy + dz*dz); // Distance to target
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+// Returns the cameras right vector (normalized)
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+Vector3 GetCameraRight(Camera3D *camera)
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+{
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+ Vector3 forward = GetCameraForward(camera);
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+ Vector3 up = GetCameraUp(camera);
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+ return Vector3CrossProduct(forward, up);
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+}
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- // Camera angle calculation
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- CAMERA.angle.x = atan2f(dx, dz); // Camera angle in plane XZ (0 aligned with Z, move positive CCW)
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- CAMERA.angle.y = atan2f(dy, sqrtf(dx*dx + dz*dz)); // Camera angle in plane XY (0 aligned with X, move positive CW)
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+// Moves the camera in its forward direction
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+void CameraMoveForward(Camera3D *camera, float distance, bool moveInWorldPlane)
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+{
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+ Vector3 forward = GetCameraForward(camera);
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- CAMERA.playerEyesPosition = camera.position.y; // Init player eyes position to camera Y position
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+ if (moveInWorldPlane)
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+ {
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+ // Project vector onto world plane
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+ forward.y = 0;
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+ forward = Vector3Normalize(forward);
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+ }
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- // Lock cursor for first person and third person cameras
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- if ((mode == CAMERA_FIRST_PERSON) || (mode == CAMERA_THIRD_PERSON)) DisableCursor();
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- else EnableCursor();
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+ // Scale by distance
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+ forward = Vector3Scale(forward, distance);
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- CAMERA.mode = mode;
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+ // Move position and target
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+ camera->position = Vector3Add(camera->position, forward);
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+ camera->target = Vector3Add(camera->target, forward);
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}
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-// Update camera depending on selected mode
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-// NOTE: Camera controls depend on some raylib functions:
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-// System: EnableCursor(), DisableCursor()
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-// Mouse: IsMouseButtonDown(), GetMousePosition(), GetMouseWheelMove()
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-// Keys: IsKeyDown()
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-void UpdateCamera(Camera *camera)
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+// Moves the camera in its up direction
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+void CameraMoveUp(Camera3D *camera, float distance)
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{
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- static float swingCounter = 0.0f; // Used for 1st person swinging movement
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+ Vector3 up = GetCameraUp(camera);
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+
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+ // Scale by distance
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+ up = Vector3Scale(up, distance);
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+
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+ // Move position and target
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+ camera->position = Vector3Add(camera->position, up);
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+ camera->target = Vector3Add(camera->target, up);
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+}
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- // TODO: Compute CAMERA.targetDistance and CAMERA.angle here (?)
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+// Moves the camera target in its current right direction
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+void CameraMoveRight(Camera3D *camera, float distance, bool moveInWorldPlane)
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+{
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+ Vector3 right = GetCameraRight(camera);
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- // Mouse movement detection
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- Vector2 mousePositionDelta = GetMouseDelta();
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- float mouseWheelMove = GetMouseWheelMove();
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-
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- // Keys input detection
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- // TODO: Input detection is raylib-dependant, it could be moved outside the module
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- bool keyPan = IsMouseButtonDown(CAMERA.panControl);
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- bool keyAlt = IsKeyDown(CAMERA.altControl);
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- bool szoomKey = IsKeyDown(CAMERA.smoothZoomControl);
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- bool direction[6] = { IsKeyDown(CAMERA.moveControl[MOVE_FRONT]),
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- IsKeyDown(CAMERA.moveControl[MOVE_BACK]),
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- IsKeyDown(CAMERA.moveControl[MOVE_RIGHT]),
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- IsKeyDown(CAMERA.moveControl[MOVE_LEFT]),
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- IsKeyDown(CAMERA.moveControl[MOVE_UP]),
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- IsKeyDown(CAMERA.moveControl[MOVE_DOWN]) };
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-
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- // Support for multiple automatic camera modes
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- // NOTE: In case of CAMERA_CUSTOM nothing happens here, user must update it manually
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- switch (CAMERA.mode)
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+ if (moveInWorldPlane)
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{
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- case CAMERA_FREE: // Camera free controls, using standard 3d-content-creation scheme
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- {
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- // Camera zoom
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- if ((CAMERA.targetDistance < CAMERA_FREE_DISTANCE_MAX_CLAMP) && (mouseWheelMove < 0))
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- {
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- CAMERA.targetDistance -= (mouseWheelMove*CAMERA_MOUSE_SCROLL_SENSITIVITY);
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- if (CAMERA.targetDistance > CAMERA_FREE_DISTANCE_MAX_CLAMP) CAMERA.targetDistance = CAMERA_FREE_DISTANCE_MAX_CLAMP;
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- }
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-
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- // Camera looking down
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- else if ((camera->position.y > camera->target.y) && (CAMERA.targetDistance == CAMERA_FREE_DISTANCE_MAX_CLAMP) && (mouseWheelMove < 0))
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- {
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- camera->target.x += mouseWheelMove*(camera->target.x - camera->position.x)*CAMERA_MOUSE_SCROLL_SENSITIVITY/CAMERA.targetDistance;
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- camera->target.y += mouseWheelMove*(camera->target.y - camera->position.y)*CAMERA_MOUSE_SCROLL_SENSITIVITY/CAMERA.targetDistance;
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- camera->target.z += mouseWheelMove*(camera->target.z - camera->position.z)*CAMERA_MOUSE_SCROLL_SENSITIVITY/CAMERA.targetDistance;
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- }
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- else if ((camera->position.y > camera->target.y) && (camera->target.y >= 0))
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- {
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- camera->target.x += mouseWheelMove*(camera->target.x - camera->position.x)*CAMERA_MOUSE_SCROLL_SENSITIVITY/CAMERA.targetDistance;
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- camera->target.y += mouseWheelMove*(camera->target.y - camera->position.y)*CAMERA_MOUSE_SCROLL_SENSITIVITY/CAMERA.targetDistance;
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- camera->target.z += mouseWheelMove*(camera->target.z - camera->position.z)*CAMERA_MOUSE_SCROLL_SENSITIVITY/CAMERA.targetDistance;
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-
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- // if (camera->target.y < 0) camera->target.y = -0.001;
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- }
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- else if ((camera->position.y > camera->target.y) && (camera->target.y < 0) && (mouseWheelMove > 0))
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- {
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- CAMERA.targetDistance -= (mouseWheelMove*CAMERA_MOUSE_SCROLL_SENSITIVITY);
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- if (CAMERA.targetDistance < CAMERA_FREE_DISTANCE_MIN_CLAMP) CAMERA.targetDistance = CAMERA_FREE_DISTANCE_MIN_CLAMP;
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- }
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- // Camera looking up
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- else if ((camera->position.y < camera->target.y) && (CAMERA.targetDistance == CAMERA_FREE_DISTANCE_MAX_CLAMP) && (mouseWheelMove < 0))
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- {
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- camera->target.x += mouseWheelMove*(camera->target.x - camera->position.x)*CAMERA_MOUSE_SCROLL_SENSITIVITY/CAMERA.targetDistance;
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- camera->target.y += mouseWheelMove*(camera->target.y - camera->position.y)*CAMERA_MOUSE_SCROLL_SENSITIVITY/CAMERA.targetDistance;
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- camera->target.z += mouseWheelMove*(camera->target.z - camera->position.z)*CAMERA_MOUSE_SCROLL_SENSITIVITY/CAMERA.targetDistance;
|
|
|
- }
|
|
|
- else if ((camera->position.y < camera->target.y) && (camera->target.y <= 0))
|
|
|
- {
|
|
|
- camera->target.x += mouseWheelMove*(camera->target.x - camera->position.x)*CAMERA_MOUSE_SCROLL_SENSITIVITY/CAMERA.targetDistance;
|
|
|
- camera->target.y += mouseWheelMove*(camera->target.y - camera->position.y)*CAMERA_MOUSE_SCROLL_SENSITIVITY/CAMERA.targetDistance;
|
|
|
- camera->target.z += mouseWheelMove*(camera->target.z - camera->position.z)*CAMERA_MOUSE_SCROLL_SENSITIVITY/CAMERA.targetDistance;
|
|
|
-
|
|
|
- // if (camera->target.y > 0) camera->target.y = 0.001;
|
|
|
- }
|
|
|
- else if ((camera->position.y < camera->target.y) && (camera->target.y > 0) && (mouseWheelMove > 0))
|
|
|
- {
|
|
|
- CAMERA.targetDistance -= (mouseWheelMove*CAMERA_MOUSE_SCROLL_SENSITIVITY);
|
|
|
- if (CAMERA.targetDistance < CAMERA_FREE_DISTANCE_MIN_CLAMP) CAMERA.targetDistance = CAMERA_FREE_DISTANCE_MIN_CLAMP;
|
|
|
- }
|
|
|
-
|
|
|
- // Input keys checks
|
|
|
- if (keyPan)
|
|
|
- {
|
|
|
- if (keyAlt) // Alternative key behaviour
|
|
|
- {
|
|
|
- if (szoomKey)
|
|
|
- {
|
|
|
- // Camera smooth zoom
|
|
|
- CAMERA.targetDistance += (mousePositionDelta.y*CAMERA_FREE_SMOOTH_ZOOM_SENSITIVITY);
|
|
|
- }
|
|
|
- else
|
|
|
- {
|
|
|
- // Camera rotation
|
|
|
- CAMERA.angle.x += mousePositionDelta.x*-CAMERA_FREE_MOUSE_SENSITIVITY;
|
|
|
- CAMERA.angle.y += mousePositionDelta.y*-CAMERA_FREE_MOUSE_SENSITIVITY;
|
|
|
-
|
|
|
- // Angle clamp
|
|
|
- if (CAMERA.angle.y > CAMERA_FREE_MIN_CLAMP*DEG2RAD) CAMERA.angle.y = CAMERA_FREE_MIN_CLAMP*DEG2RAD;
|
|
|
- else if (CAMERA.angle.y < CAMERA_FREE_MAX_CLAMP*DEG2RAD) CAMERA.angle.y = CAMERA_FREE_MAX_CLAMP*DEG2RAD;
|
|
|
- }
|
|
|
- }
|
|
|
- else
|
|
|
- {
|
|
|
- // Camera panning
|
|
|
- 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);
|
|
|
- camera->target.y += ((mousePositionDelta.y*CAMERA_FREE_MOUSE_SENSITIVITY)*cosf(CAMERA.angle.y))*(CAMERA.targetDistance/CAMERA_FREE_PANNING_DIVIDER);
|
|
|
- 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);
|
|
|
- }
|
|
|
- }
|
|
|
-
|
|
|
- // Update camera position with changes
|
|
|
- camera->position.x = -sinf(CAMERA.angle.x)*CAMERA.targetDistance*cosf(CAMERA.angle.y) + camera->target.x;
|
|
|
- camera->position.y = -sinf(CAMERA.angle.y)*CAMERA.targetDistance + camera->target.y;
|
|
|
- camera->position.z = -cosf(CAMERA.angle.x)*CAMERA.targetDistance*cosf(CAMERA.angle.y) + camera->target.z;
|
|
|
-
|
|
|
- } break;
|
|
|
- case CAMERA_ORBITAL: // Camera just orbits around target, only zoom allowed
|
|
|
- {
|
|
|
- CAMERA.angle.x += CAMERA_ORBITAL_SPEED*GetFrameTime(); // Camera orbit angle
|
|
|
- CAMERA.targetDistance -= (mouseWheelMove*CAMERA_MOUSE_SCROLL_SENSITIVITY); // Camera zoom
|
|
|
-
|
|
|
- // Camera distance clamp
|
|
|
- if (CAMERA.targetDistance < CAMERA_THIRD_PERSON_DISTANCE_CLAMP) CAMERA.targetDistance = CAMERA_THIRD_PERSON_DISTANCE_CLAMP;
|
|
|
-
|
|
|
- // Update camera position with changes
|
|
|
- camera->position.x = sinf(CAMERA.angle.x)*CAMERA.targetDistance*cosf(CAMERA.angle.y) + camera->target.x;
|
|
|
- camera->position.y = ((CAMERA.angle.y <= 0.0f)? 1 : -1)*sinf(CAMERA.angle.y)*CAMERA.targetDistance*sinf(CAMERA.angle.y) + camera->target.y;
|
|
|
- camera->position.z = cosf(CAMERA.angle.x)*CAMERA.targetDistance*cosf(CAMERA.angle.y) + camera->target.z;
|
|
|
-
|
|
|
- } break;
|
|
|
- case CAMERA_FIRST_PERSON: // Camera moves as in a first-person game, controls are configurable
|
|
|
- {
|
|
|
- // NOTE: On CAMERA_FIRST_PERSON player Y-movement is limited to player 'eyes position'
|
|
|
- camera->position.y = CAMERA.playerEyesPosition;
|
|
|
-
|
|
|
- camera->position.x += (sinf(CAMERA.angle.x)*direction[MOVE_BACK] -
|
|
|
- sinf(CAMERA.angle.x)*direction[MOVE_FRONT] -
|
|
|
- cosf(CAMERA.angle.x)*direction[MOVE_LEFT] +
|
|
|
- cosf(CAMERA.angle.x)*direction[MOVE_RIGHT])*PLAYER_MOVEMENT_SENSITIVITY*GetFrameTime();
|
|
|
-
|
|
|
- camera->position.y += (sinf(CAMERA.angle.y)*direction[MOVE_FRONT] -
|
|
|
- sinf(CAMERA.angle.y)*direction[MOVE_BACK] +
|
|
|
- 1.0f*direction[MOVE_UP] - 1.0f*direction[MOVE_DOWN])*PLAYER_MOVEMENT_SENSITIVITY*GetFrameTime();
|
|
|
-
|
|
|
- camera->position.z += (cosf(CAMERA.angle.x)*direction[MOVE_BACK] -
|
|
|
- cosf(CAMERA.angle.x)*direction[MOVE_FRONT] +
|
|
|
- sinf(CAMERA.angle.x)*direction[MOVE_LEFT] -
|
|
|
- sinf(CAMERA.angle.x)*direction[MOVE_RIGHT])*PLAYER_MOVEMENT_SENSITIVITY*GetFrameTime();
|
|
|
-
|
|
|
- // Camera orientation calculation
|
|
|
- CAMERA.angle.x -= mousePositionDelta.x*CAMERA_MOUSE_MOVE_SENSITIVITY*GetFrameTime();
|
|
|
- CAMERA.angle.y -= mousePositionDelta.y*CAMERA_MOUSE_MOVE_SENSITIVITY*GetFrameTime();
|
|
|
-
|
|
|
- // Angle clamp
|
|
|
- if (CAMERA.angle.y > CAMERA_FIRST_PERSON_MIN_CLAMP*DEG2RAD) CAMERA.angle.y = CAMERA_FIRST_PERSON_MIN_CLAMP*DEG2RAD;
|
|
|
- else if (CAMERA.angle.y < CAMERA_FIRST_PERSON_MAX_CLAMP*DEG2RAD) CAMERA.angle.y = CAMERA_FIRST_PERSON_MAX_CLAMP*DEG2RAD;
|
|
|
-
|
|
|
- // Calculate translation matrix
|
|
|
- Matrix matTranslation = { 1.0f, 0.0f, 0.0f, 0.0f,
|
|
|
- 0.0f, 1.0f, 0.0f, 0.0f,
|
|
|
- 0.0f, 0.0f, 1.0f, (CAMERA.targetDistance/CAMERA_FREE_PANNING_DIVIDER),
|
|
|
- 0.0f, 0.0f, 0.0f, 1.0f };
|
|
|
-
|
|
|
- // Calculate rotation matrix
|
|
|
- Matrix matRotation = { 1.0f, 0.0f, 0.0f, 0.0f,
|
|
|
- 0.0f, 1.0f, 0.0f, 0.0f,
|
|
|
- 0.0f, 0.0f, 1.0f, 0.0f,
|
|
|
- 0.0f, 0.0f, 0.0f, 1.0f };
|
|
|
-
|
|
|
- float cosz = cosf(0.0f);
|
|
|
- float sinz = sinf(0.0f);
|
|
|
- float cosy = cosf(-(PI*2 - CAMERA.angle.x));
|
|
|
- float siny = sinf(-(PI*2 - CAMERA.angle.x));
|
|
|
- float cosx = cosf(-(PI*2 - CAMERA.angle.y));
|
|
|
- float sinx = sinf(-(PI*2 - CAMERA.angle.y));
|
|
|
-
|
|
|
- matRotation.m0 = cosz*cosy;
|
|
|
- matRotation.m4 = (cosz*siny*sinx) - (sinz*cosx);
|
|
|
- matRotation.m8 = (cosz*siny*cosx) + (sinz*sinx);
|
|
|
- matRotation.m1 = sinz*cosy;
|
|
|
- matRotation.m5 = (sinz*siny*sinx) + (cosz*cosx);
|
|
|
- matRotation.m9 = (sinz*siny*cosx) - (cosz*sinx);
|
|
|
- matRotation.m2 = -siny;
|
|
|
- matRotation.m6 = cosy*sinx;
|
|
|
- matRotation.m10= cosy*cosx;
|
|
|
-
|
|
|
- // Multiply translation and rotation matrices
|
|
|
- Matrix matTransform = { 0 };
|
|
|
- matTransform.m0 = matTranslation.m0*matRotation.m0 + matTranslation.m1*matRotation.m4 + matTranslation.m2*matRotation.m8 + matTranslation.m3*matRotation.m12;
|
|
|
- matTransform.m1 = matTranslation.m0*matRotation.m1 + matTranslation.m1*matRotation.m5 + matTranslation.m2*matRotation.m9 + matTranslation.m3*matRotation.m13;
|
|
|
- matTransform.m2 = matTranslation.m0*matRotation.m2 + matTranslation.m1*matRotation.m6 + matTranslation.m2*matRotation.m10 + matTranslation.m3*matRotation.m14;
|
|
|
- matTransform.m3 = matTranslation.m0*matRotation.m3 + matTranslation.m1*matRotation.m7 + matTranslation.m2*matRotation.m11 + matTranslation.m3*matRotation.m15;
|
|
|
- matTransform.m4 = matTranslation.m4*matRotation.m0 + matTranslation.m5*matRotation.m4 + matTranslation.m6*matRotation.m8 + matTranslation.m7*matRotation.m12;
|
|
|
- matTransform.m5 = matTranslation.m4*matRotation.m1 + matTranslation.m5*matRotation.m5 + matTranslation.m6*matRotation.m9 + matTranslation.m7*matRotation.m13;
|
|
|
- matTransform.m6 = matTranslation.m4*matRotation.m2 + matTranslation.m5*matRotation.m6 + matTranslation.m6*matRotation.m10 + matTranslation.m7*matRotation.m14;
|
|
|
- matTransform.m7 = matTranslation.m4*matRotation.m3 + matTranslation.m5*matRotation.m7 + matTranslation.m6*matRotation.m11 + matTranslation.m7*matRotation.m15;
|
|
|
- matTransform.m8 = matTranslation.m8*matRotation.m0 + matTranslation.m9*matRotation.m4 + matTranslation.m10*matRotation.m8 + matTranslation.m11*matRotation.m12;
|
|
|
- matTransform.m9 = matTranslation.m8*matRotation.m1 + matTranslation.m9*matRotation.m5 + matTranslation.m10*matRotation.m9 + matTranslation.m11*matRotation.m13;
|
|
|
- matTransform.m10 = matTranslation.m8*matRotation.m2 + matTranslation.m9*matRotation.m6 + matTranslation.m10*matRotation.m10 + matTranslation.m11*matRotation.m14;
|
|
|
- matTransform.m11 = matTranslation.m8*matRotation.m3 + matTranslation.m9*matRotation.m7 + matTranslation.m10*matRotation.m11 + matTranslation.m11*matRotation.m15;
|
|
|
- matTransform.m12 = matTranslation.m12*matRotation.m0 + matTranslation.m13*matRotation.m4 + matTranslation.m14*matRotation.m8 + matTranslation.m15*matRotation.m12;
|
|
|
- matTransform.m13 = matTranslation.m12*matRotation.m1 + matTranslation.m13*matRotation.m5 + matTranslation.m14*matRotation.m9 + matTranslation.m15*matRotation.m13;
|
|
|
- matTransform.m14 = matTranslation.m12*matRotation.m2 + matTranslation.m13*matRotation.m6 + matTranslation.m14*matRotation.m10 + matTranslation.m15*matRotation.m14;
|
|
|
- matTransform.m15 = matTranslation.m12*matRotation.m3 + matTranslation.m13*matRotation.m7 + matTranslation.m14*matRotation.m11 + matTranslation.m15*matRotation.m15;
|
|
|
-
|
|
|
- camera->target.x = camera->position.x - matTransform.m12;
|
|
|
- camera->target.y = camera->position.y - matTransform.m13;
|
|
|
- camera->target.z = camera->position.z - matTransform.m14;
|
|
|
-
|
|
|
- // Camera swinging (y-movement), only when walking (some key pressed)
|
|
|
- for (int i = 0; i < 6; i++) if (direction[i]) { swingCounter += GetFrameTime(); break; }
|
|
|
- camera->position.y -= sinf(2*PI*CAMERA_FIRST_PERSON_STEP_FREQUENCY*swingCounter)*CAMERA_FIRST_PERSON_SWINGING_DELTA;
|
|
|
-
|
|
|
- // Camera waiving (xz-movement), only when walking (some key pressed)
|
|
|
- camera->up.x = sinf(2*PI*CAMERA_FIRST_PERSON_STEP_FREQUENCY*swingCounter)*CAMERA_FIRST_PERSON_TILTING_DELTA;
|
|
|
- camera->up.z = -sinf(2*PI*CAMERA_FIRST_PERSON_STEP_FREQUENCY*swingCounter)*CAMERA_FIRST_PERSON_TILTING_DELTA;
|
|
|
-
|
|
|
- } break;
|
|
|
- case CAMERA_THIRD_PERSON: // Camera moves as in a third-person game, following target at a distance, controls are configurable
|
|
|
- {
|
|
|
- camera->position.x += (sinf(CAMERA.angle.x)*direction[MOVE_BACK] -
|
|
|
- sinf(CAMERA.angle.x)*direction[MOVE_FRONT] -
|
|
|
- cosf(CAMERA.angle.x)*direction[MOVE_LEFT] +
|
|
|
- cosf(CAMERA.angle.x)*direction[MOVE_RIGHT])*PLAYER_MOVEMENT_SENSITIVITY*GetFrameTime();
|
|
|
-
|
|
|
- camera->position.y += (sinf(CAMERA.angle.y)*direction[MOVE_FRONT] -
|
|
|
- sinf(CAMERA.angle.y)*direction[MOVE_BACK] +
|
|
|
- 1.0f*direction[MOVE_UP] - 1.0f*direction[MOVE_DOWN])*PLAYER_MOVEMENT_SENSITIVITY*GetFrameTime();
|
|
|
-
|
|
|
- camera->position.z += (cosf(CAMERA.angle.x)*direction[MOVE_BACK] -
|
|
|
- cosf(CAMERA.angle.x)*direction[MOVE_FRONT] +
|
|
|
- sinf(CAMERA.angle.x)*direction[MOVE_LEFT] -
|
|
|
- sinf(CAMERA.angle.x)*direction[MOVE_RIGHT])*PLAYER_MOVEMENT_SENSITIVITY*GetFrameTime();
|
|
|
-
|
|
|
- // Camera orientation calculation
|
|
|
- CAMERA.angle.x += (mousePositionDelta.x*-CAMERA_MOUSE_MOVE_SENSITIVITY);
|
|
|
- CAMERA.angle.y += (mousePositionDelta.y*-CAMERA_MOUSE_MOVE_SENSITIVITY);
|
|
|
-
|
|
|
- // Angle clamp
|
|
|
- if (CAMERA.angle.y > CAMERA_THIRD_PERSON_MIN_CLAMP*DEG2RAD) CAMERA.angle.y = CAMERA_THIRD_PERSON_MIN_CLAMP*DEG2RAD;
|
|
|
- else if (CAMERA.angle.y < CAMERA_THIRD_PERSON_MAX_CLAMP*DEG2RAD) CAMERA.angle.y = CAMERA_THIRD_PERSON_MAX_CLAMP*DEG2RAD;
|
|
|
-
|
|
|
- // Camera zoom
|
|
|
- CAMERA.targetDistance -= (mouseWheelMove*CAMERA_MOUSE_SCROLL_SENSITIVITY);
|
|
|
-
|
|
|
- // Camera distance clamp
|
|
|
- if (CAMERA.targetDistance < CAMERA_THIRD_PERSON_DISTANCE_CLAMP) CAMERA.targetDistance = CAMERA_THIRD_PERSON_DISTANCE_CLAMP;
|
|
|
-
|
|
|
- camera->position.x = sinf(CAMERA.angle.x)*CAMERA.targetDistance*cosf(CAMERA.angle.y) + camera->target.x;
|
|
|
-
|
|
|
- if (CAMERA.angle.y <= 0.0f) camera->position.y = sinf(CAMERA.angle.y)*CAMERA.targetDistance*sinf(CAMERA.angle.y) + camera->target.y;
|
|
|
- else camera->position.y = -sinf(CAMERA.angle.y)*CAMERA.targetDistance*sinf(CAMERA.angle.y) + camera->target.y;
|
|
|
-
|
|
|
- camera->position.z = cosf(CAMERA.angle.x)*CAMERA.targetDistance*cosf(CAMERA.angle.y) + camera->target.z;
|
|
|
-
|
|
|
- } break;
|
|
|
- case CAMERA_CUSTOM: break;
|
|
|
- default: break;
|
|
|
+ // 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);
|
|
|
}
|
|
|
|
|
|
-// Set camera pan key to combine with mouse movement (free camera)
|
|
|
-void SetCameraPanControl(int keyPan) { CAMERA.panControl = keyPan; }
|
|
|
+// Moves the camera position closer/farther to/from the camera target
|
|
|
+void CameraZoom(Camera3D *camera, float delta)
|
|
|
+{
|
|
|
+ float distance = Vector3Distance(camera->position, camera->target);
|
|
|
+
|
|
|
+ // Apply delta
|
|
|
+ distance += delta;
|
|
|
|
|
|
-// Set camera alt key to combine with mouse movement (free camera)
|
|
|
-void SetCameraAltControl(int keyAlt) { CAMERA.altControl = keyAlt; }
|
|
|
+ // Distance must be greater than 0
|
|
|
+ if (distance < 0) distance = 0.001f;
|
|
|
|
|
|
-// Set camera smooth zoom key to combine with mouse (free camera)
|
|
|
-void SetCameraSmoothZoomControl(int szoomKey) { CAMERA.smoothZoomControl = szoomKey; }
|
|
|
+ // Set new distance by moving the position along the forward vector
|
|
|
+ Vector3 forward = GetCameraForward(camera);
|
|
|
+ camera->position = Vector3Add(camera->target, Vector3Scale(forward, -distance));
|
|
|
+}
|
|
|
|
|
|
-// Set camera move controls (1st person and 3rd person cameras)
|
|
|
-void SetCameraMoveControls(int keyFront, int keyBack, int keyRight, int keyLeft, int keyUp, int keyDown)
|
|
|
+// 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(Camera3D *camera, float angle, bool rotateAroundTarget)
|
|
|
{
|
|
|
- CAMERA.moveControl[MOVE_FRONT] = keyFront;
|
|
|
- CAMERA.moveControl[MOVE_BACK] = keyBack;
|
|
|
- CAMERA.moveControl[MOVE_RIGHT] = keyRight;
|
|
|
- CAMERA.moveControl[MOVE_LEFT] = keyLeft;
|
|
|
- CAMERA.moveControl[MOVE_UP] = keyUp;
|
|
|
- CAMERA.moveControl[MOVE_DOWN] = keyDown;
|
|
|
+ // Rotation axis
|
|
|
+ Vector3 up = GetCameraUp(camera);
|
|
|
+
|
|
|
+ // View vector
|
|
|
+ Vector3 target_position = Vector3Subtract(camera->target, camera->position);
|
|
|
+
|
|
|
+ // Rotate view vector around up axis
|
|
|
+ target_position = Vector3RotateByAxisAngle(target_position, up, angle);
|
|
|
+
|
|
|
+ if (rotateAroundTarget)
|
|
|
+ {
|
|
|
+ // Move position relative to target
|
|
|
+ camera->position = Vector3Subtract(camera->target, target_position);
|
|
|
+ }
|
|
|
+ else // rotate around camera.position
|
|
|
+ {
|
|
|
+ // Move target relative to position
|
|
|
+ camera->target = Vector3Add(camera->position, target_position);
|
|
|
+ }
|
|
|
+}
|
|
|
+
|
|
|
+// Rotates the camera around its right vector
|
|
|
+// Pitch is "looking up and down"
|
|
|
+// lockView prevents camera overrotation (aka "somersaults")
|
|
|
+// If rotateAroundTarget is false, the camera rotates 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(Camera3D *camera, float angle, bool lockView, bool rotateAroundTarget, bool rotateUp)
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+{
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+ // Up direction
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+ Vector3 up = GetCameraUp(camera);
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+
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+ // View vector
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+ Vector3 target_position = Vector3Subtract(camera->target, camera->position);
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+
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+ if (lockView)
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+ {
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+ // In these camera modes we clamp the Pitch angle
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+ // to allow only viewing straight up or down.
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+
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+ // Clamp view up
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+ float max_angle_up = Vector3Angle(up, target_position);
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+ max_angle_up -= 0.001f; // avoid numerical errors
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+ if (angle > max_angle_up) angle = max_angle_up;
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+
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+ // Clamp view down
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+ float max_angle_down = Vector3Angle(Vector3Negate(up), target_position);
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+ max_angle_down *= -1.0f; // downwards angle is negative
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+ max_angle_down += 0.001f; // avoid numerical errors
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+ if (angle < max_angle_down) angle = max_angle_down;
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+ }
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+
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+ // Rotation axis
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+ Vector3 right = GetCameraRight(camera);
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+
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+ // Rotate view vector around right axis
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+ target_position = Vector3RotateByAxisAngle(target_position, right, angle);
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+
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+ if (rotateAroundTarget)
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+ {
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+ // Move position relative to target
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+ camera->position = Vector3Subtract(camera->target, target_position);
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+ }
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+ else // rotate around camera.position
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+ {
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+ // Move target relative to position
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+ camera->target = Vector3Add(camera->position, target_position);
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+ }
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+
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+ if (rotateUp)
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+ {
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+ // Rotate up direction around right axis
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+ camera->up = Vector3RotateByAxisAngle(camera->up, right, angle);
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+ }
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+}
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+
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+// Rotates the camera around its forward vector
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+// Roll is "turning your head sideways to the left or right"
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+// Note: angle must be provided in radians
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+void CameraRoll(Camera3D *camera, float angle)
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+{
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+ // Rotation axis
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+ Vector3 forward = GetCameraForward(camera);
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+
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+ // Rotate up direction around forward axis
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+ camera->up = Vector3RotateByAxisAngle(camera->up, forward, angle);
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+}
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+
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+// Moves camera slightly to simulate a walking motion
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+// Note: Only active if camera->swingCounter > 0
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+void CameraViewBobbing(Camera3D *camera)
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+{
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+ if (camera->swingCounter > 0)
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+ {
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+ // NOTE: We delay the target movement relative to the position movement to create a little pitch with each step.
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+ camera->position.y = camera->position.y - 0.25f * sinf((camera->swingCounter + 1) / CAMERA_FIRST_PERSON_STEP_TRIGONOMETRIC_DIVIDER) / CAMERA_FIRST_PERSON_STEP_DIVIDER;
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+ camera->target.y = camera->target.y - 0.25f * sinf((camera->swingCounter - 1) / CAMERA_FIRST_PERSON_STEP_TRIGONOMETRIC_DIVIDER) / CAMERA_FIRST_PERSON_STEP_DIVIDER;
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+
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+ // Update counter for next frame
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+ camera->swingCounter %= 2147483647 /* INT_MAX */; // Counter must be positive
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+ camera->swingCounter++;
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|
+ }
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+}
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+
|
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+// Returns the camera view matrix
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+Matrix GetCameraViewMatrix(Camera3D *camera)
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|
|
+{
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|
+ return MatrixLookAt(camera->position, camera->target, camera->up);
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|
+}
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|
+
|
|
|
+// Returns the camera projection matrix
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|
|
+Matrix GetCameraProjectionMatrix(Camera3D *camera, float aspect)
|
|
|
+{
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|
|
+ 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();
|
|
|
+}
|
|
|
+
|
|
|
+
|
|
|
+#ifndef CAMERA_STANDALONE
|
|
|
+// Update camera position for selected mode
|
|
|
+// Camera mode: CAMERA_FREE, CAMERA_FIRST_PERSON, CAMERA_THIRD_PERSON, CAMERA_ORBITAL or CUSTOM
|
|
|
+void UpdateCamera(Camera3D *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 = mode == CAMERA_FREE;
|
|
|
+
|
|
|
+ // Camera movement
|
|
|
+ if (IsKeyDown(KEY_W)) CameraMoveForward(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);
|
|
|
+ if (IsKeyDown(KEY_A)) CameraMoveRight(camera, -CAMERA_MOVE_SPEED, moveInWorldPlane);
|
|
|
+ if (IsKeyDown(KEY_SPACE)) CameraMoveUp(camera, CAMERA_MOVE_SPEED);
|
|
|
+ if (IsKeyDown(KEY_LEFT_CONTROL)) CameraMoveUp(camera, -CAMERA_MOVE_SPEED);
|
|
|
+
|
|
|
+ // 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);
|
|
|
+
|
|
|
+ CameraYaw(camera, mousePositionDelta.x * -CAMERA_MOUSE_MOVE_SENSITIVITY, rotateAroundTarget);
|
|
|
+ CameraPitch(camera, mousePositionDelta.y * -CAMERA_MOUSE_MOVE_SENSITIVITY, lockView, rotateAroundTarget, rotateUp);
|
|
|
+
|
|
|
+ // Zoom target distance
|
|
|
+ CameraZoom(camera, -GetMouseWheelMove());
|
|
|
+ if (IsKeyPressed(KEY_KP_SUBTRACT)) CameraZoom(camera, 2.0f);
|
|
|
+ if (IsKeyPressed(KEY_KP_ADD)) CameraZoom(camera, -2.0f);
|
|
|
+
|
|
|
+
|
|
|
+ // Apply view bobbing when moving around (per default only active in CAMERA_FIRST_PERSON)
|
|
|
+ if (mode == CAMERA_FIRST_PERSON && (IsKeyDown(KEY_W) || IsKeyDown(KEY_A) || IsKeyDown(KEY_S) || IsKeyDown(KEY_D))) CameraViewBobbing(camera);
|
|
|
}
|
|
|
+#endif // !CAMERA_STANDALONE
|
|
|
|
|
|
#endif // CAMERA_IMPLEMENTATION
|