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568 lines
29 KiB
C
568 lines
29 KiB
C
/*******************************************************************************************
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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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* Generates the implementation of the library into the included file.
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* If not defined, the library is in header only mode and can be included in other headers
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* or source files without problems. But only ONE file should hold the implementation.
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*
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* #define CAMERA_STANDALONE
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* If defined, the library can be used as standalone as a camera system but some
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* functions must be redefined to manage inputs accordingly.
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*
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* CONTRIBUTORS:
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* Ramon Santamaria: Supervision, review, update and maintenance
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* Marc Palau: Initial implementation (2014)
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*
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*
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* LICENSE: zlib/libpng
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*
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* Copyright (c) 2015-2022 Ramon Santamaria (@raysan5)
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*
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* This software is provided "as-is", without any express or implied warranty. In no event
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* will the authors be held liable for any damages arising from the use of this software.
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*
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* Permission is granted to anyone to use this software for any purpose, including commercial
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* applications, and to alter it and redistribute it freely, subject to the following restrictions:
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*
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* 1. The origin of this software must not be misrepresented; you must not claim that you
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* wrote the original software. If you use this software in a product, an acknowledgment
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* in the product documentation would be appreciated but is not required.
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*
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* 2. Altered source versions must be plainly marked as such, and must not be misrepresented
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* as being the original software.
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*
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* 3. This notice may not be removed or altered from any source distribution.
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*
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**********************************************************************************************/
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#ifndef RCAMERA_H
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#define RCAMERA_H
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//----------------------------------------------------------------------------------
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// Defines and Macros
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//----------------------------------------------------------------------------------
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//...
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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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#if defined(CAMERA_STANDALONE)
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// Vector2 type
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typedef struct Vector2 {
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float x;
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float y;
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} Vector2;
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// Vector3 type
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typedef struct Vector3 {
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float x;
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float y;
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float z;
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} Vector3;
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// Camera type, defines a camera position/orientation in 3d space
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typedef struct Camera3D {
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Vector3 position; // Camera position
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Vector3 target; // Camera target it looks-at
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Vector3 up; // Camera up vector (rotation over its axis)
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float fovy; // Camera field-of-view apperture in Y (degrees) in perspective, used as near plane width in orthographic
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int type; // 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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// Camera system modes
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typedef enum {
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CAMERA_CUSTOM = 0,
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CAMERA_FREE,
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CAMERA_ORBITAL,
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CAMERA_FIRST_PERSON,
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CAMERA_THIRD_PERSON
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} CameraMode;
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// Camera projection modes
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typedef enum {
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CAMERA_PERSPECTIVE = 0,
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CAMERA_ORTHOGRAPHIC
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} CameraProjection;
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#endif
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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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// Module Functions Declaration
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//----------------------------------------------------------------------------------
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#ifdef __cplusplus
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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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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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#ifdef __cplusplus
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}
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#endif
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#endif // CAMERA_H
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/***********************************************************************************
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*
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* CAMERA IMPLEMENTATION
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*
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************************************************************************************/
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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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// 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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// Camera mouse movement sensitivity
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#define CAMERA_MOUSE_MOVE_SENSITIVITY 0.003f
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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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// ORBITAL_CAMERA
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#define CAMERA_ORBITAL_SPEED 0.01f // Radians per frame
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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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#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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// 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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// PLAYER (used by camera)
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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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// 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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Vector2 previousMousePosition; // Previous mouse position
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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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// 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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.previousMousePosition = { 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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// 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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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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{
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Vector3 v1 = camera.position;
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Vector3 v2 = camera.target;
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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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CAMERA.targetDistance = sqrtf(dx*dx + dy*dy + dz*dz); // Distance to target
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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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CAMERA.playerEyesPosition = camera.position.y; // Init player eyes position to camera Y position
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CAMERA.previousMousePosition = GetMousePosition(); // Init mouse position
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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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CAMERA.mode = mode;
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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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{
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static int swingCounter = 0; // Used for 1st person swinging movement
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// TODO: Compute CAMERA.targetDistance and CAMERA.angle here (?)
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// Mouse movement detection
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Vector2 mousePositionDelta = { 0.0f, 0.0f };
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Vector2 mousePosition = GetMousePosition();
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float mouseWheelMove = GetMouseWheelMove();
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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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if (CAMERA.mode != CAMERA_CUSTOM)
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{
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mousePositionDelta.x = mousePosition.x - CAMERA.previousMousePosition.x;
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mousePositionDelta.y = mousePosition.y - CAMERA.previousMousePosition.y;
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CAMERA.previousMousePosition = mousePosition;
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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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{
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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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// 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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// 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;
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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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// 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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// Input keys checks
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if (keyPan)
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{
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if (keyAlt) // Alternative key behaviour
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{
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if (szoomKey)
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{
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// Camera smooth zoom
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CAMERA.targetDistance += (mousePositionDelta.y*CAMERA_FREE_SMOOTH_ZOOM_SENSITIVITY);
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}
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else
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{
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// Camera rotation
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CAMERA.angle.x += mousePositionDelta.x*-CAMERA_FREE_MOUSE_SENSITIVITY;
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CAMERA.angle.y += mousePositionDelta.y*-CAMERA_FREE_MOUSE_SENSITIVITY;
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// Angle clamp
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if (CAMERA.angle.y > CAMERA_FREE_MIN_CLAMP*DEG2RAD) CAMERA.angle.y = CAMERA_FREE_MIN_CLAMP*DEG2RAD;
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else if (CAMERA.angle.y < CAMERA_FREE_MAX_CLAMP*DEG2RAD) CAMERA.angle.y = CAMERA_FREE_MAX_CLAMP*DEG2RAD;
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}
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}
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else
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{
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// Camera panning
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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);
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camera->target.y += ((mousePositionDelta.y*CAMERA_FREE_MOUSE_SENSITIVITY)*cosf(CAMERA.angle.y))*(CAMERA.targetDistance/CAMERA_FREE_PANNING_DIVIDER);
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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);
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}
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}
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// Update camera position with changes
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camera->position.x = -sinf(CAMERA.angle.x)*CAMERA.targetDistance*cosf(CAMERA.angle.y) + camera->target.x;
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camera->position.y = -sinf(CAMERA.angle.y)*CAMERA.targetDistance + camera->target.y;
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camera->position.z = -cosf(CAMERA.angle.x)*CAMERA.targetDistance*cosf(CAMERA.angle.y) + camera->target.z;
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} break;
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case CAMERA_ORBITAL: // Camera just orbits around target, only zoom allowed
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{
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CAMERA.angle.x += CAMERA_ORBITAL_SPEED; // Camera orbit angle
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CAMERA.targetDistance -= (mouseWheelMove*CAMERA_MOUSE_SCROLL_SENSITIVITY); // Camera zoom
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// Camera distance clamp
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if (CAMERA.targetDistance < CAMERA_THIRD_PERSON_DISTANCE_CLAMP) CAMERA.targetDistance = CAMERA_THIRD_PERSON_DISTANCE_CLAMP;
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// Update camera position with changes
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camera->position.x = sinf(CAMERA.angle.x)*CAMERA.targetDistance*cosf(CAMERA.angle.y) + camera->target.x;
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camera->position.y = ((CAMERA.angle.y <= 0.0f)? 1 : -1)*sinf(CAMERA.angle.y)*CAMERA.targetDistance*sinf(CAMERA.angle.y) + camera->target.y;
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camera->position.z = cosf(CAMERA.angle.x)*CAMERA.targetDistance*cosf(CAMERA.angle.y) + camera->target.z;
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} break;
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|
case CAMERA_FIRST_PERSON: // Camera moves as in a first-person game, 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;
|
|
|
|
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;
|
|
|
|
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;
|
|
|
|
// 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_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;
|
|
|
|
// If movement detected (some key pressed), increase swinging
|
|
for (int i = 0; i < 6; i++) if (direction[i]) { swingCounter++; break; }
|
|
|
|
// Camera position update
|
|
// NOTE: On CAMERA_FIRST_PERSON player Y-movement is limited to player 'eyes position'
|
|
camera->position.y = CAMERA.playerEyesPosition - sinf(swingCounter/CAMERA_FIRST_PERSON_STEP_TRIGONOMETRIC_DIVIDER)/CAMERA_FIRST_PERSON_STEP_DIVIDER;
|
|
|
|
camera->up.x = sinf(swingCounter/(CAMERA_FIRST_PERSON_STEP_TRIGONOMETRIC_DIVIDER*2))/CAMERA_FIRST_PERSON_WAVING_DIVIDER;
|
|
camera->up.z = -sinf(swingCounter/(CAMERA_FIRST_PERSON_STEP_TRIGONOMETRIC_DIVIDER*2))/CAMERA_FIRST_PERSON_WAVING_DIVIDER;
|
|
|
|
} 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;
|
|
|
|
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;
|
|
|
|
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;
|
|
|
|
// 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;
|
|
}
|
|
}
|
|
|
|
// Set camera pan key to combine with mouse movement (free camera)
|
|
void SetCameraPanControl(int keyPan) { CAMERA.panControl = keyPan; }
|
|
|
|
// Set camera alt key to combine with mouse movement (free camera)
|
|
void SetCameraAltControl(int keyAlt) { CAMERA.altControl = keyAlt; }
|
|
|
|
// Set camera smooth zoom key to combine with mouse (free camera)
|
|
void SetCameraSmoothZoomControl(int szoomKey) { CAMERA.smoothZoomControl = szoomKey; }
|
|
|
|
// Set camera move controls (1st person and 3rd person cameras)
|
|
void SetCameraMoveControls(int keyFront, int keyBack, int keyRight, int keyLeft, int keyUp, int keyDown)
|
|
{
|
|
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;
|
|
}
|
|
|
|
#endif // CAMERA_IMPLEMENTATION
|