/******************************************************************************************* * * raylib [core] example - 3d camera first person * * Example originally created with raylib 1.3, last time updated with raylib 1.3 * * Example licensed under an unmodified zlib/libpng license, which is an OSI-certified, * BSD-like license that allows static linking with closed source software * * Copyright (c) 2015-2023 Ramon Santamaria (@raysan5) * ********************************************************************************************/ #include "raylib.h" #include "rcamera.h" #define MAX_COLUMNS 20 //------------------------------------------------------------------------------------ // Program main entry point //------------------------------------------------------------------------------------ int main(void) { // Initialization //-------------------------------------------------------------------------------------- const int screenWidth = 800; const int screenHeight = 450; InitWindow(screenWidth, screenHeight, "raylib [core] example - 3d camera first person"); // Define the camera to look into our 3d world (position, target, up vector) Camera camera = { 0 }; camera.position = (Vector3){ 0.0f, 2.0f, 4.0f }; // Camera position camera.target = (Vector3){ 0.0f, 2.0f, 0.0f }; // Camera looking at point camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target) camera.fovy = 60.0f; // Camera field-of-view Y camera.projection = CAMERA_PERSPECTIVE; // Camera projection type int cameraMode = CAMERA_FIRST_PERSON; // Generates some random columns float heights[MAX_COLUMNS] = { 0 }; Vector3 positions[MAX_COLUMNS] = { 0 }; Color colors[MAX_COLUMNS] = { 0 }; for (int i = 0; i < MAX_COLUMNS; i++) { heights[i] = (float)GetRandomValue(1, 12); positions[i] = (Vector3){ (float)GetRandomValue(-15, 15), heights[i]/2.0f, (float)GetRandomValue(-15, 15) }; colors[i] = (Color){ GetRandomValue(20, 255), GetRandomValue(10, 55), 30, 255 }; } DisableCursor(); // Limit cursor to relative movement inside the window SetTargetFPS(60); // Set our game to run at 60 frames-per-second //-------------------------------------------------------------------------------------- // Main game loop while (!WindowShouldClose()) // Detect window close button or ESC key { // Update //---------------------------------------------------------------------------------- // Switch camera mode if (IsKeyPressed(KEY_ONE)) { cameraMode = CAMERA_FREE; camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Reset roll } if (IsKeyPressed(KEY_TWO)) { cameraMode = CAMERA_FIRST_PERSON; camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Reset roll } if (IsKeyPressed(KEY_THREE)) { cameraMode = CAMERA_THIRD_PERSON; camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Reset roll } if (IsKeyPressed(KEY_FOUR)) { cameraMode = CAMERA_ORBITAL; camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Reset roll } // Switch camera projection if (IsKeyPressed(KEY_P)) { if (camera.projection == CAMERA_PERSPECTIVE) { // Create isometric view cameraMode = CAMERA_THIRD_PERSON; // Note: The target distance is related to the render distance in the orthographic projection camera.position = (Vector3){ 0.0f, 2.0f, -100.0f }; camera.target = (Vector3){ 0.0f, 2.0f, 0.0f }; camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; camera.projection = CAMERA_ORTHOGRAPHIC; camera.fovy = 20.0f; // near plane width in CAMERA_ORTHOGRAPHIC CameraYaw(&camera, -135 * DEG2RAD, true); CameraPitch(&camera, -45 * DEG2RAD, true, true, false); } else if (camera.projection == CAMERA_ORTHOGRAPHIC) { // Reset to default view cameraMode = CAMERA_THIRD_PERSON; camera.position = (Vector3){ 0.0f, 2.0f, 10.0f }; camera.target = (Vector3){ 0.0f, 2.0f, 0.0f }; camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; camera.projection = CAMERA_PERSPECTIVE; camera.fovy = 60.0f; } } // Update camera computes movement internally depending on the camera mode // Some default standard keyboard/mouse inputs are hardcoded to simplify use // For advance camera controls, it's reecommended to compute camera movement manually UpdateCamera(&camera, cameraMode); // Update camera /* // Camera PRO usage example (EXPERIMENTAL) // This new camera function allows custom movement/rotation values to be directly provided // as input parameters, with this approach, rcamera module is internally independent of raylib inputs UpdateCameraPro(&camera, (Vector3){ (IsKeyDown(KEY_W) || IsKeyDown(KEY_UP))*0.1f - // Move forward-backward (IsKeyDown(KEY_S) || IsKeyDown(KEY_DOWN))*0.1f, (IsKeyDown(KEY_D) || IsKeyDown(KEY_RIGHT))*0.1f - // Move right-left (IsKeyDown(KEY_A) || IsKeyDown(KEY_LEFT))*0.1f, 0.0f // Move up-down }, (Vector3){ GetMouseDelta().x*0.05f, // Rotation: yaw GetMouseDelta().y*0.05f, // Rotation: pitch 0.0f // Rotation: roll }, GetMouseWheelMove()*2.0f); // Move to target (zoom) */ //---------------------------------------------------------------------------------- // Draw //---------------------------------------------------------------------------------- BeginDrawing(); ClearBackground(RAYWHITE); BeginMode3D(camera); DrawPlane((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector2){ 32.0f, 32.0f }, LIGHTGRAY); // Draw ground DrawCube((Vector3){ -16.0f, 2.5f, 0.0f }, 1.0f, 5.0f, 32.0f, BLUE); // Draw a blue wall DrawCube((Vector3){ 16.0f, 2.5f, 0.0f }, 1.0f, 5.0f, 32.0f, LIME); // Draw a green wall DrawCube((Vector3){ 0.0f, 2.5f, 16.0f }, 32.0f, 5.0f, 1.0f, GOLD); // Draw a yellow wall // Draw some cubes around for (int i = 0; i < MAX_COLUMNS; i++) { DrawCube(positions[i], 2.0f, heights[i], 2.0f, colors[i]); DrawCubeWires(positions[i], 2.0f, heights[i], 2.0f, MAROON); } // Draw player cube if (cameraMode == CAMERA_THIRD_PERSON) { DrawCube(camera.target, 0.5f, 0.5f, 0.5f, PURPLE); DrawCubeWires(camera.target, 0.5f, 0.5f, 0.5f, DARKPURPLE); } EndMode3D(); // Draw info boxes DrawRectangle(5, 5, 330, 100, Fade(SKYBLUE, 0.5f)); DrawRectangleLines(5, 5, 330, 100, BLUE); DrawText("Camera controls:", 15, 15, 10, BLACK); DrawText("- Move keys: W, A, S, D, Space, Left-Ctrl", 15, 30, 10, BLACK); DrawText("- Look around: arrow keys or mouse", 15, 45, 10, BLACK); DrawText("- Camera mode keys: 1, 2, 3, 4", 15, 60, 10, BLACK); DrawText("- Zoom keys: num-plus, num-minus or mouse scroll", 15, 75, 10, BLACK); DrawText("- Camera projection key: P", 15, 90, 10, BLACK); DrawRectangle(600, 5, 195, 100, Fade(SKYBLUE, 0.5f)); DrawRectangleLines(600, 5, 195, 100, BLUE); DrawText("Camera status:", 610, 15, 10, BLACK); DrawText(TextFormat("- Mode: %s", (cameraMode == CAMERA_FREE) ? "FREE" : (cameraMode == CAMERA_FIRST_PERSON) ? "FIRST_PERSON" : (cameraMode == CAMERA_THIRD_PERSON) ? "THIRD_PERSON" : (cameraMode == CAMERA_ORBITAL) ? "ORBITAL" : "CUSTOM"), 610, 30, 10, BLACK); DrawText(TextFormat("- Projection: %s", (camera.projection == CAMERA_PERSPECTIVE) ? "PERSPECTIVE" : (camera.projection == CAMERA_ORTHOGRAPHIC) ? "ORTHOGRAPHIC" : "CUSTOM"), 610, 45, 10, BLACK); DrawText(TextFormat("- Position: (%06.3f, %06.3f, %06.3f)", camera.position.x, camera.position.y, camera.position.z), 610, 60, 10, BLACK); DrawText(TextFormat("- Target: (%06.3f, %06.3f, %06.3f)", camera.target.x, camera.target.y, camera.target.z), 610, 75, 10, BLACK); DrawText(TextFormat("- Up: (%06.3f, %06.3f, %06.3f)", camera.up.x, camera.up.y, camera.up.z), 610, 90, 10, BLACK); EndDrawing(); //---------------------------------------------------------------------------------- } // De-Initialization //-------------------------------------------------------------------------------------- CloseWindow(); // Close window and OpenGL context //-------------------------------------------------------------------------------------- return 0; }