/******************************************************************************************* * * rcamera - Basic camera system with support for multiple camera modes * * CONFIGURATION: * * #define CAMERA_IMPLEMENTATION * Generates the implementation of the library into the included file. * If not defined, the library is in header only mode and can be included in other headers * or source files without problems. But only ONE file should hold the implementation. * * #define CAMERA_STANDALONE * If defined, the library can be used as standalone as a camera system but some * functions must be redefined to manage inputs accordingly. * * CONTRIBUTORS: * Ramon Santamaria: Supervision, review, update and maintenance * Christoph Wagner: Complete redesign, using raymath (2022) * Marc Palau: Initial implementation (2014) * * * LICENSE: zlib/libpng * * Copyright (c) 2022-2023 Christoph Wagner (@Crydsch) & Ramon Santamaria (@raysan5) * * This software is provided "as-is", without any express or implied warranty. In no event * will the authors be held liable for any damages arising from the use of this software. * * Permission is granted to anyone to use this software for any purpose, including commercial * applications, and to alter it and redistribute it freely, subject to the following restrictions: * * 1. The origin of this software must not be misrepresented; you must not claim that you * wrote the original software. If you use this software in a product, an acknowledgment * in the product documentation would be appreciated but is not required. * * 2. Altered source versions must be plainly marked as such, and must not be misrepresented * as being the original software. * * 3. This notice may not be removed or altered from any source distribution. * **********************************************************************************************/ #ifndef RCAMERA_H #define RCAMERA_H //---------------------------------------------------------------------------------- // Defines and Macros //---------------------------------------------------------------------------------- // Function specifiers definition #ifndef RLAPI #define RLAPI // Functions defined as 'extern' by default (implicit specifiers) #endif #if defined(CAMERA_STANDALONE) #define CAMERA_CULL_DISTANCE_NEAR 0.01 #define CAMERA_CULL_DISTANCE_FAR 1000.0 #else #define CAMERA_CULL_DISTANCE_NEAR RL_CULL_DISTANCE_NEAR #define CAMERA_CULL_DISTANCE_FAR RL_CULL_DISTANCE_FAR #endif //---------------------------------------------------------------------------------- // Types and Structures Definition // NOTE: Below types are required for CAMERA_STANDALONE usage //---------------------------------------------------------------------------------- #if defined(CAMERA_STANDALONE) // Vector2, 2 components typedef struct Vector2 { float x; // Vector x component float y; // Vector y component } Vector2; // Vector3, 3 components typedef struct Vector3 { float x; // Vector x component float y; // Vector y component float z; // Vector z component } Vector3; // Camera type, defines a camera position/orientation in 3d space typedef struct Camera3D { Vector3 position; // Camera position Vector3 target; // Camera target it looks-at Vector3 up; // Camera up vector (rotation over its axis) float fovy; // Camera field-of-view apperture in Y (degrees) in perspective, used as near plane width in orthographic int projection; // Camera projection type: CAMERA_PERSPECTIVE or CAMERA_ORTHOGRAPHIC } Camera3D; typedef Camera3D Camera; // Camera type fallback, defaults to Camera3D // Camera projection typedef enum { CAMERA_PERSPECTIVE = 0, // Perspective projection CAMERA_ORTHOGRAPHIC // Orthographic projection } CameraProjection; // Camera system modes typedef enum { CAMERA_CUSTOM = 0, // Camera custom, controlled by user (UpdateCamera() does nothing) CAMERA_FREE, // Camera free mode CAMERA_ORBITAL, // Camera orbital, around target, zoom supported CAMERA_FIRST_PERSON, // Camera first person CAMERA_THIRD_PERSON // Camera third person } CameraMode; #endif //---------------------------------------------------------------------------------- // Global Variables Definition //---------------------------------------------------------------------------------- //... //---------------------------------------------------------------------------------- // Module Functions Declaration //---------------------------------------------------------------------------------- #if defined(__cplusplus) extern "C" { // Prevents name mangling of functions #endif RLAPI Vector3 GetCameraForward(Camera *camera); RLAPI Vector3 GetCameraUp(Camera *camera); RLAPI Vector3 GetCameraRight(Camera *camera); // Camera movement RLAPI void CameraMoveForward(Camera *camera, float distance, bool moveInWorldPlane); RLAPI void CameraMoveUp(Camera *camera, float distance); RLAPI void CameraMoveRight(Camera *camera, float distance, bool moveInWorldPlane); RLAPI void CameraMoveToTarget(Camera *camera, float delta); // Camera rotation RLAPI void CameraYaw(Camera *camera, float angle, bool rotateAroundTarget); RLAPI void CameraPitch(Camera *camera, float angle, bool lockView, bool rotateAroundTarget, bool rotateUp); RLAPI void CameraRoll(Camera *camera, float angle); RLAPI Matrix GetCameraViewMatrix(Camera *camera); RLAPI Matrix GetCameraProjectionMatrix(Camera* camera, float aspect); #if defined(__cplusplus) } #endif #endif // CAMERA_H /*********************************************************************************** * * CAMERA IMPLEMENTATION * ************************************************************************************/ #if defined(CAMERA_IMPLEMENTATION) #include "raymath.h" // Required for vector maths: // Vector3Add() // Vector3Subtract() // Vector3Scale() // Vector3Normalize() // Vector3Distance() // Vector3CrossProduct() // Vector3RotateByAxisAngle() // Vector3Angle() // Vector3Negate() // MatrixLookAt() // MatrixPerspective() // MatrixOrtho() // MatrixIdentity() // raylib required functionality: // GetMouseDelta() // GetMouseWheelMove() // IsKeyDown() // IsKeyPressed() // GetFrameTime() //---------------------------------------------------------------------------------- // Defines and Macros //---------------------------------------------------------------------------------- #define CAMERA_MOVE_SPEED 0.09f #define CAMERA_ROTATION_SPEED 0.03f // Camera mouse movement sensitivity #define CAMERA_MOUSE_MOVE_SENSITIVITY 0.003f // TODO: it should be independant of framerate #define CAMERA_MOUSE_SCROLL_SENSITIVITY 1.5f #define CAMERA_ORBITAL_SPEED 0.5f // Radians per second #define CAMERA_FIRST_PERSON_STEP_TRIGONOMETRIC_DIVIDER 8.0f #define CAMERA_FIRST_PERSON_STEP_DIVIDER 30.0f #define CAMERA_FIRST_PERSON_WAVING_DIVIDER 200.0f // PLAYER (used by camera) #define PLAYER_MOVEMENT_SENSITIVITY 20.0f //---------------------------------------------------------------------------------- // Types and Structures Definition //---------------------------------------------------------------------------------- //... //---------------------------------------------------------------------------------- // Global Variables Definition //---------------------------------------------------------------------------------- //... //---------------------------------------------------------------------------------- // Module specific Functions Declaration //---------------------------------------------------------------------------------- //... //---------------------------------------------------------------------------------- // Module Functions Definition //---------------------------------------------------------------------------------- // Returns the cameras forward vector (normalized) Vector3 GetCameraForward(Camera *camera) { return Vector3Normalize(Vector3Subtract(camera->target, camera->position)); } // Returns the cameras up vector (normalized) // Note: The up vector might not be perpendicular to the forward vector Vector3 GetCameraUp(Camera *camera) { return Vector3Normalize(camera->up); } // Returns the cameras right vector (normalized) Vector3 GetCameraRight(Camera *camera) { Vector3 forward = GetCameraForward(camera); Vector3 up = GetCameraUp(camera); return Vector3CrossProduct(forward, up); } // Moves the camera in its forward direction void CameraMoveForward(Camera *camera, float distance, bool moveInWorldPlane) { Vector3 forward = GetCameraForward(camera); if (moveInWorldPlane) { // Project vector onto world plane forward.y = 0; forward = Vector3Normalize(forward); } // Scale by distance forward = Vector3Scale(forward, distance); // Move position and target camera->position = Vector3Add(camera->position, forward); camera->target = Vector3Add(camera->target, forward); } // Moves the camera in its up direction void CameraMoveUp(Camera *camera, float distance) { Vector3 up = GetCameraUp(camera); // Scale by distance up = Vector3Scale(up, distance); // Move position and target camera->position = Vector3Add(camera->position, up); camera->target = Vector3Add(camera->target, up); } // Moves the camera target in its current right direction void CameraMoveRight(Camera *camera, float distance, bool moveInWorldPlane) { Vector3 right = GetCameraRight(camera); if (moveInWorldPlane) { // Project vector onto world plane right.y = 0; right = Vector3Normalize(right); } // Scale by distance right = Vector3Scale(right, distance); // Move position and target camera->position = Vector3Add(camera->position, right); camera->target = Vector3Add(camera->target, right); } // Moves the camera position closer/farther to/from the camera target void CameraMoveToTarget(Camera *camera, float delta) { float distance = Vector3Distance(camera->position, camera->target); // Apply delta distance += delta; // Distance must be greater than 0 if (distance < 0) distance = 0.001f; // Set new distance by moving the position along the forward vector Vector3 forward = GetCameraForward(camera); camera->position = Vector3Add(camera->target, Vector3Scale(forward, -distance)); } // Rotates the camera around its up vector // Yaw is "looking left and right" // If rotateAroundTarget is false, the camera rotates around its position // Note: angle must be provided in radians void CameraYaw(Camera *camera, float angle, bool rotateAroundTarget) { // Rotation axis Vector3 up = GetCameraUp(camera); // View vector Vector3 targetPosition = Vector3Subtract(camera->target, camera->position); // Rotate view vector around up axis targetPosition = Vector3RotateByAxisAngle(targetPosition, up, angle); if (rotateAroundTarget) { // Move position relative to target camera->position = Vector3Subtract(camera->target, targetPosition); } else // rotate around camera.position { // Move target relative to position camera->target = Vector3Add(camera->position, targetPosition); } } // Rotates the camera around its right vector, pitch is "looking up and down" // - lockView prevents camera overrotation (aka "somersaults") // - rotateAroundTarget defines if rotation is around target or around its position // - rotateUp rotates the up direction as well (typically only usefull in CAMERA_FREE) // NOTE: angle must be provided in radians void CameraPitch(Camera *camera, float angle, bool lockView, bool rotateAroundTarget, bool rotateUp) { // Up direction Vector3 up = GetCameraUp(camera); // View vector Vector3 targetPosition = Vector3Subtract(camera->target, camera->position); if (lockView) { // In these camera modes we clamp the Pitch angle // to allow only viewing straight up or down. // Clamp view up float maxAngleUp = Vector3Angle(up, targetPosition); maxAngleUp -= 0.001f; // avoid numerical errors if (angle > maxAngleUp) angle = maxAngleUp; // Clamp view down float maxAngleDown = Vector3Angle(Vector3Negate(up), targetPosition); maxAngleDown *= -1.0f; // downwards angle is negative maxAngleDown += 0.001f; // avoid numerical errors if (angle < maxAngleDown) angle = maxAngleDown; } // Rotation axis Vector3 right = GetCameraRight(camera); // Rotate view vector around right axis targetPosition = Vector3RotateByAxisAngle(targetPosition, right, angle); if (rotateAroundTarget) { // Move position relative to target camera->position = Vector3Subtract(camera->target, targetPosition); } else // rotate around camera.position { // Move target relative to position camera->target = Vector3Add(camera->position, targetPosition); } if (rotateUp) { // Rotate up direction around right axis camera->up = Vector3RotateByAxisAngle(camera->up, right, angle); } } // Rotates the camera around its forward vector // Roll is "turning your head sideways to the left or right" // Note: angle must be provided in radians void CameraRoll(Camera *camera, float angle) { // Rotation axis Vector3 forward = GetCameraForward(camera); // Rotate up direction around forward axis camera->up = Vector3RotateByAxisAngle(camera->up, forward, angle); } // Returns the camera view matrix Matrix GetCameraViewMatrix(Camera *camera) { return MatrixLookAt(camera->position, camera->target, camera->up); } // Returns the camera projection matrix Matrix GetCameraProjectionMatrix(Camera *camera, float aspect) { if (camera->projection == CAMERA_PERSPECTIVE) { return MatrixPerspective(camera->fovy*DEG2RAD, aspect, CAMERA_CULL_DISTANCE_NEAR, CAMERA_CULL_DISTANCE_FAR); } else if (camera->projection == CAMERA_ORTHOGRAPHIC) { double top = camera->fovy/2.0; double right = top*aspect; return MatrixOrtho(-right, right, -top, top, CAMERA_CULL_DISTANCE_NEAR, CAMERA_CULL_DISTANCE_FAR); } return MatrixIdentity(); } #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(Camera *camera, int mode) { Vector2 mousePositionDelta = GetMouseDelta(); bool moveInWorldPlane = ((mode == CAMERA_FIRST_PERSON) || (mode == CAMERA_THIRD_PERSON)); bool rotateAroundTarget = ((mode == CAMERA_THIRD_PERSON) || (mode == CAMERA_ORBITAL)); bool lockView = ((mode == CAMERA_FIRST_PERSON) || (mode == CAMERA_THIRD_PERSON) || (mode == CAMERA_ORBITAL)); bool rotateUp = (mode == CAMERA_FREE); if (mode == CAMERA_ORBITAL) { // Orbital can just orbit Matrix rotation = MatrixRotate(GetCameraUp(camera), CAMERA_ORBITAL_SPEED*GetFrameTime()); Vector3 view = Vector3Subtract(camera->position, camera->target); view = Vector3Transform(view, rotation); camera->position = Vector3Add(camera->target, view); } else { // Camera rotation if (IsKeyDown(KEY_DOWN)) CameraPitch(camera, -CAMERA_ROTATION_SPEED, lockView, rotateAroundTarget, rotateUp); if (IsKeyDown(KEY_UP)) CameraPitch(camera, CAMERA_ROTATION_SPEED, lockView, rotateAroundTarget, rotateUp); if (IsKeyDown(KEY_RIGHT)) CameraYaw(camera, -CAMERA_ROTATION_SPEED, rotateAroundTarget); if (IsKeyDown(KEY_LEFT)) CameraYaw(camera, CAMERA_ROTATION_SPEED, rotateAroundTarget); if (IsKeyDown(KEY_Q)) CameraRoll(camera, -CAMERA_ROTATION_SPEED); if (IsKeyDown(KEY_E)) CameraRoll(camera, CAMERA_ROTATION_SPEED); CameraYaw(camera, -mousePositionDelta.x*CAMERA_MOUSE_MOVE_SENSITIVITY, rotateAroundTarget); CameraPitch(camera, -mousePositionDelta.y*CAMERA_MOUSE_MOVE_SENSITIVITY, lockView, rotateAroundTarget, rotateUp); // Camera movement if (IsKeyDown(KEY_W)) CameraMoveForward(camera, CAMERA_MOVE_SPEED, moveInWorldPlane); if (IsKeyDown(KEY_A)) CameraMoveRight(camera, -CAMERA_MOVE_SPEED, moveInWorldPlane); if (IsKeyDown(KEY_S)) CameraMoveForward(camera, -CAMERA_MOVE_SPEED, moveInWorldPlane); if (IsKeyDown(KEY_D)) CameraMoveRight(camera, CAMERA_MOVE_SPEED, moveInWorldPlane); //if (IsKeyDown(KEY_SPACE)) CameraMoveUp(camera, CAMERA_MOVE_SPEED); //if (IsKeyDown(KEY_LEFT_CONTROL)) CameraMoveUp(camera, -CAMERA_MOVE_SPEED); } if ((mode == CAMERA_THIRD_PERSON) || (mode == CAMERA_ORBITAL)) { // Zoom target distance CameraMoveToTarget(camera, -GetMouseWheelMove()); if (IsKeyPressed(KEY_KP_SUBTRACT)) CameraMoveToTarget(camera, 2.0f); if (IsKeyPressed(KEY_KP_ADD)) CameraMoveToTarget(camera, -2.0f); } } #endif // !CAMERA_STANDALONE // Update camera movement, movement/rotation values should be provided by user void UpdateCameraPro(Camera *camera, Vector3 movement, Vector3 rotation, float zoom) { // Required values // movement.x - Move forward/backward // movement.y - Move right/left // movement.z - Move up/down // rotation.x - yaw // rotation.y - pitch // rotation.z - roll // zoom - Move towards target bool lockView = true; bool rotateAroundTarget = false; bool rotateUp = false; bool moveInWorldPlane = true; // Camera rotation CameraPitch(camera, -rotation.y*DEG2RAD, lockView, rotateAroundTarget, rotateUp); CameraYaw(camera, -rotation.x*DEG2RAD, rotateAroundTarget); CameraRoll(camera, rotation.z*DEG2RAD); // Camera movement CameraMoveForward(camera, movement.x, moveInWorldPlane); CameraMoveRight(camera, movement.y, moveInWorldPlane); CameraMoveUp(camera, movement.z); // Zoom target distance CameraMoveToTarget(camera, zoom); } #endif // CAMERA_IMPLEMENTATION