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WIP rcamera redesign vector (#2563)
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* core functionality CAMERA_FREE

* fix example

* add remaining camera modes

* add view bobbing

* view bobbing

* catch curser in SetCameraMode

* adjust examples

* fix compilation on linux

* fix example text_draw_3d

* actually fix text_draw_3d

* Updated camera API

* Improve Vector3RotateByAxisAngle() function

* remove camera.mode dependency from low-level functions

* remove camera.mode from struct

* fixes after rebase

* adjust examples for new UpdateCamera function

* adjust example models_loading_m3d

---------

Co-authored-by: Ray <[email protected]>
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Crydsch and raysan5 authored Feb 14, 2023
1 parent f1bcabc commit 73989a4
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Showing 30 changed files with 1,008 additions and 489 deletions.
94 changes: 83 additions & 11 deletions examples/core/core_3d_camera_first_person.c
Original file line number Diff line number Diff line change
Expand Up @@ -12,6 +12,7 @@
********************************************************************************************/

#include "raylib.h"
#include "rcamera.h"

#define MAX_COLUMNS 20

Expand All @@ -29,11 +30,14 @@ int main(void)

// Define the camera to look into our 3d world (position, target, up vector)
Camera camera = { 0 };
camera.position = (Vector3){ 4.0f, 2.0f, 4.0f };
camera.target = (Vector3){ 0.0f, 1.8f, 0.0f };
camera.position = (Vector3){ 0.0f, 2.0f, 4.0f };
camera.target = (Vector3){ 0.0f, 2.0f, 0.0f };
camera.up = (Vector3){ 0.0f, 1.0f, 0.0f };
camera.fovy = 60.0f;
camera.projection = CAMERA_PERSPECTIVE;
camera.swingCounter = 1; // Enable view bobbing

int cameraMode = CAMERA_FIRST_PERSON;

// Generates some random columns
float heights[MAX_COLUMNS] = { 0 };
Expand All @@ -47,8 +51,7 @@ int main(void)
colors[i] = (Color){ GetRandomValue(20, 255), GetRandomValue(10, 55), 30, 255 };
}

SetCameraMode(camera, CAMERA_FIRST_PERSON); // Set a first person camera mode

DisableCursor(); // Catch cursor
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------

Expand All @@ -57,7 +60,51 @@ int main(void)
{
// Update
//----------------------------------------------------------------------------------
UpdateCamera(&camera);
// 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;
}
}

UpdateCamera(&camera, cameraMode); // Update camera
//----------------------------------------------------------------------------------

// Draw
Expand All @@ -80,14 +127,39 @@ int main(void)
DrawCubeWires(positions[i], 2.0f, heights[i], 2.0f, MAROON);
}

EndMode3D();
// 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);
}

DrawRectangle( 10, 10, 220, 70, Fade(SKYBLUE, 0.5f));
DrawRectangleLines( 10, 10, 220, 70, BLUE);
EndMode3D();

DrawText("First person camera default controls:", 20, 20, 10, BLACK);
DrawText("- Move with keys: W, A, S, D", 40, 40, 10, DARKGRAY);
DrawText("- Mouse move to look around", 40, 60, 10, DARKGRAY);
// 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();
//----------------------------------------------------------------------------------
Expand Down
4 changes: 1 addition & 3 deletions examples/core/core_3d_camera_free.c
Original file line number Diff line number Diff line change
Expand Up @@ -35,8 +35,6 @@ int main(void)

Vector3 cubePosition = { 0.0f, 0.0f, 0.0f };

SetCameraMode(camera, CAMERA_FREE); // Set a free camera mode

SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------

Expand All @@ -45,7 +43,7 @@ int main(void)
{
// Update
//----------------------------------------------------------------------------------
UpdateCamera(&camera);
UpdateCamera(&camera, CAMERA_FREE);

if (IsKeyDown('Z')) camera.target = (Vector3){ 0.0f, 0.0f, 0.0f };
//----------------------------------------------------------------------------------
Expand Down
15 changes: 12 additions & 3 deletions examples/core/core_3d_picking.c
Original file line number Diff line number Diff line change
Expand Up @@ -40,7 +40,7 @@ int main(void)

RayCollision collision = { 0 };

SetCameraMode(camera, CAMERA_FREE); // Set a free camera mode
EnableCursor(); // Disable camera controls

SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
Expand All @@ -50,7 +50,14 @@ int main(void)
{
// Update
//----------------------------------------------------------------------------------
UpdateCamera(&camera);
if (IsCursorHidden()) UpdateCamera(&camera, CAMERA_FIRST_PERSON); // Update camera

// Toggle camera controls
if (IsMouseButtonPressed(MOUSE_BUTTON_RIGHT))
{
if (IsCursorHidden()) EnableCursor();
else DisableCursor();
}

if (IsMouseButtonPressed(MOUSE_BUTTON_LEFT))
{
Expand Down Expand Up @@ -93,10 +100,12 @@ int main(void)

EndMode3D();

DrawText("Try selecting the box with mouse!", 240, 10, 20, DARKGRAY);
DrawText("Try clicking on the box with your mouse!", 240, 10, 20, DARKGRAY);

if (collision.hit) DrawText("BOX SELECTED", (screenWidth - MeasureText("BOX SELECTED", 30)) / 2, (int)(screenHeight * 0.1f), 30, GREEN);

DrawText("Right click mouse to toggle camera controls", 10, 430, 10, GRAY);

DrawFPS(10, 10);

EndDrawing();
Expand Down
6 changes: 3 additions & 3 deletions examples/core/core_vr_simulator.c
Original file line number Diff line number Diff line change
Expand Up @@ -96,11 +96,11 @@ int main(void)
camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector
camera.fovy = 60.0f; // Camera field-of-view Y
camera.projection = CAMERA_PERSPECTIVE; // Camera type
camera.swingCounter = 1; // Enable view bobbing

Vector3 cubePosition = { 0.0f, 0.0f, 0.0f };

SetCameraMode(camera, CAMERA_FIRST_PERSON); // Set first person camera mode

DisableCursor(); // Catch cursor
SetTargetFPS(90); // Set our game to run at 90 frames-per-second
//--------------------------------------------------------------------------------------

Expand All @@ -109,7 +109,7 @@ int main(void)
{
// Update
//----------------------------------------------------------------------------------
UpdateCamera(&camera);
UpdateCamera(&camera, CAMERA_FIRST_PERSON);
//----------------------------------------------------------------------------------

// Draw
Expand Down
7 changes: 3 additions & 4 deletions examples/core/core_world_screen.c
Original file line number Diff line number Diff line change
Expand Up @@ -23,7 +23,7 @@ int main(void)
const int screenWidth = 800;
const int screenHeight = 450;

InitWindow(screenWidth, screenHeight, "raylib [core] example - 3d camera free");
InitWindow(screenWidth, screenHeight, "raylib [core] example - core world screen");

// Define the camera to look into our 3d world
Camera camera = { 0 };
Expand All @@ -36,8 +36,7 @@ int main(void)
Vector3 cubePosition = { 0.0f, 0.0f, 0.0f };
Vector2 cubeScreenPosition = { 0.0f, 0.0f };

SetCameraMode(camera, CAMERA_FREE); // Set a free camera mode

DisableCursor(); // Catch cursor
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------

Expand All @@ -46,7 +45,7 @@ int main(void)
{
// Update
//----------------------------------------------------------------------------------
UpdateCamera(&camera);
UpdateCamera(&camera, CAMERA_THIRD_PERSON);

// Calculate cube screen space position (with a little offset to be in top)
cubeScreenPosition = GetWorldToScreen((Vector3){cubePosition.x, cubePosition.y + 2.5f, cubePosition.z}, camera);
Expand Down
5 changes: 2 additions & 3 deletions examples/models/models_animation.c
Original file line number Diff line number Diff line change
Expand Up @@ -54,8 +54,7 @@ int main(void)
ModelAnimation *anims = LoadModelAnimations("resources/models/iqm/guyanim.iqm", &animsCount);
int animFrameCounter = 0;

SetCameraMode(camera, CAMERA_FREE); // Set free camera mode

DisableCursor(); // Catch cursor
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------

Expand All @@ -64,7 +63,7 @@ int main(void)
{
// Update
//----------------------------------------------------------------------------------
UpdateCamera(&camera);
UpdateCamera(&camera, CAMERA_FIRST_PERSON);

// Play animation when spacebar is held down
if (IsKeyDown(KEY_SPACE))
Expand Down
6 changes: 3 additions & 3 deletions examples/models/models_billboard.c
Original file line number Diff line number Diff line change
Expand Up @@ -48,14 +48,13 @@ int main(void)
// Here we choose to rotate around the image center
// NOTE: (-1, 1) is the range where origin.x, origin.y is inside the texture
Vector2 rotateOrigin = { 0.0f };
SetCameraMode(camera, CAMERA_ORBITAL); // Set an orbital camera mode

// Distance is needed for the correct billboard draw order
// Larger distance (further away from the camera) should be drawn prior to smaller distance.
float distanceStatic;
float distanceRotating;

float rotation = 0.0f;

SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------

Expand All @@ -64,7 +63,8 @@ int main(void)
{
// Update
//----------------------------------------------------------------------------------
UpdateCamera(&camera);
UpdateCamera(&camera, CAMERA_ORBITAL);

rotation += 0.4f;
distanceStatic = Vector3Distance(camera.position, billPositionStatic);
distanceRotating = Vector3Distance(camera.position, billPositionRotating);
Expand Down
5 changes: 2 additions & 3 deletions examples/models/models_cubicmap.c
Original file line number Diff line number Diff line change
Expand Up @@ -42,8 +42,7 @@ int main(void)

UnloadImage(image); // Unload cubesmap image from RAM, already uploaded to VRAM

SetCameraMode(camera, CAMERA_ORBITAL); // Set an orbital camera mode

DisableCursor(); // Catch cursor
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------

Expand All @@ -52,7 +51,7 @@ int main(void)
{
// Update
//----------------------------------------------------------------------------------
UpdateCamera(&camera);
UpdateCamera(&camera, CAMERA_ORBITAL);
//----------------------------------------------------------------------------------

// Draw
Expand Down
5 changes: 2 additions & 3 deletions examples/models/models_first_person_maze.c
Original file line number Diff line number Diff line change
Expand Up @@ -45,8 +45,7 @@ int main(void)

Vector3 mapPosition = { -16.0f, 0.0f, -8.0f }; // Set model position

SetCameraMode(camera, CAMERA_FIRST_PERSON); // Set camera mode

DisableCursor(); // Catch cursor
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------

Expand All @@ -57,7 +56,7 @@ int main(void)
//----------------------------------------------------------------------------------
Vector3 oldCamPos = camera.position; // Store old camera position

UpdateCamera(&camera);
UpdateCamera(&camera, CAMERA_FIRST_PERSON);

// Check player collision (we simplify to 2D collision detection)
Vector2 playerPos = { camera.position.x, camera.position.z };
Expand Down
5 changes: 2 additions & 3 deletions examples/models/models_heightmap.c
Original file line number Diff line number Diff line change
Expand Up @@ -39,8 +39,7 @@ int main(void)

UnloadImage(image); // Unload heightmap image from RAM, already uploaded to VRAM

SetCameraMode(camera, CAMERA_ORBITAL); // Set an orbital camera mode

DisableCursor(); // Catch cursor
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------

Expand All @@ -49,7 +48,7 @@ int main(void)
{
// Update
//----------------------------------------------------------------------------------
UpdateCamera(&camera);
UpdateCamera(&camera, CAMERA_ORBITAL);
//----------------------------------------------------------------------------------

// Draw
Expand Down
5 changes: 2 additions & 3 deletions examples/models/models_loading.c
Original file line number Diff line number Diff line change
Expand Up @@ -57,10 +57,9 @@ int main(void)
// NOTE: bounds are calculated from the original size of the model,
// if model is scaled on drawing, bounds must be also scaled

SetCameraMode(camera, CAMERA_FREE); // Set a free camera mode

bool selected = false; // Selected object flag

DisableCursor(); // Catch cursor
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------

Expand All @@ -69,7 +68,7 @@ int main(void)
{
// Update
//----------------------------------------------------------------------------------
UpdateCamera(&camera);
UpdateCamera(&camera, CAMERA_FIRST_PERSON);

// Load new models/textures on drag&drop
if (IsFileDropped())
Expand Down
6 changes: 1 addition & 5 deletions examples/models/models_loading_gltf.c
Original file line number Diff line number Diff line change
Expand Up @@ -51,8 +51,6 @@ int main(void)

Vector3 position = { 0.0f, 0.0f, 0.0f }; // Set model position

SetCameraMode(camera, CAMERA_FREE); // Set free camera mode

SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------

Expand All @@ -61,6 +59,7 @@ int main(void)
{
// Update
//----------------------------------------------------------------------------------
UpdateCamera(&camera, CAMERA_THIRD_PERSON);
// Select current animation
if (IsKeyPressed(KEY_UP)) animIndex = (animIndex + 1)%animsCount;
else if (IsKeyPressed(KEY_DOWN)) animIndex = (animIndex + animsCount - 1)%animsCount;
Expand All @@ -69,9 +68,6 @@ int main(void)
ModelAnimation anim = modelAnimations[animIndex];
animCurrentFrame = (animCurrentFrame + 1)%anim.frameCount;
UpdateModelAnimation(model, anim, animCurrentFrame);

// Update camera
UpdateCamera(&camera);
//----------------------------------------------------------------------------------

// Draw
Expand Down
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