fixing git repo
This commit is contained in:
parent
20cb5a12f8
commit
52b5a8ee95
19 changed files with 106 additions and 10712 deletions
1
.gitignore
vendored
1
.gitignore
vendored
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@ -1 +1,2 @@
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*.so
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*.so
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built/*
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0
engine/src/aud.h
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0
engine/src/aud.h
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4
engine/src/engine.h
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engine/src/engine.h
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#include "net.h"
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#include "gr.h"
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#include "aud.h"
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#include "program.h"
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2
engine/src/gr.h
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engine/src/gr.h
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#include <raylib.h>
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#include "graph/window.h"
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0
engine/src/graph/window.h
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0
engine/src/graph/window.h
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0
engine/src/net.h
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engine/src/net.h
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44
engine/src/scenes/node2d.h
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engine/src/scenes/node2d.h
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#include "nodes.h"
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struct node2d :public node {
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vec2 pos;
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node2d(){}
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node2d(float x,float y):pos(x,y){}
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};
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struct rect :virtual public node2d{
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vec2 size;
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rect(){}
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rect(float x,float y,float w, float h):size(w,h){
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this->pos=vec2(x,y);
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}
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};
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struct textured :virtual public rect{
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int ID;
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textured(){}
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textured(int id,float x,float y,float w, float h):ID(id){
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this->pos=vec2(x,y);this->size=vec2(w,h);
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}
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};
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struct colored :virtual public rect{
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col c;
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colored(){}
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colored(col color,float x,float y,float w, float h):c(color){
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this->pos=vec2(x,y);this->size=vec2(w,h);
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}
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};
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struct tinted :virtual public colored, virtual public textured{
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tinted(){}
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tinted(int id,col color,float x,float y,float w, float h):
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node2d(x, y),
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rect(x, y, w, h),
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colored(color, x, y, w, h),
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textured(id, x, y, w, h)
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{
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}
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};
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struct text :virtual tinted {
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Font font;
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std::string text;
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};
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11
engine/src/scenes/nodes.h
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engine/src/scenes/nodes.h
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#include "../gr.h"
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#include "../aud.h"
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#include "../net.h"
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struct node{
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public:
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virtual void init() {}
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virtual void render() {}
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virtual void update() {}
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virtual void close() {}
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};
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9
engine/src/scenes/scene.h
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engine/src/scenes/scene.h
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#include "nodes.h"
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#include <list>
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struct scene{
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std::list<node> nodes;
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virtual void init() {}
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virtual void render() {}
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virtual void update() {}
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virtual void close() {}
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};
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9
games/forespend/src/client/client.cpp
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games/forespend/src/client/client.cpp
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#include "client.h"
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client::client(){}
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void client::boot() {}
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void client::draw() {}
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void client::exit() {}
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void client::tick() {}
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games/forespend/src/client/client.h
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games/forespend/src/client/client.h
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#pragma once
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#include <incmgr.h>
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class client :public program{
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public:
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const char* CONF() final{return "client.tdf";}
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client();
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void boot() override;
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void tick() override;
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void draw() override;
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void exit() override;
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};
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11
games/forespend/src/main.cpp
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games/forespend/src/main.cpp
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#include <incmgr.h>
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inline const char* COMMONCONFIG(){return "common.tdf";}
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tiny::ErrorLevel tiny::level{6};
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int main(int argc, char** argv) {
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tiny::startup("forespend","0.03g-rewrite");
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if (argc>1) {
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}
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}
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#include <tiny/tdf.h>
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#include <tiny/term.h>
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#include <raylib.h>
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#include <raymath.h>
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#include <rlgl.h>
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#include <enginend/engine.h>
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1727
include/raylib.h
1727
include/raylib.h
File diff suppressed because it is too large
Load diff
3020
include/raymath.h
3020
include/raymath.h
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Load diff
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/*******************************************************************************************
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*
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* rcamera - Basic camera system with support for multiple camera modes
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*
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* CONFIGURATION:
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* #define RCAMERA_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 RCAMERA_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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* Christoph Wagner: Complete redesign, using raymath (2022)
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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) 2022-2025 Christoph Wagner (@Crydsch) & 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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// Function specifiers definition
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// Function specifiers in case library is build/used as a shared library (Windows)
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// NOTE: Microsoft specifiers to tell compiler that symbols are imported/exported from a .dll
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#if defined(_WIN32)
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#if defined(BUILD_LIBTYPE_SHARED)
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#if defined(__TINYC__)
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#define __declspec(x) __attribute__((x))
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#endif
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#define RLAPI __declspec(dllexport) // We are building the library as a Win32 shared library (.dll)
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#elif defined(USE_LIBTYPE_SHARED)
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#define RLAPI __declspec(dllimport) // We are using the library as a Win32 shared library (.dll)
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#endif
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#endif
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#ifndef RLAPI
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#define RLAPI // Functions defined as 'extern' by default (implicit specifiers)
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#endif
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#if defined(RCAMERA_STANDALONE)
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#define CAMERA_CULL_DISTANCE_NEAR 0.05
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#define CAMERA_CULL_DISTANCE_FAR 4000.0
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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 standalone usage
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//----------------------------------------------------------------------------------
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#if defined(RCAMERA_STANDALONE)
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// Vector2, 2 components
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typedef struct Vector2 {
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float x; // Vector x component
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float y; // Vector y component
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} Vector2;
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// Vector3, 3 components
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typedef struct Vector3 {
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float x; // Vector x component
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float y; // Vector y component
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float z; // Vector z component
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} Vector3;
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// Matrix, 4x4 components, column major, OpenGL style, right-handed
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typedef struct Matrix {
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float m0, m4, m8, m12; // Matrix first row (4 components)
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float m1, m5, m9, m13; // Matrix second row (4 components)
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float m2, m6, m10, m14; // Matrix third row (4 components)
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float m3, m7, m11, m15; // Matrix fourth row (4 components)
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} Matrix;
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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 projection; // Camera 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 projection
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typedef enum {
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CAMERA_PERSPECTIVE = 0, // Perspective projection
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CAMERA_ORTHOGRAPHIC // Orthographic projection
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} CameraProjection;
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// Camera system modes
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typedef enum {
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CAMERA_CUSTOM = 0, // Camera custom, controlled by user (UpdateCamera() does nothing)
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CAMERA_FREE, // Camera free mode
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CAMERA_ORBITAL, // Camera orbital, around target, zoom supported
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CAMERA_FIRST_PERSON, // Camera first person
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CAMERA_THIRD_PERSON // Camera third person
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} CameraMode;
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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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#if defined(__cplusplus)
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extern "C" { // Prevents name mangling of functions
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#endif
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RLAPI Vector3 GetCameraForward(Camera *camera);
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RLAPI Vector3 GetCameraUp(Camera *camera);
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RLAPI Vector3 GetCameraRight(Camera *camera);
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// Camera movement
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RLAPI void CameraMoveForward(Camera *camera, float distance, bool moveInWorldPlane);
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RLAPI void CameraMoveUp(Camera *camera, float distance);
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RLAPI void CameraMoveRight(Camera *camera, float distance, bool moveInWorldPlane);
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RLAPI void CameraMoveToTarget(Camera *camera, float delta);
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// Camera rotation
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RLAPI void CameraYaw(Camera *camera, float angle, bool rotateAroundTarget);
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RLAPI void CameraPitch(Camera *camera, float angle, bool lockView, bool rotateAroundTarget, bool rotateUp);
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RLAPI void CameraRoll(Camera *camera, float angle);
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RLAPI Matrix GetCameraViewMatrix(Camera *camera);
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RLAPI Matrix GetCameraProjectionMatrix(Camera *camera, float aspect);
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#if defined(__cplusplus)
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}
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#endif
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#endif // RCAMERA_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(RCAMERA_IMPLEMENTATION)
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#include "raymath.h" // Required for vector maths:
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// Vector3Add()
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// Vector3Subtract()
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// Vector3Scale()
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// Vector3Normalize()
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// Vector3Distance()
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// Vector3CrossProduct()
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// Vector3RotateByAxisAngle()
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// Vector3Angle()
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// Vector3Negate()
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// MatrixLookAt()
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// MatrixPerspective()
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// MatrixOrtho()
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// MatrixIdentity()
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// raylib required functionality:
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// GetMouseDelta()
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// GetMouseWheelMove()
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// IsKeyDown()
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// IsKeyPressed()
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// GetFrameTime()
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//----------------------------------------------------------------------------------
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// Defines and Macros
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//----------------------------------------------------------------------------------
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#define CAMERA_MOVE_SPEED 5.4f // Units per second
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#define CAMERA_ROTATION_SPEED 0.03f
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#define CAMERA_PAN_SPEED 0.2f
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// Camera mouse movement sensitivity
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#define CAMERA_MOUSE_MOVE_SENSITIVITY 0.003f
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// Camera orbital speed in CAMERA_ORBITAL mode
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#define CAMERA_ORBITAL_SPEED 0.5f // Radians per second
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//----------------------------------------------------------------------------------
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// Types and Structures Definition
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//----------------------------------------------------------------------------------
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//...
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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 Internal Functions Declaration
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//----------------------------------------------------------------------------------
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//...
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//----------------------------------------------------------------------------------
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// Module Functions Definition
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//----------------------------------------------------------------------------------
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// Returns the cameras forward vector (normalized)
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Vector3 GetCameraForward(Camera *camera)
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{
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return Vector3Normalize(Vector3Subtract(camera->target, camera->position));
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}
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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(Camera *camera)
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{
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return Vector3Normalize(camera->up);
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}
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// Returns the cameras right vector (normalized)
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Vector3 GetCameraRight(Camera *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 Vector3Normalize(Vector3CrossProduct(forward, up));
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}
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// Moves the camera in its forward direction
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void CameraMoveForward(Camera *camera, float distance, bool moveInWorldPlane)
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{
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Vector3 forward = GetCameraForward(camera);
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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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|
||||||
}
|
|
||||||
|
|
||||||
// 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();
|
|
||||||
}
|
|
||||||
|
|
||||||
#if !defined(RCAMERA_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_FREE) || (mode == CAMERA_FIRST_PERSON) || (mode == CAMERA_THIRD_PERSON) || (mode == CAMERA_ORBITAL));
|
|
||||||
bool rotateUp = false;
|
|
||||||
|
|
||||||
// Camera speeds based on frame time
|
|
||||||
float cameraMoveSpeed = CAMERA_MOVE_SPEED*GetFrameTime();
|
|
||||||
float cameraRotationSpeed = CAMERA_ROTATION_SPEED*GetFrameTime();
|
|
||||||
float cameraPanSpeed = CAMERA_PAN_SPEED*GetFrameTime();
|
|
||||||
float cameraOrbitalSpeed = CAMERA_ORBITAL_SPEED*GetFrameTime();
|
|
||||||
|
|
||||||
if (mode == CAMERA_CUSTOM) {}
|
|
||||||
else if (mode == CAMERA_ORBITAL)
|
|
||||||
{
|
|
||||||
// Orbital can just orbit
|
|
||||||
Matrix rotation = MatrixRotate(GetCameraUp(camera), cameraOrbitalSpeed);
|
|
||||||
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, -cameraRotationSpeed, lockView, rotateAroundTarget, rotateUp);
|
|
||||||
if (IsKeyDown(KEY_UP)) CameraPitch(camera, cameraRotationSpeed, lockView, rotateAroundTarget, rotateUp);
|
|
||||||
if (IsKeyDown(KEY_RIGHT)) CameraYaw(camera, -cameraRotationSpeed, rotateAroundTarget);
|
|
||||||
if (IsKeyDown(KEY_LEFT)) CameraYaw(camera, cameraRotationSpeed, rotateAroundTarget);
|
|
||||||
if (IsKeyDown(KEY_Q)) CameraRoll(camera, -cameraRotationSpeed);
|
|
||||||
if (IsKeyDown(KEY_E)) CameraRoll(camera, cameraRotationSpeed);
|
|
||||||
|
|
||||||
// Camera movement
|
|
||||||
// Camera pan (for CAMERA_FREE)
|
|
||||||
if ((mode == CAMERA_FREE) && (IsMouseButtonDown(MOUSE_BUTTON_MIDDLE)))
|
|
||||||
{
|
|
||||||
const Vector2 mouseDelta = GetMouseDelta();
|
|
||||||
if (mouseDelta.x > 0.0f) CameraMoveRight(camera, cameraPanSpeed, moveInWorldPlane);
|
|
||||||
if (mouseDelta.x < 0.0f) CameraMoveRight(camera, -cameraPanSpeed, moveInWorldPlane);
|
|
||||||
if (mouseDelta.y > 0.0f) CameraMoveUp(camera, -cameraPanSpeed);
|
|
||||||
if (mouseDelta.y < 0.0f) CameraMoveUp(camera, cameraPanSpeed);
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
// Mouse support
|
|
||||||
CameraYaw(camera, -mousePositionDelta.x*CAMERA_MOUSE_MOVE_SENSITIVITY, rotateAroundTarget);
|
|
||||||
CameraPitch(camera, -mousePositionDelta.y*CAMERA_MOUSE_MOVE_SENSITIVITY, lockView, rotateAroundTarget, rotateUp);
|
|
||||||
}
|
|
||||||
|
|
||||||
// Keyboard support
|
|
||||||
if (IsKeyDown(KEY_W)) CameraMoveForward(camera, cameraMoveSpeed, moveInWorldPlane);
|
|
||||||
if (IsKeyDown(KEY_A)) CameraMoveRight(camera, -cameraMoveSpeed, moveInWorldPlane);
|
|
||||||
if (IsKeyDown(KEY_S)) CameraMoveForward(camera, -cameraMoveSpeed, moveInWorldPlane);
|
|
||||||
if (IsKeyDown(KEY_D)) CameraMoveRight(camera, cameraMoveSpeed, moveInWorldPlane);
|
|
||||||
|
|
||||||
// Gamepad movement
|
|
||||||
if (IsGamepadAvailable(0))
|
|
||||||
{
|
|
||||||
// Gamepad controller support
|
|
||||||
CameraYaw(camera, -(GetGamepadAxisMovement(0, GAMEPAD_AXIS_RIGHT_X)*2)*CAMERA_MOUSE_MOVE_SENSITIVITY, rotateAroundTarget);
|
|
||||||
CameraPitch(camera, -(GetGamepadAxisMovement(0, GAMEPAD_AXIS_RIGHT_Y)*2)*CAMERA_MOUSE_MOVE_SENSITIVITY, lockView, rotateAroundTarget, rotateUp);
|
|
||||||
|
|
||||||
if (GetGamepadAxisMovement(0, GAMEPAD_AXIS_LEFT_Y) <= -0.25f) CameraMoveForward(camera, cameraMoveSpeed, moveInWorldPlane);
|
|
||||||
if (GetGamepadAxisMovement(0, GAMEPAD_AXIS_LEFT_X) <= -0.25f) CameraMoveRight(camera, -cameraMoveSpeed, moveInWorldPlane);
|
|
||||||
if (GetGamepadAxisMovement(0, GAMEPAD_AXIS_LEFT_Y) >= 0.25f) CameraMoveForward(camera, -cameraMoveSpeed, moveInWorldPlane);
|
|
||||||
if (GetGamepadAxisMovement(0, GAMEPAD_AXIS_LEFT_X) >= 0.25f) CameraMoveRight(camera, cameraMoveSpeed, moveInWorldPlane);
|
|
||||||
}
|
|
||||||
|
|
||||||
if (mode == CAMERA_FREE)
|
|
||||||
{
|
|
||||||
if (IsKeyDown(KEY_SPACE)) CameraMoveUp(camera, cameraMoveSpeed);
|
|
||||||
if (IsKeyDown(KEY_LEFT_CONTROL)) CameraMoveUp(camera, -cameraMoveSpeed);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
if ((mode == CAMERA_THIRD_PERSON) || (mode == CAMERA_ORBITAL) || (mode == CAMERA_FREE))
|
|
||||||
{
|
|
||||||
// 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 // !RCAMERA_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 // RCAMERA_IMPLEMENTATION
|
|
||||||
5401
include/rlgl.h
5401
include/rlgl.h
File diff suppressed because it is too large
Load diff
|
|
@ -1 +0,0 @@
|
||||||
Subproject commit 13f9112d8c069ed333acf72c2c1b94a0533c6dc1
|
|
||||||
1
lib/tiny
1
lib/tiny
|
|
@ -1 +0,0 @@
|
||||||
Subproject commit e4887c7fa646bd318c87c3d18626ff8333da96df
|
|
||||||
Loading…
Add table
Add a link
Reference in a new issue