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- /*******************************************************************************************
- *
- * 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.
- *
- **********************************************************************************************/
- module raylib.rcamera;
- import raylib;
- extern (C) @nogc nothrow:
- //----------------------------------------------------------------------------------
- // Defines and Macros
- //----------------------------------------------------------------------------------
- // Function specifiers definition // Functions defined as 'extern' by default (implicit specifiers)
- enum CAMERA_CULL_DISTANCE_NEAR = RL_CULL_DISTANCE_NEAR;
- enum CAMERA_CULL_DISTANCE_FAR = RL_CULL_DISTANCE_FAR;
- //----------------------------------------------------------------------------------
- // Types and Structures Definition
- // NOTE: Below types are required for CAMERA_STANDALONE usage
- //----------------------------------------------------------------------------------
- // Vector2, 2 components
- // Vector x component
- // Vector y component
- // Vector3, 3 components
- // Vector x component
- // Vector y component
- // Vector z component
- // Camera type, defines a camera position/orientation in 3d space
- // Camera position
- // Camera target it looks-at
- // Camera up vector (rotation over its axis)
- // Camera field-of-view apperture in Y (degrees) in perspective, used as near plane width in orthographic
- // Camera projection type: CAMERA_PERSPECTIVE or CAMERA_ORTHOGRAPHIC
- // Camera type fallback, defaults to Camera3D
- // Camera projection
- // Perspective projection
- // Orthographic projection
- // Camera system modes
- // Camera custom, controlled by user (UpdateCamera() does nothing)
- // Camera free mode
- // Camera orbital, around target, zoom supported
- // Camera first person
- // Camera third person
- //----------------------------------------------------------------------------------
- // Global Variables Definition
- //----------------------------------------------------------------------------------
- //...
- //----------------------------------------------------------------------------------
- // Module Functions Declaration
- //----------------------------------------------------------------------------------
- // Prevents name mangling of functions
- Vector3 GetCameraForward(Camera* camera);
- Vector3 GetCameraUp(Camera* camera);
- Vector3 GetCameraRight(Camera* camera);
- // Camera movement
- void CameraMoveForward(Camera* camera, float distance, bool moveInWorldPlane);
- void CameraMoveUp(Camera* camera, float distance);
- void CameraMoveRight(Camera* camera, float distance, bool moveInWorldPlane);
- void CameraMoveToTarget(Camera* camera, float delta);
- // Camera rotation
- void CameraYaw(Camera* camera, float angle, bool rotateAroundTarget);
- void CameraPitch(Camera* camera, float angle, bool lockView, bool rotateAroundTarget, bool rotateUp);
- void CameraRoll(Camera* camera, float angle);
- Matrix GetCameraViewMatrix(Camera* camera);
- Matrix GetCameraProjectionMatrix(Camera* camera, float aspect);
- // CAMERA_H
- /***********************************************************************************
- *
- * CAMERA IMPLEMENTATION
- *
- ************************************************************************************/
- // 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
- //----------------------------------------------------------------------------------
- // Camera mouse movement sensitivity
- // TODO: it should be independant of framerate
- // Radians per second
- // PLAYER (used by camera)
- //----------------------------------------------------------------------------------
- // Types and Structures Definition
- //----------------------------------------------------------------------------------
- //...
- //----------------------------------------------------------------------------------
- // Global Variables Definition
- //----------------------------------------------------------------------------------
- //...
- //----------------------------------------------------------------------------------
- // Module specific Functions Declaration
- //----------------------------------------------------------------------------------
- //...
- //----------------------------------------------------------------------------------
- // Module Functions Definition
- //----------------------------------------------------------------------------------
- // Returns the cameras forward vector (normalized)
- // Returns the cameras up vector (normalized)
- // Note: The up vector might not be perpendicular to the forward vector
- // Returns the cameras right vector (normalized)
- // Moves the camera in its forward direction
- // Project vector onto world plane
- // Scale by distance
- // Move position and target
- // Moves the camera in its up direction
- // Scale by distance
- // Move position and target
- // Moves the camera target in its current right direction
- // Project vector onto world plane
- // Scale by distance
- // Move position and target
- // Moves the camera position closer/farther to/from the camera target
- // Apply delta
- // Distance must be greater than 0
- // Set new distance by moving the position along the forward vector
- // 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
- // Rotation axis
- // View vector
- // Rotate view vector around up axis
- // Move position relative to target
- // rotate around camera.position
- // Move target relative to position
- // 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
- // Up direction
- // View vector
- // In these camera modes we clamp the Pitch angle
- // to allow only viewing straight up or down.
- // Clamp view up
- // avoid numerical errors
- // Clamp view down
- // downwards angle is negative
- // avoid numerical errors
- // Rotation axis
- // Rotate view vector around right axis
- // Move position relative to target
- // rotate around camera.position
- // Move target relative to position
- // Rotate up direction around right axis
- // 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
- // Rotation axis
- // Rotate up direction around forward axis
- // Returns the camera view matrix
- // Returns the camera projection matrix
- // Update camera position for selected mode
- // Camera mode: CAMERA_FREE, CAMERA_FIRST_PERSON, CAMERA_THIRD_PERSON, CAMERA_ORBITAL or CUSTOM
- // Orbital can just orbit
- // Camera rotation
- // Camera movement
- //if (IsKeyDown(KEY_SPACE)) CameraMoveUp(camera, CAMERA_MOVE_SPEED);
- //if (IsKeyDown(KEY_LEFT_CONTROL)) CameraMoveUp(camera, -CAMERA_MOVE_SPEED);
- // Zoom target distance
- // !CAMERA_STANDALONE
- // Update camera movement, movement/rotation values should be provided by user
- // 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
- // Camera rotation
- // Camera movement
- // Zoom target distance
- // CAMERA_IMPLEMENTATION
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