]> git.sesse.net Git - pistorm/blobdiff - raylib_pi4_test/camera.h
[MEGA-WIP] Raylib-based RTG output
[pistorm] / raylib_pi4_test / camera.h
diff --git a/raylib_pi4_test/camera.h b/raylib_pi4_test/camera.h
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+/*******************************************************************************************
+*
+*   raylib.camera - Camera system with multiple modes support
+*
+*   NOTE: Memory footprint of this library is aproximately 52 bytes (global variables)
+*
+*   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
+*       Marc Palau:         Initial implementation (2014)
+*
+*
+*   LICENSE: zlib/libpng
+*
+*   Copyright (c) 2015-2021 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 CAMERA_H
+#define CAMERA_H
+
+//----------------------------------------------------------------------------------
+// Defines and Macros
+//----------------------------------------------------------------------------------
+//...
+
+//----------------------------------------------------------------------------------
+// Types and Structures Definition
+// NOTE: Below types are required for CAMERA_STANDALONE usage
+//----------------------------------------------------------------------------------
+#if defined(CAMERA_STANDALONE)
+    // Vector2 type
+    typedef struct Vector2 {
+        float x;
+        float y;
+    } Vector2;
+
+    // Vector3 type
+    typedef struct Vector3 {
+        float x;
+        float y;
+        float z;
+    } 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 type;               // Camera type, defines projection type: CAMERA_PERSPECTIVE or CAMERA_ORTHOGRAPHIC
+    } Camera3D;
+
+    typedef Camera3D Camera;    // Camera type fallback, defaults to Camera3D
+
+    // Camera system modes
+    typedef enum {
+        CAMERA_CUSTOM = 0,
+        CAMERA_FREE,
+        CAMERA_ORBITAL,
+        CAMERA_FIRST_PERSON,
+        CAMERA_THIRD_PERSON
+    } CameraMode;
+
+    // Camera projection modes
+    typedef enum {
+        CAMERA_PERSPECTIVE = 0,
+        CAMERA_ORTHOGRAPHIC
+    } CameraProjection;
+#endif
+
+#ifdef __cplusplus
+extern "C" {            // Prevents name mangling of functions
+#endif
+
+//----------------------------------------------------------------------------------
+// Global Variables Definition
+//----------------------------------------------------------------------------------
+//...
+
+//----------------------------------------------------------------------------------
+// Module Functions Declaration
+//----------------------------------------------------------------------------------
+#if defined(CAMERA_STANDALONE)
+void SetCameraMode(Camera camera, int mode);                // Set camera mode (multiple camera modes available)
+void UpdateCamera(Camera *camera);                          // Update camera position for selected mode
+
+void SetCameraPanControl(int keyPan);                       // Set camera pan key to combine with mouse movement (free camera)
+void SetCameraAltControl(int keyAlt);                       // Set camera alt key to combine with mouse movement (free camera)
+void SetCameraSmoothZoomControl(int szoomKey);              // Set camera smooth zoom key to combine with mouse (free camera)
+void SetCameraMoveControls(int keyFront, int keyBack,
+                           int keyRight, int keyLeft,
+                           int keyUp, int keyDown);         // Set camera move controls (1st person and 3rd person cameras)
+#endif
+
+#ifdef __cplusplus
+}
+#endif
+
+#endif // CAMERA_H
+
+
+/***********************************************************************************
+*
+*   CAMERA IMPLEMENTATION
+*
+************************************************************************************/
+
+#if defined(CAMERA_IMPLEMENTATION)
+
+#include <math.h>               // Required for: sinf(), cosf(), sqrtf()
+
+//----------------------------------------------------------------------------------
+// Defines and Macros
+//----------------------------------------------------------------------------------
+#ifndef PI
+    #define PI 3.14159265358979323846
+#endif
+#ifndef DEG2RAD
+    #define DEG2RAD (PI/180.0f)
+#endif
+#ifndef RAD2DEG
+    #define RAD2DEG (180.0f/PI)
+#endif
+
+// Camera mouse movement sensitivity
+#define CAMERA_MOUSE_MOVE_SENSITIVITY                   0.003f
+#define CAMERA_MOUSE_SCROLL_SENSITIVITY                 1.5f
+
+// FREE_CAMERA
+#define CAMERA_FREE_MOUSE_SENSITIVITY                   0.01f
+#define CAMERA_FREE_DISTANCE_MIN_CLAMP                  0.3f
+#define CAMERA_FREE_DISTANCE_MAX_CLAMP                  120.0f
+#define CAMERA_FREE_MIN_CLAMP                           85.0f
+#define CAMERA_FREE_MAX_CLAMP                          -85.0f
+#define CAMERA_FREE_SMOOTH_ZOOM_SENSITIVITY             0.05f
+#define CAMERA_FREE_PANNING_DIVIDER                     5.1f
+
+// ORBITAL_CAMERA
+#define CAMERA_ORBITAL_SPEED                            0.01f       // Radians per frame
+
+// FIRST_PERSON
+//#define CAMERA_FIRST_PERSON_MOUSE_SENSITIVITY           0.003f
+#define CAMERA_FIRST_PERSON_FOCUS_DISTANCE              25.0f
+#define CAMERA_FIRST_PERSON_MIN_CLAMP                   89.0f
+#define CAMERA_FIRST_PERSON_MAX_CLAMP                  -89.0f
+
+#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
+
+// THIRD_PERSON
+//#define CAMERA_THIRD_PERSON_MOUSE_SENSITIVITY           0.003f
+#define CAMERA_THIRD_PERSON_DISTANCE_CLAMP              1.2f
+#define CAMERA_THIRD_PERSON_MIN_CLAMP                   5.0f
+#define CAMERA_THIRD_PERSON_MAX_CLAMP                  -85.0f
+#define CAMERA_THIRD_PERSON_OFFSET                      (Vector3){ 0.4f, 0.0f, 0.0f }
+
+// PLAYER (used by camera)
+#define PLAYER_MOVEMENT_SENSITIVITY                     20.0f
+
+//----------------------------------------------------------------------------------
+// Types and Structures Definition
+//----------------------------------------------------------------------------------
+// Camera move modes (first person and third person cameras)
+typedef enum {
+    MOVE_FRONT = 0,
+    MOVE_BACK,
+    MOVE_RIGHT,
+    MOVE_LEFT,
+    MOVE_UP,
+    MOVE_DOWN
+} CameraMove;
+
+// Camera global state context data [56 bytes]
+typedef struct {
+    unsigned int mode;              // Current camera mode
+    float targetDistance;           // Camera distance from position to target
+    float playerEyesPosition;       // Player eyes position from ground (in meters)
+    Vector2 angle;                  // Camera angle in plane XZ
+
+    // Camera movement control keys
+    int moveControl[6];             // Move controls (CAMERA_FIRST_PERSON)
+    int smoothZoomControl;          // Smooth zoom control key
+    int altControl;                 // Alternative control key
+    int panControl;                 // Pan view control key
+} CameraData;
+
+//----------------------------------------------------------------------------------
+// Global Variables Definition
+//----------------------------------------------------------------------------------
+static CameraData CAMERA = {        // Global CAMERA state context
+    .mode = 0,
+    .targetDistance = 0,
+    .playerEyesPosition = 1.85f,
+    .angle = { 0 },
+    .moveControl = { 'W', 'S', 'D', 'A', 'E', 'Q' },
+    .smoothZoomControl = 341,       // raylib: KEY_LEFT_CONTROL
+    .altControl = 342,              // raylib: KEY_LEFT_ALT
+    .panControl = 2                 // raylib: MOUSE_MIDDLE_BUTTON
+};
+
+//----------------------------------------------------------------------------------
+// Module specific Functions Declaration
+//----------------------------------------------------------------------------------
+#if defined(CAMERA_STANDALONE)
+// NOTE: Camera controls depend on some raylib input functions
+static void EnableCursor() {}       // Unlock cursor
+static void DisableCursor() {}      // Lock cursor
+
+static int IsKeyDown(int key) { return 0; }
+
+static int IsMouseButtonDown(int button) { return 0;}
+static float GetMouseWheelMove() { return 0.0f; }
+static Vector2 GetMousePosition() { return (Vector2){ 0.0f, 0.0f }; }
+#endif
+
+//----------------------------------------------------------------------------------
+// Module Functions Definition
+//----------------------------------------------------------------------------------
+
+// Select camera mode (multiple camera modes available)
+void SetCameraMode(Camera camera, int mode)
+{
+    Vector3 v1 = camera.position;
+    Vector3 v2 = camera.target;
+
+    float dx = v2.x - v1.x;
+    float dy = v2.y - v1.y;
+    float dz = v2.z - v1.z;
+
+    CAMERA.targetDistance = sqrtf(dx*dx + dy*dy + dz*dz);   // Distance to target
+
+    // Camera angle calculation
+    CAMERA.angle.x = atan2f(dx, dz);                        // Camera angle in plane XZ (0 aligned with Z, move positive CCW)
+    CAMERA.angle.y = atan2f(dy, sqrtf(dx*dx + dz*dz));      // Camera angle in plane XY (0 aligned with X, move positive CW)
+
+    CAMERA.playerEyesPosition = camera.position.y;          // Init player eyes position to camera Y position
+
+    // Lock cursor for first person and third person cameras
+    if ((mode == CAMERA_FIRST_PERSON) || (mode == CAMERA_THIRD_PERSON)) DisableCursor();
+    else EnableCursor();
+
+    CAMERA.mode = mode;
+}
+
+// Update camera depending on selected mode
+// NOTE: Camera controls depend on some raylib functions:
+//       System: EnableCursor(), DisableCursor()
+//       Mouse: IsMouseButtonDown(), GetMousePosition(), GetMouseWheelMove()
+//       Keys:  IsKeyDown()
+// TODO: Port to quaternion-based camera (?)
+void UpdateCamera(Camera *camera)
+{
+    static int swingCounter = 0;    // Used for 1st person swinging movement
+    static Vector2 previousMousePosition = { 0.0f, 0.0f };
+
+    // TODO: Compute CAMERA.targetDistance and CAMERA.angle here (?)
+
+    // Mouse movement detection
+    Vector2 mousePositionDelta = { 0.0f, 0.0f };
+    Vector2 mousePosition = GetMousePosition();
+    float mouseWheelMove = GetMouseWheelMove();
+
+    // Keys input detection
+    // TODO: Input detection is raylib-dependant, it could be moved outside the module
+    bool keyPan = IsMouseButtonDown(CAMERA.panControl);
+    bool keyAlt = IsKeyDown(CAMERA.altControl);
+    bool szoomKey = IsKeyDown(CAMERA.smoothZoomControl);
+    bool direction[6] = { IsKeyDown(CAMERA.moveControl[MOVE_FRONT]),
+                          IsKeyDown(CAMERA.moveControl[MOVE_BACK]),
+                          IsKeyDown(CAMERA.moveControl[MOVE_RIGHT]),
+                          IsKeyDown(CAMERA.moveControl[MOVE_LEFT]),
+                          IsKeyDown(CAMERA.moveControl[MOVE_UP]),
+                          IsKeyDown(CAMERA.moveControl[MOVE_DOWN]) };
+
+    if (CAMERA.mode != CAMERA_CUSTOM)
+    {
+        mousePositionDelta.x = mousePosition.x - previousMousePosition.x;
+        mousePositionDelta.y = mousePosition.y - previousMousePosition.y;
+
+        previousMousePosition = mousePosition;
+    }
+
+    // Support for multiple automatic camera modes
+    // NOTE: In case of CAMERA_CUSTOM nothing happens here, user must update it manually
+    switch (CAMERA.mode)
+    {
+        case CAMERA_FREE:           // Camera free controls, using standard 3d-content-creation scheme
+        {
+            // Camera zoom
+            if ((CAMERA.targetDistance < CAMERA_FREE_DISTANCE_MAX_CLAMP) && (mouseWheelMove < 0))
+            {
+                CAMERA.targetDistance -= (mouseWheelMove*CAMERA_MOUSE_SCROLL_SENSITIVITY);
+                if (CAMERA.targetDistance > CAMERA_FREE_DISTANCE_MAX_CLAMP) CAMERA.targetDistance = CAMERA_FREE_DISTANCE_MAX_CLAMP;
+            }
+
+            // Camera looking down
+            else if ((camera->position.y > camera->target.y) && (CAMERA.targetDistance == CAMERA_FREE_DISTANCE_MAX_CLAMP) && (mouseWheelMove < 0))
+            {
+                camera->target.x += mouseWheelMove*(camera->target.x - camera->position.x)*CAMERA_MOUSE_SCROLL_SENSITIVITY/CAMERA.targetDistance;
+                camera->target.y += mouseWheelMove*(camera->target.y - camera->position.y)*CAMERA_MOUSE_SCROLL_SENSITIVITY/CAMERA.targetDistance;
+                camera->target.z += mouseWheelMove*(camera->target.z - camera->position.z)*CAMERA_MOUSE_SCROLL_SENSITIVITY/CAMERA.targetDistance;
+            }
+            else if ((camera->position.y > camera->target.y) && (camera->target.y >= 0))
+            {
+                camera->target.x += mouseWheelMove*(camera->target.x - camera->position.x)*CAMERA_MOUSE_SCROLL_SENSITIVITY/CAMERA.targetDistance;
+                camera->target.y += mouseWheelMove*(camera->target.y - camera->position.y)*CAMERA_MOUSE_SCROLL_SENSITIVITY/CAMERA.targetDistance;
+                camera->target.z += mouseWheelMove*(camera->target.z - camera->position.z)*CAMERA_MOUSE_SCROLL_SENSITIVITY/CAMERA.targetDistance;
+
+                // if (camera->target.y < 0) camera->target.y = -0.001;
+            }
+            else if ((camera->position.y > camera->target.y) && (camera->target.y < 0) && (mouseWheelMove > 0))
+            {
+                CAMERA.targetDistance -= (mouseWheelMove*CAMERA_MOUSE_SCROLL_SENSITIVITY);
+                if (CAMERA.targetDistance < CAMERA_FREE_DISTANCE_MIN_CLAMP) CAMERA.targetDistance = CAMERA_FREE_DISTANCE_MIN_CLAMP;
+            }
+            // Camera looking up
+            else if ((camera->position.y < camera->target.y) && (CAMERA.targetDistance == CAMERA_FREE_DISTANCE_MAX_CLAMP) && (mouseWheelMove < 0))
+            {
+                camera->target.x += mouseWheelMove*(camera->target.x - camera->position.x)*CAMERA_MOUSE_SCROLL_SENSITIVITY/CAMERA.targetDistance;
+                camera->target.y += mouseWheelMove*(camera->target.y - camera->position.y)*CAMERA_MOUSE_SCROLL_SENSITIVITY/CAMERA.targetDistance;
+                camera->target.z += mouseWheelMove*(camera->target.z - camera->position.z)*CAMERA_MOUSE_SCROLL_SENSITIVITY/CAMERA.targetDistance;
+            }
+            else if ((camera->position.y < camera->target.y) && (camera->target.y <= 0))
+            {
+                camera->target.x += mouseWheelMove*(camera->target.x - camera->position.x)*CAMERA_MOUSE_SCROLL_SENSITIVITY/CAMERA.targetDistance;
+                camera->target.y += mouseWheelMove*(camera->target.y - camera->position.y)*CAMERA_MOUSE_SCROLL_SENSITIVITY/CAMERA.targetDistance;
+                camera->target.z += mouseWheelMove*(camera->target.z - camera->position.z)*CAMERA_MOUSE_SCROLL_SENSITIVITY/CAMERA.targetDistance;
+
+                // if (camera->target.y > 0) camera->target.y = 0.001;
+            }
+            else if ((camera->position.y < camera->target.y) && (camera->target.y > 0) && (mouseWheelMove > 0))
+            {
+                CAMERA.targetDistance -= (mouseWheelMove*CAMERA_MOUSE_SCROLL_SENSITIVITY);
+                if (CAMERA.targetDistance < CAMERA_FREE_DISTANCE_MIN_CLAMP) CAMERA.targetDistance = CAMERA_FREE_DISTANCE_MIN_CLAMP;
+            }
+
+            // Input keys checks
+            if (keyPan)
+            {
+                if (keyAlt)     // Alternative key behaviour
+                {
+                    if (szoomKey)
+                    {
+                        // Camera smooth zoom
+                        CAMERA.targetDistance += (mousePositionDelta.y*CAMERA_FREE_SMOOTH_ZOOM_SENSITIVITY);
+                    }
+                    else
+                    {
+                        // Camera rotation
+                        CAMERA.angle.x += mousePositionDelta.x*-CAMERA_FREE_MOUSE_SENSITIVITY;
+                        CAMERA.angle.y += mousePositionDelta.y*-CAMERA_FREE_MOUSE_SENSITIVITY;
+
+                        // Angle clamp
+                        if (CAMERA.angle.y > CAMERA_FREE_MIN_CLAMP*DEG2RAD) CAMERA.angle.y = CAMERA_FREE_MIN_CLAMP*DEG2RAD;
+                        else if (CAMERA.angle.y < CAMERA_FREE_MAX_CLAMP*DEG2RAD) CAMERA.angle.y = CAMERA_FREE_MAX_CLAMP*DEG2RAD;
+                    }
+                }
+                else
+                {
+                    // Camera panning
+                    camera->target.x += ((mousePositionDelta.x*CAMERA_FREE_MOUSE_SENSITIVITY)*cosf(CAMERA.angle.x) + (mousePositionDelta.y*CAMERA_FREE_MOUSE_SENSITIVITY)*sinf(CAMERA.angle.x)*sinf(CAMERA.angle.y))*(CAMERA.targetDistance/CAMERA_FREE_PANNING_DIVIDER);
+                    camera->target.y += ((mousePositionDelta.y*CAMERA_FREE_MOUSE_SENSITIVITY)*cosf(CAMERA.angle.y))*(CAMERA.targetDistance/CAMERA_FREE_PANNING_DIVIDER);
+                    camera->target.z += ((mousePositionDelta.x*-CAMERA_FREE_MOUSE_SENSITIVITY)*sinf(CAMERA.angle.x) + (mousePositionDelta.y*CAMERA_FREE_MOUSE_SENSITIVITY)*cosf(CAMERA.angle.x)*sinf(CAMERA.angle.y))*(CAMERA.targetDistance/CAMERA_FREE_PANNING_DIVIDER);
+                }
+            }
+
+            // Update camera position with changes
+            camera->position.x = -sinf(CAMERA.angle.x)*CAMERA.targetDistance*cosf(CAMERA.angle.y) + camera->target.x;
+            camera->position.y = -sinf(CAMERA.angle.y)*CAMERA.targetDistance + camera->target.y;
+            camera->position.z = -cosf(CAMERA.angle.x)*CAMERA.targetDistance*cosf(CAMERA.angle.y) + camera->target.z;
+
+        } break;
+        case CAMERA_ORBITAL:        // Camera just orbits around target, only zoom allowed
+        {
+            CAMERA.angle.x += CAMERA_ORBITAL_SPEED;      // Camera orbit angle
+            CAMERA.targetDistance -= (mouseWheelMove*CAMERA_MOUSE_SCROLL_SENSITIVITY);   // Camera zoom
+
+            // Camera distance clamp
+            if (CAMERA.targetDistance < CAMERA_THIRD_PERSON_DISTANCE_CLAMP) CAMERA.targetDistance = CAMERA_THIRD_PERSON_DISTANCE_CLAMP;
+
+            // Update camera position with changes
+            camera->position.x = sinf(CAMERA.angle.x)*CAMERA.targetDistance*cosf(CAMERA.angle.y) + camera->target.x;
+            camera->position.y = ((CAMERA.angle.y <= 0.0f)? 1 : -1)*sinf(CAMERA.angle.y)*CAMERA.targetDistance*sinf(CAMERA.angle.y) + camera->target.y;
+            camera->position.z = cosf(CAMERA.angle.x)*CAMERA.targetDistance*cosf(CAMERA.angle.y) + camera->target.z;
+
+        } break;
+        case CAMERA_FIRST_PERSON:   // Camera moves as in a first-person game, controls are configurable
+        {
+            camera->position.x += (sinf(CAMERA.angle.x)*direction[MOVE_BACK] -
+                                   sinf(CAMERA.angle.x)*direction[MOVE_FRONT] -
+                                   cosf(CAMERA.angle.x)*direction[MOVE_LEFT] +
+                                   cosf(CAMERA.angle.x)*direction[MOVE_RIGHT])/PLAYER_MOVEMENT_SENSITIVITY;
+
+            camera->position.y += (sinf(CAMERA.angle.y)*direction[MOVE_FRONT] -
+                                   sinf(CAMERA.angle.y)*direction[MOVE_BACK] +
+                                   1.0f*direction[MOVE_UP] - 1.0f*direction[MOVE_DOWN])/PLAYER_MOVEMENT_SENSITIVITY;
+
+            camera->position.z += (cosf(CAMERA.angle.x)*direction[MOVE_BACK] -
+                                   cosf(CAMERA.angle.x)*direction[MOVE_FRONT] +
+                                   sinf(CAMERA.angle.x)*direction[MOVE_LEFT] -
+                                   sinf(CAMERA.angle.x)*direction[MOVE_RIGHT])/PLAYER_MOVEMENT_SENSITIVITY;
+
+            // Camera orientation calculation
+            CAMERA.angle.x += (mousePositionDelta.x*-CAMERA_MOUSE_MOVE_SENSITIVITY);
+            CAMERA.angle.y += (mousePositionDelta.y*-CAMERA_MOUSE_MOVE_SENSITIVITY);
+
+            // Angle clamp
+            if (CAMERA.angle.y > CAMERA_FIRST_PERSON_MIN_CLAMP*DEG2RAD) CAMERA.angle.y = CAMERA_FIRST_PERSON_MIN_CLAMP*DEG2RAD;
+            else if (CAMERA.angle.y < CAMERA_FIRST_PERSON_MAX_CLAMP*DEG2RAD) CAMERA.angle.y = CAMERA_FIRST_PERSON_MAX_CLAMP*DEG2RAD;
+
+            // Recalculate camera target considering translation and rotation
+            Matrix translation = MatrixTranslate(0, 0, (CAMERA.targetDistance/CAMERA_FREE_PANNING_DIVIDER));
+            Matrix rotation = MatrixRotateXYZ((Vector3){ PI*2 - CAMERA.angle.y, PI*2 - CAMERA.angle.x, 0 });
+            Matrix transform = MatrixMultiply(translation, rotation);
+
+            camera->target.x = camera->position.x - transform.m12;
+            camera->target.y = camera->position.y - transform.m13;
+            camera->target.z = camera->position.z - transform.m14;
+
+            // If movement detected (some key pressed), increase swinging
+            for (int i = 0; i < 6; i++) if (direction[i]) { swingCounter++; break; }
+
+            // Camera position update
+            // NOTE: On CAMERA_FIRST_PERSON player Y-movement is limited to player 'eyes position'
+            camera->position.y = CAMERA.playerEyesPosition - sinf(swingCounter/CAMERA_FIRST_PERSON_STEP_TRIGONOMETRIC_DIVIDER)/CAMERA_FIRST_PERSON_STEP_DIVIDER;
+
+            camera->up.x = sinf(swingCounter/(CAMERA_FIRST_PERSON_STEP_TRIGONOMETRIC_DIVIDER*2))/CAMERA_FIRST_PERSON_WAVING_DIVIDER;
+            camera->up.z = -sinf(swingCounter/(CAMERA_FIRST_PERSON_STEP_TRIGONOMETRIC_DIVIDER*2))/CAMERA_FIRST_PERSON_WAVING_DIVIDER;
+
+        } break;
+        case CAMERA_THIRD_PERSON:   // Camera moves as in a third-person game, following target at a distance, controls are configurable
+        {
+            camera->position.x += (sinf(CAMERA.angle.x)*direction[MOVE_BACK] -
+                                   sinf(CAMERA.angle.x)*direction[MOVE_FRONT] -
+                                   cosf(CAMERA.angle.x)*direction[MOVE_LEFT] +
+                                   cosf(CAMERA.angle.x)*direction[MOVE_RIGHT])/PLAYER_MOVEMENT_SENSITIVITY;
+
+            camera->position.y += (sinf(CAMERA.angle.y)*direction[MOVE_FRONT] -
+                                   sinf(CAMERA.angle.y)*direction[MOVE_BACK] +
+                                   1.0f*direction[MOVE_UP] - 1.0f*direction[MOVE_DOWN])/PLAYER_MOVEMENT_SENSITIVITY;
+
+            camera->position.z += (cosf(CAMERA.angle.x)*direction[MOVE_BACK] -
+                                   cosf(CAMERA.angle.x)*direction[MOVE_FRONT] +
+                                   sinf(CAMERA.angle.x)*direction[MOVE_LEFT] -
+                                   sinf(CAMERA.angle.x)*direction[MOVE_RIGHT])/PLAYER_MOVEMENT_SENSITIVITY;
+
+            // Camera orientation calculation
+            CAMERA.angle.x += (mousePositionDelta.x*-CAMERA_MOUSE_MOVE_SENSITIVITY);
+            CAMERA.angle.y += (mousePositionDelta.y*-CAMERA_MOUSE_MOVE_SENSITIVITY);
+
+            // Angle clamp
+            if (CAMERA.angle.y > CAMERA_THIRD_PERSON_MIN_CLAMP*DEG2RAD) CAMERA.angle.y = CAMERA_THIRD_PERSON_MIN_CLAMP*DEG2RAD;
+            else if (CAMERA.angle.y < CAMERA_THIRD_PERSON_MAX_CLAMP*DEG2RAD) CAMERA.angle.y = CAMERA_THIRD_PERSON_MAX_CLAMP*DEG2RAD;
+
+            // Camera zoom
+            CAMERA.targetDistance -= (mouseWheelMove*CAMERA_MOUSE_SCROLL_SENSITIVITY);
+
+            // Camera distance clamp
+            if (CAMERA.targetDistance < CAMERA_THIRD_PERSON_DISTANCE_CLAMP) CAMERA.targetDistance = CAMERA_THIRD_PERSON_DISTANCE_CLAMP;
+
+            // TODO: It seems camera->position is not correctly updated or some rounding issue makes the camera move straight to camera->target...
+            camera->position.x = sinf(CAMERA.angle.x)*CAMERA.targetDistance*cosf(CAMERA.angle.y) + camera->target.x;
+
+            if (CAMERA.angle.y <= 0.0f) camera->position.y = sinf(CAMERA.angle.y)*CAMERA.targetDistance*sinf(CAMERA.angle.y) + camera->target.y;
+            else camera->position.y = -sinf(CAMERA.angle.y)*CAMERA.targetDistance*sinf(CAMERA.angle.y) + camera->target.y;
+
+            camera->position.z = cosf(CAMERA.angle.x)*CAMERA.targetDistance*cosf(CAMERA.angle.y) + camera->target.z;
+
+        } break;
+        case CAMERA_CUSTOM: break;
+        default: break;
+    }
+}
+
+// Set camera pan key to combine with mouse movement (free camera)
+void SetCameraPanControl(int keyPan) { CAMERA.panControl = keyPan; }
+
+// Set camera alt key to combine with mouse movement (free camera)
+void SetCameraAltControl(int keyAlt) { CAMERA.altControl = keyAlt; }
+
+// Set camera smooth zoom key to combine with mouse (free camera)
+void SetCameraSmoothZoomControl(int szoomKey) { CAMERA.smoothZoomControl = szoomKey; }
+
+// Set camera move controls (1st person and 3rd person cameras)
+void SetCameraMoveControls(int keyFront, int keyBack, int keyRight, int keyLeft, int keyUp, int keyDown)
+{
+    CAMERA.moveControl[MOVE_FRONT] = keyFront;
+    CAMERA.moveControl[MOVE_BACK] = keyBack;
+    CAMERA.moveControl[MOVE_RIGHT] = keyRight;
+    CAMERA.moveControl[MOVE_LEFT] = keyLeft;
+    CAMERA.moveControl[MOVE_UP] = keyUp;
+    CAMERA.moveControl[MOVE_DOWN] = keyDown;
+}
+
+#endif // CAMERA_IMPLEMENTATION