-- written by groverbuger for g3d -- february 2021 -- MIT license local shader = require(G3D_PATH .. "/shader") local newMatrix = require(G3D_PATH .. "/matrices") ---------------------------------------------------------------------------------------------------- -- define the camera singleton ---------------------------------------------------------------------------------------------------- local camera = { fov = math.pi/2, nearClip = 0.01, farClip = 1000, aspectRatio = love.graphics.getWidth()/love.graphics.getHeight(), position = {0,0,0}, target = {0,0,1}, down = {0,-1,0}, viewMatrix = newMatrix(), projectionMatrix = newMatrix(), } -- private variables used only for the first person camera functions local fpsController = { direction = 0, pitch = 0 } -- read-only variables, can't be set by the end user function camera.getDirectionPitch() return fpsController.direction, fpsController.pitch end -- convenient function to return the camera's normalized look vector function camera:getLookVector() local vx = camera.target[1] - camera.position[1] local vy = camera.target[2] - camera.position[2] local vz = camera.target[3] - camera.position[3] local length = math.sqrt(vx^2 + vy^2 + vz^2) -- make sure not to divide by 0 if length > 0 then return vx/length, vy/length, vz/length end return vx,vy,vz end -- give the camera a point to look from and a point to look towards function camera.lookAt(x,y,z, xAt,yAt,zAt) camera.position[1] = x camera.position[2] = y camera.position[3] = z camera.target[1] = xAt camera.target[2] = yAt camera.target[3] = zAt -- update the fpsController's direction and pitch based on lookAt -- thanks 4v0v! local dx,dy,dz = camera:getLookVector() fpsController.direction = math.pi/2 - math.atan2(dz, dx) fpsController.pitch = -math.atan2(dy, math.sqrt(dx^2 + dz^2)) -- update the camera in the shader camera.updateViewMatrix() end -- move and rotate the camera, given a point and a direction and a pitch (vertical direction) function camera.lookInDirection(x,y,z, directionTowards,pitchTowards) camera.position[1] = x or camera.position[1] camera.position[2] = y or camera.position[2] camera.position[3] = z or camera.position[3] fpsController.direction = directionTowards or fpsController.direction fpsController.pitch = pitchTowards or fpsController.pitch -- convert the direction and pitch into a target point -- turn the cos of the pitch into a sign value, either 1, -1, or 0 local sign = math.cos(fpsController.pitch) sign = (sign > 0 and 1) or (sign < 0 and -1) or 0 -- don't let cosPitch ever hit 0, because weird camera glitches will happen local cosPitch = sign*math.max(math.abs(math.cos(fpsController.pitch)), 0.00001) camera.target[1] = camera.position[1]+math.sin(fpsController.direction)*cosPitch camera.target[2] = camera.position[2]-math.sin(fpsController.pitch) camera.target[3] = camera.position[3]+math.cos(fpsController.direction)*cosPitch -- update the camera in the shader camera.updateViewMatrix() end -- recreate the camera's view matrix from its current values -- and send the matrix to the shader specified, or the default shader function camera.updateViewMatrix(shaderGiven) camera.viewMatrix:setViewMatrix(camera.position, camera.target, camera.down); (shaderGiven or shader):send("viewMatrix", camera.viewMatrix) end -- recreate the camera's projection matrix from its current values -- and send the matrix to the shader specified, or the default shader function camera.updateProjectionMatrix(shaderGiven) camera.projectionMatrix:setProjectionMatrix(camera.fov, camera.nearClip, camera.farClip, camera.aspectRatio); (shaderGiven or shader):send("projectionMatrix", camera.projectionMatrix) end -- recreate the camera's orthographic projection matrix from its current values -- and send the matrix to the shader specified, or the default shader function camera.updateOrthographicMatrix(size, shaderGiven) camera.projectionMatrix:setOrthographicMatrix(camera.fov, size or 5, camera.nearClip, camera.farClip, camera.aspectRatio); (shaderGiven or shader):send("projectionMatrix", camera.projectionMatrix) end -- simple first person camera movement with WASD -- put this local function in your love.update to use, passing in dt function camera.firstPersonMovement(dt,speed) -- collect inputs local moveX,moveY = 0,0 local cameraMoved = false local speed = speed if love.keyboard.isDown("w") then moveY = moveY - 1 end if love.keyboard.isDown("a") then moveX = moveX - 1 end if love.keyboard.isDown("s") then moveY = moveY + 1 end if love.keyboard.isDown("d") then moveX = moveX + 1 end if love.keyboard.isDown("space") then camera.position[2] = camera.position[2] - speed*dt cameraMoved = true end if love.keyboard.isDown("lshift") then camera.position[2] = camera.position[2] + speed*dt cameraMoved = true end--[[ ]]-- -- do some trigonometry on the inputs to make movement relative to camera's direction -- also to make the player not move faster in diagonal directions if moveX ~= 0 or moveY ~= 0 then local angle = math.atan2(moveY,moveX) local directionX,directionZ = math.cos(fpsController.direction + angle)*speed*dt, math.sin(fpsController.direction + angle + math.pi)*speed*dt camera.position[1] = camera.position[1] + directionX camera.position[3] = camera.position[3] + directionZ cameraMoved = true end -- update the camera's in the shader -- only if the camera moved, for a slight performance benefit if cameraMoved then camera.lookInDirection() end end -- use this in your love.mousemoved function, passing in the movements function camera.firstPersonLook(dx,dy) -- capture the mouse love.mouse.setRelativeMode(true) local sensitivity = 1/300 fpsController.direction = fpsController.direction + dx*sensitivity fpsController.pitch = math.max(math.min(fpsController.pitch - dy*sensitivity, math.pi*0.5), math.pi*-0.5) camera.lookInDirection(camera.position[1],camera.position[2],camera.position[3], fpsController.direction,fpsController.pitch) end return camera