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Camera rotation around a fixed (adjustable) point
#221079
08/12/08 05:25
08/12/08 05:25
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Joined: Feb 2008
Posts: 3,232 Australia
EvilSOB
OP
Expert
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OP
Expert
Joined: Feb 2008
Posts: 3,232
Australia
|
I have seen this question many times across different forums, and this piece of code has taken many of the suggestions into itself. This has made it fairly robust and very flexible. I think the built-in documentation should be sufficient. If anyone has any questions feel free to ask, and if you have any suggestions for improvements (that dont cripple flexibility) also PLEASE feel free. I'll be buck..... //
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
//
// Complete Camera Management function
//
VECTOR* CamTarget = { x=0; y=0; z=0; } //Globally accesable Target of camera
VECTOR* CamOffset = { x=0; y=0; z=0; } //Optionally global vector for the X,Y,Z Offset of Focus. ie (0,0,0) = dead-on CamTarget
var CamZoomFactor = 50; //Globally accesable ZOOM setting of camera
//
//
function Camera_Driver_startup()
{
while(1)
{
//Optionally place limitations on available angles/positions
camera.pan = clamp(camera.pan, -175, 175); //Limit possible Pan angle to keep Camera from Panning completely around
camera.tilt = clamp(camera.tilt, -90, 0); //Limit possible Tilt angle to keep Camera "above" play-field
camera.roll = clamp(camera.roll, 0, 0); //Limit possible Roll angle to disabled
//
//Position and Focus Camera
camera.x = CamTarget.x + CamOffset.x - CamZoomFactor * cos(camera.tilt) * cos(camera.pan);
camera.y = CamTarget.y + CamOffset.y - CamZoomFactor * cos(camera.tilt) * sin(camera.pan);
camera.z = CamTarget.z + CamOffset.z - CamZoomFactor * sin(camera.tilt);
//
//
proc_mode = PROC_LATE;
wait(1);
}
}
//
//
function Example_Camera_Controls_startup()
{
VECTOR* Offset = vector(0,0,0);
while(1)
{
//Rotate/Zoom Camera
if(key_pressed(280)) camera.pan -= mickey.x/5; // mouse movement left-right changes PAN (when LeftClick held)
if(key_pressed(280)) camera.tilt -= mickey.y/5; // mouse movement up-down changes TILT (when LeftClick held)
CamZoomFactor += mickey.z / 25; // mouse Scroller up-down changes ZOOM (Anytime)
//
//Change Positional Offset of Focus away from Target. ie (0,0,0) = dead-on target
if(key_pressed(72)) CamOffset.x += time_step * CamZoomFactor / 25; // Up Arrow Adjust 'North'
if(key_pressed(80)) CamOffset.x -= time_step * CamZoomFactor / 25; // Down Arrow Adjust 'South'
if(key_pressed(75)) CamOffset.y += time_step * CamZoomFactor / 25; // Left Arrow Adjust 'East'
if(key_pressed(77)) CamOffset.y -= time_step * CamZoomFactor / 25; // Right Arrow Adjust 'West'
if(key_pressed(71)) CamOffset.z += time_step * CamZoomFactor / 25; // Home Key Adjust Camera Height 'Up'
if(key_pressed(79)) CamOffset.z -= time_step * CamZoomFactor / 25; // End Key Adjust Camera Height 'Down'
//
//
proc_mode = PROC_EARLY;
wait(1);
}
}
//
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
[EDIT] THE NEWLY RELEASED (only slightly tested) C-SCRIPT Version //
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
//
// Complete Camera Management function - C-SCRIPT VERSION !!
//
var CamTarget[3] = 0,0,0; //Globally accesable Target of camera
var CamOffset[3] = 0,0,0; //Optionally global vector for the X,Y,Z Offset of Focus. ie (0,0,0) = dead-on CamTarget
var CamZoomFactor = 50; //Globally accesable ZOOM setting of camera
//
//
starter Camera_Driver()
{
while(1)
{
//Optionally place limitations on available angles/positions
camera.pan = clamp(camera.pan, -175, 175); //Limit possible Pan angle to keep Camera from Panning completely around
camera.tilt = clamp(camera.tilt, -90, 0); //Limit possible Tilt angle to keep Camera "above" play-field
camera.roll = clamp(camera.roll, 0, 0); //Limit possible Roll angle to disabled
//
//Position and Focus Camera
camera.x = CamTarget.x + CamOffset.x - CamZoomFactor * cos(camera.tilt) * cos(camera.pan);
camera.y = CamTarget.y + CamOffset.y - CamZoomFactor * cos(camera.tilt) * sin(camera.pan);
camera.z = CamTarget.z + CamOffset.z - CamZoomFactor * sin(camera.tilt);
//
//
proc_late();
wait(1);
}
}
//
//
starter Example_Camera_Controls()
{
var Offset[3] = 0,0,0;
while(1)
{
//Rotate/Zoom Camera
if(key_pressed(280)) { camera.pan -= mickey.x/5; } // mouse movement left-right changes PAN (when LeftClick held)
if(key_pressed(280)) { camera.tilt -= mickey.y/5; } // mouse movement up-down changes TILT (when LeftClick held)
CamZoomFactor += mickey.z / 25; // mouse Scroller up-down changes ZOOM (Anytime)
//
//Change Positional Offset of Focus away from Target. ie (0,0,0) = dead-on target
if(key_pressed(72)) { CamOffset.x += time_step * CamZoomFactor / 25; } // Up Arrow Adjust 'North'
if(key_pressed(80)) { CamOffset.x -= time_step * CamZoomFactor / 25; } // Down Arrow Adjust 'South'
if(key_pressed(75)) { CamOffset.y += time_step * CamZoomFactor / 25; } // Left Arrow Adjust 'East'
if(key_pressed(77)) { CamOffset.y -= time_step * CamZoomFactor / 25; } // Right Arrow Adjust 'West'
if(key_pressed(71)) { CamOffset.z += time_step * CamZoomFactor / 25; } // Home Key Adjust Camera Height 'Up'
if(key_pressed(79)) { CamOffset.z -= time_step * CamZoomFactor / 25; } // End Key Adjust Camera Height 'Down'
//
//
wait(1);
}
}
//
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
Last edited by EvilSOB; 06/12/09 12:44.
"There is no fate but what WE make." - CEO Cyberdyne Systems Corp. A8.30.5 Commercial
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