Update C sources
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29 changed files with 31985 additions and 22038 deletions
112
raylib/rcamera.h
112
raylib/rcamera.h
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@ -3,15 +3,14 @@
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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 CAMERA_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 CAMERA_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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* #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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@ -47,11 +46,25 @@
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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(CAMERA_STANDALONE)
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#if defined(RCAMERA_STANDALONE)
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#define CAMERA_CULL_DISTANCE_NEAR 0.01
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#define CAMERA_CULL_DISTANCE_FAR 1000.0
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#else
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@ -61,9 +74,9 @@
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//----------------------------------------------------------------------------------
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// Types and Structures Definition
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// NOTE: Below types are required for CAMERA_STANDALONE usage
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// NOTE: Below types are required for standalone usage
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//----------------------------------------------------------------------------------
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#if defined(CAMERA_STANDALONE)
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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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@ -77,6 +90,14 @@
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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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@ -139,7 +160,7 @@ RLAPI Matrix GetCameraProjectionMatrix(Camera* camera, float aspect);
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}
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#endif
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#endif // CAMERA_H
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#endif // RCAMERA_H
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/***********************************************************************************
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@ -148,7 +169,7 @@ RLAPI Matrix GetCameraProjectionMatrix(Camera* camera, float aspect);
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*
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************************************************************************************/
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#if defined(CAMERA_IMPLEMENTATION)
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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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@ -177,9 +198,10 @@ RLAPI Matrix GetCameraProjectionMatrix(Camera* camera, float aspect);
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//----------------------------------------------------------------------------------
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#define CAMERA_MOVE_SPEED 0.09f
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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 // TODO: it should be independant of framerate
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#define CAMERA_MOUSE_MOVE_SENSITIVITY 0.003f // TODO: it should be independant of framerate
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#define CAMERA_MOUSE_SCROLL_SENSITIVITY 1.5f
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#define CAMERA_ORBITAL_SPEED 0.5f // Radians per second
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@ -294,7 +316,7 @@ void CameraMoveToTarget(Camera *camera, float delta)
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distance += delta;
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// Distance must be greater than 0
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if (distance < 0) distance = 0.001f;
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if (distance <= 0) distance = 0.001f;
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// Set new distance by moving the position along the forward vector
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Vector3 forward = GetCameraForward(camera);
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@ -418,7 +440,7 @@ Matrix GetCameraProjectionMatrix(Camera *camera, float aspect)
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return MatrixIdentity();
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}
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#ifndef CAMERA_STANDALONE
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#if !defined(RCAMERA_STANDALONE)
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// Update camera position for selected mode
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// Camera mode: CAMERA_FREE, CAMERA_FIRST_PERSON, CAMERA_THIRD_PERSON, CAMERA_ORBITAL or CUSTOM
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void UpdateCamera(Camera *camera, int mode)
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@ -428,7 +450,7 @@ void UpdateCamera(Camera *camera, int mode)
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bool moveInWorldPlane = ((mode == CAMERA_FIRST_PERSON) || (mode == CAMERA_THIRD_PERSON));
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bool rotateAroundTarget = ((mode == CAMERA_THIRD_PERSON) || (mode == CAMERA_ORBITAL));
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bool lockView = ((mode == CAMERA_FIRST_PERSON) || (mode == CAMERA_THIRD_PERSON) || (mode == CAMERA_ORBITAL));
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bool rotateUp = (mode == CAMERA_FREE);
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bool rotateUp = false;
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if (mode == CAMERA_ORBITAL)
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{
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@ -448,19 +470,51 @@ void UpdateCamera(Camera *camera, int mode)
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if (IsKeyDown(KEY_Q)) CameraRoll(camera, -CAMERA_ROTATION_SPEED);
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if (IsKeyDown(KEY_E)) CameraRoll(camera, CAMERA_ROTATION_SPEED);
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CameraYaw(camera, -mousePositionDelta.x*CAMERA_MOUSE_MOVE_SENSITIVITY, rotateAroundTarget);
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CameraPitch(camera, -mousePositionDelta.y*CAMERA_MOUSE_MOVE_SENSITIVITY, lockView, rotateAroundTarget, rotateUp);
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// Camera movement
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if (IsKeyDown(KEY_W)) CameraMoveForward(camera, CAMERA_MOVE_SPEED, moveInWorldPlane);
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if (IsKeyDown(KEY_A)) CameraMoveRight(camera, -CAMERA_MOVE_SPEED, moveInWorldPlane);
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if (IsKeyDown(KEY_S)) CameraMoveForward(camera, -CAMERA_MOVE_SPEED, moveInWorldPlane);
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if (IsKeyDown(KEY_D)) CameraMoveRight(camera, CAMERA_MOVE_SPEED, moveInWorldPlane);
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//if (IsKeyDown(KEY_SPACE)) CameraMoveUp(camera, CAMERA_MOVE_SPEED);
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//if (IsKeyDown(KEY_LEFT_CONTROL)) CameraMoveUp(camera, -CAMERA_MOVE_SPEED);
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if (!IsGamepadAvailable(0))
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{
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// Camera pan (for CAMERA_FREE)
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if ((mode == CAMERA_FREE) && (IsMouseButtonDown(MOUSE_BUTTON_MIDDLE)))
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{
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const Vector2 mouseDelta = GetMouseDelta();
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if (mouseDelta.x > 0.0f) CameraMoveRight(camera, CAMERA_PAN_SPEED, moveInWorldPlane);
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if (mouseDelta.x < 0.0f) CameraMoveRight(camera, -CAMERA_PAN_SPEED, moveInWorldPlane);
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if (mouseDelta.y > 0.0f) CameraMoveUp(camera, -CAMERA_PAN_SPEED);
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if (mouseDelta.y < 0.0f) CameraMoveUp(camera, CAMERA_PAN_SPEED);
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}
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else
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{
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// Mouse support
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CameraYaw(camera, -mousePositionDelta.x*CAMERA_MOUSE_MOVE_SENSITIVITY, rotateAroundTarget);
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CameraPitch(camera, -mousePositionDelta.y*CAMERA_MOUSE_MOVE_SENSITIVITY, lockView, rotateAroundTarget, rotateUp);
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}
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// Keyboard support
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if (IsKeyDown(KEY_W)) CameraMoveForward(camera, CAMERA_MOVE_SPEED, moveInWorldPlane);
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if (IsKeyDown(KEY_A)) CameraMoveRight(camera, -CAMERA_MOVE_SPEED, moveInWorldPlane);
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if (IsKeyDown(KEY_S)) CameraMoveForward(camera, -CAMERA_MOVE_SPEED, moveInWorldPlane);
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if (IsKeyDown(KEY_D)) CameraMoveRight(camera, CAMERA_MOVE_SPEED, moveInWorldPlane);
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}
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else
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{
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// Gamepad controller support
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CameraYaw(camera, -(GetGamepadAxisMovement(0, GAMEPAD_AXIS_RIGHT_X) * 2)*CAMERA_MOUSE_MOVE_SENSITIVITY, rotateAroundTarget);
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CameraPitch(camera, -(GetGamepadAxisMovement(0, GAMEPAD_AXIS_RIGHT_Y) * 2)*CAMERA_MOUSE_MOVE_SENSITIVITY, lockView, rotateAroundTarget, rotateUp);
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if (GetGamepadAxisMovement(0, GAMEPAD_AXIS_LEFT_Y) <= -0.25f) CameraMoveForward(camera, CAMERA_MOVE_SPEED, moveInWorldPlane);
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if (GetGamepadAxisMovement(0, GAMEPAD_AXIS_LEFT_X) <= -0.25f) CameraMoveRight(camera, -CAMERA_MOVE_SPEED, moveInWorldPlane);
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if (GetGamepadAxisMovement(0, GAMEPAD_AXIS_LEFT_Y) >= 0.25f) CameraMoveForward(camera, -CAMERA_MOVE_SPEED, moveInWorldPlane);
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if (GetGamepadAxisMovement(0, GAMEPAD_AXIS_LEFT_X) >= 0.25f) CameraMoveRight(camera, CAMERA_MOVE_SPEED, moveInWorldPlane);
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}
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if (mode == CAMERA_FREE)
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{
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if (IsKeyDown(KEY_SPACE)) CameraMoveUp(camera, CAMERA_MOVE_SPEED);
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if (IsKeyDown(KEY_LEFT_CONTROL)) CameraMoveUp(camera, -CAMERA_MOVE_SPEED);
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}
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}
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if ((mode == CAMERA_THIRD_PERSON) || (mode == CAMERA_ORBITAL))
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if ((mode == CAMERA_THIRD_PERSON) || (mode == CAMERA_ORBITAL) || (mode == CAMERA_FREE))
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{
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// Zoom target distance
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CameraMoveToTarget(camera, -GetMouseWheelMove());
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if (IsKeyPressed(KEY_KP_ADD)) CameraMoveToTarget(camera, -2.0f);
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}
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}
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#endif // !CAMERA_STANDALONE
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#endif // !RCAMERA_STANDALONE
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// Update camera movement, movement/rotation values should be provided by user
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void UpdateCameraPro(Camera *camera, Vector3 movement, Vector3 rotation, float zoom)
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CameraMoveToTarget(camera, zoom);
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}
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#endif // CAMERA_IMPLEMENTATION
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#endif // RCAMERA_IMPLEMENTATION
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