Add camera example
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104
examples/camera.py
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104
examples/camera.py
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from math import sin, cos
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import glm
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from raylib.dynamic import raylib as rl, ffi
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class CameraFly:
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def __init__(self, x=0, y=0, z=0, fov=70.0):
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self.last_mouse = ffi.new("struct Vector2 *", [0, 0])
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self.fov = fov
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self.yaw = -46.33
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self.pitch = 0.0
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self.front = glm.vec3()
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self.up = glm.vec3()
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self.right = glm.vec3()
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self.position = glm.vec3(x, y, z)
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self.world_up = glm.vec3(0, 1, 0)
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self.fps_facing = glm.vec3()
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self.movement_speed = 10
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self.mouse_sensitivity = 0.002
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self.last_time = rl.GetFrameTime()
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def get_camera(self):
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return ffi.new(
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"struct Camera3D *",
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[
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self.get_ray_front(),
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self.get_ray_position(),
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self.get_ray_up(),
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self.fov,
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rl.CAMERA_PERSPECTIVE
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]
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)
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def get_ray_front(self):
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return list(self.position + self.front)
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def get_ray_up(self):
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return list(self.up)
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def get_ray_position(self):
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return list(self.position)
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def update_keyboard(self):
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boost = 4 if rl.IsKeyDown(rl.KEY_LEFT_SHIFT) else 1
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velocity = self.movement_speed * boost * rl.GetFrameTime()
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if rl.IsKeyDown(rl.KEY_W):
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self.position = self.position - self.fps_facing * velocity
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if rl.IsKeyDown(rl.KEY_S):
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self.position = self.position + self.fps_facing * velocity
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if rl.IsKeyDown(rl.KEY_D):
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dirr = glm.normalize(glm.cross(self.fps_facing, self.world_up))
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self.position = self.position - dirr * velocity
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if rl.IsKeyDown(rl.KEY_A):
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dirr = glm.normalize(glm.cross(self.fps_facing, self.world_up))
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self.position = self.position + dirr * velocity
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if rl.IsKeyDown(rl.KEY_SPACE):
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self.position = self.position + self.world_up * velocity
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if rl.IsKeyDown(rl.KEY_LEFT_CONTROL) or rl.IsKeyDown(rl.KEY_RIGHT_CONTROL):
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self.position = self.position - self.world_up * velocity
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def update_mouse(self):
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pos = rl.GetMousePosition()
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width = rl.GetScreenWidth()
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height = rl.GetScreenHeight()
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mouse_coordinates = ffi.new("struct Vector2 *", [
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pos.x - self.last_mouse.x,
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pos.y - self.last_mouse.y
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])
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self.yaw += mouse_coordinates.x * self.mouse_sensitivity
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self.pitch += (mouse_coordinates.y * self.mouse_sensitivity)
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self.pitch = min(self.pitch, 1.5)
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self.pitch = max(self.pitch, -1.5)
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self.last_mouse = rl.GetMousePosition()
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def update(self):
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# NOTE(pebaz): Comment out these lines to control them in a game loop
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self.update_keyboard()
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self.update_mouse()
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# Update all camera vectors to reflect changes
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self.fps_facing = glm.vec3(
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cos((self.yaw)) * cos((0)),
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sin((0)),
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sin((self.yaw)) * cos((0))
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)
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self.fps_facing = glm.normalize(self.fps_facing)
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front = glm.vec3(
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cos((self.yaw)) * cos((self.pitch)),
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sin((self.pitch)),
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sin((self.yaw)) * cos((self.pitch))
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)
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self.front = glm.normalize(front)
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self.right = glm.normalize(glm.cross(self.front, self.world_up))
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self.up = glm.normalize(glm.cross(self.right, self.front))
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