Review camera definition on examples
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17 changed files with 70 additions and 48 deletions
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@ -23,7 +23,12 @@ int main()
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InitWindow(screenWidth, screenHeight, "raylib [core] example - 3d camera first person");
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InitWindow(screenWidth, screenHeight, "raylib [core] example - 3d camera first person");
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// Define the camera to look into our 3d world (position, target, up vector)
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// Define the camera to look into our 3d world (position, target, up vector)
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Camera camera = {{ 4.0f, 2.0f, 4.0f }, { 0.0f, 1.8f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 60.0f };
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Camera camera = { 0 };
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camera.position = (Vector3){ 4.0f, 2.0f, 4.0f };
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camera.target = (Vector3){ 0.0f, 1.8f, 0.0f };
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camera.up = (Vector3){ 0.0f, 1.0f, 0.0f };
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camera.fovy = 60.0f;
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camera.type = CAMERA_PERSPECTIVE;
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// Generates some random columns
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// Generates some random columns
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float heights[MAX_COLUMNS];
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float heights[MAX_COLUMNS];
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@ -21,7 +21,12 @@ int main()
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InitWindow(screenWidth, screenHeight, "raylib [core] example - 3d camera free");
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InitWindow(screenWidth, screenHeight, "raylib [core] example - 3d camera free");
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// Define the camera to look into our 3d world
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// Define the camera to look into our 3d world
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Camera camera = {{ 10.0f, 10.0f, 10.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f };
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Camera camera = { 0 };
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camera.position = (Vector3){ 10.0f, 10.0f, 10.0f };
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camera.target = (Vector3){ 0.0f, 0.0f, 0.0f };
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camera.up = (Vector3){ 0.0f, 1.0f, 0.0f };
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camera.fovy = 45.0f;
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camera.type = CAMERA_PERSPECTIVE;
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Vector3 cubePosition = { 0.0f, 0.0f, 0.0f };
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Vector3 cubePosition = { 0.0f, 0.0f, 0.0f };
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@ -21,7 +21,13 @@ int main()
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InitWindow(screenWidth, screenHeight, "raylib [models] example - drawing billboards");
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InitWindow(screenWidth, screenHeight, "raylib [models] example - drawing billboards");
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// Define the camera to look into our 3d world
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// Define the camera to look into our 3d world
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Camera camera = {{ 5.0f, 4.0f, 5.0f }, { 0.0f, 2.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f };
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Camera camera = { 0 };
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camera.position = (Vector3){ 5.0f, 4.0f, 5.0f };
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camera.target = (Vector3){ 0.0f, 2.0f, 0.0f };
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camera.up = (Vector3){ 0.0f, 1.0f, 0.0f };
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camera.fovy = 45.0f;
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camera.type = CAMERA_PERSPECTIVE;
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Texture2D bill = LoadTexture("resources/billboard.png"); // Our texture billboard
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Texture2D bill = LoadTexture("resources/billboard.png"); // Our texture billboard
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Vector3 billPosition = { 0.0f, 2.0f, 0.0f }; // Position where draw billboard
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Vector3 billPosition = { 0.0f, 2.0f, 0.0f }; // Position where draw billboard
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@ -21,7 +21,7 @@ int main()
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InitWindow(screenWidth, screenHeight, "raylib [models] example - box collisions");
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InitWindow(screenWidth, screenHeight, "raylib [models] example - box collisions");
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// Define the camera to look into our 3d world
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// Define the camera to look into our 3d world
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Camera camera = {{ 0.0f, 10.0f, 10.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f };
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Camera camera = {{ 0.0f, 10.0f, 10.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f, 0 };
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Vector3 playerPosition = { 0.0f, 1.0f, 2.0f };
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Vector3 playerPosition = { 0.0f, 1.0f, 2.0f };
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Vector3 playerSize = { 1.0f, 2.0f, 1.0f };
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Vector3 playerSize = { 1.0f, 2.0f, 1.0f };
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@ -21,7 +21,7 @@ int main()
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InitWindow(screenWidth, screenHeight, "raylib [models] example - cubesmap loading and drawing");
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InitWindow(screenWidth, screenHeight, "raylib [models] example - cubesmap loading and drawing");
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// Define the camera to look into our 3d world
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// Define the camera to look into our 3d world
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Camera camera = {{ 16.0f, 14.0f, 16.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f };
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Camera camera = {{ 16.0f, 14.0f, 16.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f, 0 };
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Image image = LoadImage("resources/cubicmap.png"); // Load cubicmap image (RAM)
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Image image = LoadImage("resources/cubicmap.png"); // Load cubicmap image (RAM)
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Texture2D cubicmap = LoadTextureFromImage(image); // Convert image to texture to display (VRAM)
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Texture2D cubicmap = LoadTextureFromImage(image); // Convert image to texture to display (VRAM)
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@ -21,7 +21,12 @@ int main()
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InitWindow(screenWidth, screenHeight, "raylib [models] example - geometric shapes");
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InitWindow(screenWidth, screenHeight, "raylib [models] example - geometric shapes");
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// Define the camera to look into our 3d world
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// Define the camera to look into our 3d world
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Camera camera = {{ 0.0f, 10.0f, 10.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f };
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Camera camera = { 0 };
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camera.position = (Vector3){ 0.0f, 10.0f, 10.0f };
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camera.target = (Vector3){ 0.0f, 0.0f, 0.0f };
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camera.up = (Vector3){ 0.0f, 1.0f, 0.0f };
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camera.fovy = 45.0f;
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camera.type = CAMERA_PERSPECTIVE;
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SetTargetFPS(60); // Set our game to run at 60 frames-per-second
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SetTargetFPS(60); // Set our game to run at 60 frames-per-second
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//--------------------------------------------------------------------------------------
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//--------------------------------------------------------------------------------------
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@ -21,7 +21,7 @@ int main()
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InitWindow(screenWidth, screenHeight, "raylib [models] example - heightmap loading and drawing");
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InitWindow(screenWidth, screenHeight, "raylib [models] example - heightmap loading and drawing");
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// Define our custom camera to look into our 3d world
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// Define our custom camera to look into our 3d world
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Camera camera = {{ 18.0f, 16.0f, 18.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f };
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Camera camera = {{ 18.0f, 16.0f, 18.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f, 0 };
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Image image = LoadImage("resources/heightmap.png"); // Load heightmap image (RAM)
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Image image = LoadImage("resources/heightmap.png"); // Load heightmap image (RAM)
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Texture2D texture = LoadTextureFromImage(image); // Convert image to texture (VRAM)
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Texture2D texture = LoadTextureFromImage(image); // Convert image to texture (VRAM)
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@ -34,7 +34,7 @@ int main()
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InitWindow(screenWidth, screenHeight, "raylib [models] example - pbr material");
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InitWindow(screenWidth, screenHeight, "raylib [models] example - pbr material");
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// Define the camera to look into our 3d world
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// Define the camera to look into our 3d world
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Camera camera = {{ 4.0f, 4.0f, 4.0f }, { 0.0f, 0.5f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f };
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Camera camera = {{ 4.0f, 4.0f, 4.0f }, { 0.0f, 0.5f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f, 0 };
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// Load model and PBR material
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// Load model and PBR material
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Model model = LoadModel("resources/pbr/trooper.obj");
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Model model = LoadModel("resources/pbr/trooper.obj");
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@ -41,7 +41,7 @@ int main()
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for (int i = 0; i < NUM_MODELS; i++) models[i].material.maps[MAP_DIFFUSE].texture = texture;
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for (int i = 0; i < NUM_MODELS; i++) models[i].material.maps[MAP_DIFFUSE].texture = texture;
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// Define the camera to look into our 3d world
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// Define the camera to look into our 3d world
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Camera camera = {{ 5.0f, 5.0f, 5.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f };
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Camera camera = {{ 5.0f, 5.0f, 5.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f, 0 };
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// Model drawing position
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// Model drawing position
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Vector3 position = { 0.0f, 0.0f, 0.0f };
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Vector3 position = { 0.0f, 0.0f, 0.0f };
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@ -21,7 +21,12 @@ int main()
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InitWindow(screenWidth, screenHeight, "raylib [models] example - obj model loading");
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InitWindow(screenWidth, screenHeight, "raylib [models] example - obj model loading");
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// Define the camera to look into our 3d world
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// Define the camera to look into our 3d world
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Camera camera = {{ 3.0f, 3.0f, 3.0f }, { 0.0f, 1.5f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f };
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Camera camera = { 0 };
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camera.position = (Vector3){ 3.0f, 3.0f, 3.0f };
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camera.target = (Vector3){ 0.0f, 1.5f, 0.0f };
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camera.up = (Vector3){ 0.0f, 1.0f, 0.0f };
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camera.fovy = 45.0f;
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camera.type = CAMERA_PERSPECTIVE;
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Model dwarf = LoadModel("resources/model/dwarf.obj"); // Load OBJ model
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Model dwarf = LoadModel("resources/model/dwarf.obj"); // Load OBJ model
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Texture2D texture = LoadTexture("resources/model/dwarf_diffuse.png"); // Load model texture
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Texture2D texture = LoadTexture("resources/model/dwarf_diffuse.png"); // Load model texture
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@ -4,17 +4,17 @@
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*
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*
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* This program is heavily based on the geometric objects example
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* This program is heavily based on the geometric objects example
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*
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*
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* This example has been created using raylib 1.0 (www.raylib.com)
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* This example has been created using raylib 1.9.7 (www.raylib.com)
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* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
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* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
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*
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*
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* Copyright (c) 2014 Ramon Santamaria (@raysan5)
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* Copyright (c) 2018 Max Danielsson & Ramon Santamaria (@raysan5)
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*
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*
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********************************************************************************************/
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********************************************************************************************/
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#include "raylib.h"
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#include "raylib.h"
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#define FOVY_PERSPECTIVE 45.0f
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#define FOVY_PERSPECTIVE 45.0f
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#define WIDTH_ORTHOGRAPHIC 10.0f
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#define WIDTH_ORTHOGRAPHIC 10.0f
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int main()
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int main()
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{
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{
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@ -36,15 +36,9 @@ int main()
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{
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{
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// Update
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// Update
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//----------------------------------------------------------------------------------
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//----------------------------------------------------------------------------------
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// TODO: Update your variables here
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if (IsKeyPressed(KEY_SPACE))
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//----------------------------------------------------------------------------------
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//
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// Input
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//----------------------------------------------------------------------------------
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if(IsKeyPressed(KEY_SPACE))
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{
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{
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if(camera.type == CAMERA_PERSPECTIVE)
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if (camera.type == CAMERA_PERSPECTIVE)
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{
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{
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camera.fovy = WIDTH_ORTHOGRAPHIC;
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camera.fovy = WIDTH_ORTHOGRAPHIC;
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camera.type = CAMERA_ORTHOGRAPHIC;
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camera.type = CAMERA_ORTHOGRAPHIC;
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camera.type = CAMERA_PERSPECTIVE;
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camera.type = CAMERA_PERSPECTIVE;
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}
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}
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}
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}
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//----------------------------------------------------------------------------------
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// Draw
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// Draw
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//----------------------------------------------------------------------------------
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//----------------------------------------------------------------------------------
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BeginDrawing();
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BeginDrawing();
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ClearBackground(RAYWHITE);
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ClearBackground(RAYWHITE);
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End3dMode();
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End3dMode();
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DrawText("Press Spacebar to switch camera type", 10, GetScreenHeight() - 30, 20, DARKGRAY);
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if (camera.type == CAMERA_ORTHOGRAPHIC) DrawText("ORTHOGRAPHIC", 10, 40, 20, BLACK);
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else if (camera.type == CAMERA_PERSPECTIVE) DrawText("PERSPECTIVE", 10, 40, 20, BLACK);
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DrawFPS(10, 10);
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DrawFPS(10, 10);
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DrawText("Press Spacebar to switch camera type", 10, 40, 24, BLACK);
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if(camera.type == CAMERA_ORTHOGRAPHIC)
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{
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DrawText("Orthographic", 10, 65, 24, BLACK);
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}
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else if(camera.type == CAMERA_PERSPECTIVE)
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{
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DrawText("Perspective", 10, 65, 24, BLACK);
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}
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EndDrawing();
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EndDrawing();
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//----------------------------------------------------------------------------------
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//----------------------------------------------------------------------------------
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}
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}
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InitWindow(screenWidth, screenHeight, "raylib [models] example - skybox loading and drawing");
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InitWindow(screenWidth, screenHeight, "raylib [models] example - skybox loading and drawing");
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// Define the camera to look into our 3d world
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// Define the camera to look into our 3d world
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Camera camera = {{ 1.0f, 1.0f, 1.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f };
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Camera camera = {{ 1.0f, 1.0f, 1.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f, 0 };
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// Load skybox model
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// Load skybox model
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Mesh cube = GenMeshCube(1.0f, 1.0f, 1.0f);
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Mesh cube = GenMeshCube(1.0f, 1.0f, 1.0f);
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camera.target = (Vector3){ 0.0f, 12.0f, 0.0f }; // Camera looking at point
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camera.target = (Vector3){ 0.0f, 12.0f, 0.0f }; // Camera looking at point
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camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target)
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camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target)
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camera.fovy = 30.0f; // Camera field-of-view Y
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camera.fovy = 30.0f; // Camera field-of-view Y
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camera.type = CAMERA_PERSPECTIVE; // Camera type
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float pitch = 0.0f;
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float pitch = 0.0f;
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float roll = 0.0f;
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float roll = 0.0f;
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InitWindow(screenWidth, screenHeight, "raylib [shaders] example - custom uniform variable");
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InitWindow(screenWidth, screenHeight, "raylib [shaders] example - custom uniform variable");
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// Define the camera to look into our 3d world
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// Define the camera to look into our 3d world
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Camera camera = {{ 3.0f, 3.0f, 3.0f }, { 0.0f, 1.5f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f };
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Camera camera = { 0 };
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camera.position = (Vector3){ 3.0f, 3.0f, 3.0f };
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camera.target = (Vector3){ 0.0f, 1.5f, 0.0f };
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camera.up = (Vector3){ 0.0f, 1.0f, 0.0f };
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camera.fovy = 45.0f;
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camera.type = CAMERA_PERSPECTIVE;
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Model dwarf = LoadModel("resources/model/dwarf.obj"); // Load OBJ model
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Model dwarf = LoadModel("resources/model/dwarf.obj"); // Load OBJ model
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Texture2D texture = LoadTexture("resources/model/dwarf_diffuse.png"); // Load model texture (diffuse map)
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Texture2D texture = LoadTexture("resources/model/dwarf_diffuse.png"); // Load model texture (diffuse map)
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InitWindow(screenWidth, screenHeight, "raylib [shaders] example - model shader");
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InitWindow(screenWidth, screenHeight, "raylib [shaders] example - model shader");
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// Define the camera to look into our 3d world
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// Define the camera to look into our 3d world
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Camera camera = {{ 3.0f, 3.0f, 3.0f }, { 0.0f, 1.5f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f };
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Camera camera = { 0 };
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camera.position = (Vector3){ 3.0f, 3.0f, 3.0f };
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camera.target = (Vector3){ 0.0f, 1.5f, 0.0f };
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camera.up = (Vector3){ 0.0f, 1.0f, 0.0f };
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camera.fovy = 45.0f;
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camera.type = CAMERA_PERSPECTIVE;
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Model dwarf = LoadModel("resources/model/dwarf.obj"); // Load OBJ model
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Model dwarf = LoadModel("resources/model/dwarf.obj"); // Load OBJ model
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Texture2D texture = LoadTexture("resources/model/dwarf_diffuse.png"); // Load model texture
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Texture2D texture = LoadTexture("resources/model/dwarf_diffuse.png"); // Load model texture
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InitWindow(screenWidth, screenHeight, "raylib [shaders] example - postprocessing shader");
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InitWindow(screenWidth, screenHeight, "raylib [shaders] example - postprocessing shader");
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// Define the camera to look into our 3d world
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// Define the camera to look into our 3d world
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Camera camera = {{ 3.0f, 3.0f, 3.0f }, { 0.0f, 1.5f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f };
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Camera camera = {{ 3.0f, 3.0f, 3.0f }, { 0.0f, 1.5f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f, 0 };
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Model dwarf = LoadModel("resources/model/dwarf.obj"); // Load OBJ model
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Model dwarf = LoadModel("resources/model/dwarf.obj"); // Load OBJ model
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Texture2D texture = LoadTexture("resources/model/dwarf_diffuse.png"); // Load model texture (diffuse map)
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Texture2D texture = LoadTexture("resources/model/dwarf_diffuse.png"); // Load model texture (diffuse map)
|
||||||
|
|
14
src/raylib.h
14
src/raylib.h
|
@ -396,19 +396,13 @@ typedef struct SpriteFont {
|
||||||
CharInfo *chars; // Characters info data
|
CharInfo *chars; // Characters info data
|
||||||
} SpriteFont;
|
} SpriteFont;
|
||||||
|
|
||||||
// Camera projection modes
|
|
||||||
typedef enum {
|
|
||||||
CAMERA_PERSPECTIVE = 0,
|
|
||||||
CAMERA_ORTHOGRAPHIC
|
|
||||||
} CameraType;
|
|
||||||
|
|
||||||
// Camera type, defines a camera position/orientation in 3d space
|
// Camera type, defines a camera position/orientation in 3d space
|
||||||
typedef struct Camera {
|
typedef struct Camera {
|
||||||
Vector3 position; // Camera position
|
Vector3 position; // Camera position
|
||||||
Vector3 target; // Camera target it looks-at
|
Vector3 target; // Camera target it looks-at
|
||||||
Vector3 up; // Camera up vector (rotation over its axis)
|
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
|
float fovy; // Camera field-of-view apperture in Y (degrees) in perspective, used as near plane width in orthographic
|
||||||
CameraType type; // Camera type, controlling projection type, either CAMERA_PERSPECTIVE or CAMERA_ORTHOGRAPHIC.
|
int type; // Camera type, defines projection type: CAMERA_PERSPECTIVE or CAMERA_ORTHOGRAPHIC
|
||||||
} Camera;
|
} Camera;
|
||||||
|
|
||||||
// Camera2D type, defines a 2d camera
|
// Camera2D type, defines a 2d camera
|
||||||
|
@ -673,6 +667,12 @@ typedef enum {
|
||||||
CAMERA_THIRD_PERSON
|
CAMERA_THIRD_PERSON
|
||||||
} CameraMode;
|
} CameraMode;
|
||||||
|
|
||||||
|
// Camera projection modes
|
||||||
|
typedef enum {
|
||||||
|
CAMERA_PERSPECTIVE = 0,
|
||||||
|
CAMERA_ORTHOGRAPHIC
|
||||||
|
} CameraType;
|
||||||
|
|
||||||
// Head Mounted Display devices
|
// Head Mounted Display devices
|
||||||
typedef enum {
|
typedef enum {
|
||||||
HMD_DEFAULT_DEVICE = 0,
|
HMD_DEFAULT_DEVICE = 0,
|
||||||
|
|
Loading…
Add table
Add a link
Reference in a new issue