WIP rcamera redesign vector (#2563)
* core functionality CAMERA_FREE * fix example * add remaining camera modes * add view bobbing * view bobbing * catch curser in SetCameraMode * adjust examples * fix compilation on linux * fix example text_draw_3d * actually fix text_draw_3d * Updated camera API * Improve Vector3RotateByAxisAngle() function * remove camera.mode dependency from low-level functions * remove camera.mode from struct * fixes after rebase * adjust examples for new UpdateCamera function * adjust example models_loading_m3d --------- Co-authored-by: Ray <raysan5@gmail.com>
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30 changed files with 996 additions and 477 deletions
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@ -45,8 +45,7 @@ int main(void)
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Vector3 mapPosition = { -16.0f, 0.0f, -8.0f }; // Set model position
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SetCameraMode(camera, CAMERA_FIRST_PERSON); // Set camera mode
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DisableCursor(); // Catch cursor
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SetTargetFPS(60); // Set our game to run at 60 frames-per-second
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//--------------------------------------------------------------------------------------
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@ -57,7 +56,7 @@ int main(void)
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//----------------------------------------------------------------------------------
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Vector3 oldCamPos = camera.position; // Store old camera position
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UpdateCamera(&camera);
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UpdateCamera(&camera, CAMERA_FIRST_PERSON);
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// Check player collision (we simplify to 2D collision detection)
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Vector2 playerPos = { camera.position.x, camera.position.z };
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