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>
This commit is contained in:
Crydsch Cube 2023-02-14 17:47:21 +01:00 committed by GitHub
parent f1bcabcc37
commit 73989a4981
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30 changed files with 996 additions and 477 deletions

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@ -45,8 +45,7 @@ int main(void)
Vector3 mapPosition = { -16.0f, 0.0f, -8.0f }; // Set model position
SetCameraMode(camera, CAMERA_FIRST_PERSON); // Set camera mode
DisableCursor(); // Catch cursor
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
@ -57,7 +56,7 @@ int main(void)
//----------------------------------------------------------------------------------
Vector3 oldCamPos = camera.position; // Store old camera position
UpdateCamera(&camera);
UpdateCamera(&camera, CAMERA_FIRST_PERSON);
// Check player collision (we simplify to 2D collision detection)
Vector2 playerPos = { camera.position.x, camera.position.z };