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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@ -98,11 +98,12 @@ int main(void)
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camera.fovy = 45.0f; // Camera field-of-view Y
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camera.projection = CAMERA_PERSPECTIVE; // Camera mode type
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SetCameraMode(camera, CAMERA_ORBITAL);
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int camera_mode = CAMERA_ORBITAL;
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Vector3 cubePosition = { 0.0f, 1.0f, 0.0f };
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Vector3 cubeSize = { 2.0f, 2.0f, 2.0f };
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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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// Use the default font
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@ -141,7 +142,7 @@ int main(void)
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{
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// Update
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//----------------------------------------------------------------------------------
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UpdateCamera(&camera);
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UpdateCamera(&camera, camera_mode);
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// Handle font files dropped
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if (IsFileDropped())
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@ -181,12 +182,12 @@ int main(void)
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if (spin)
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{
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camera.position = (Vector3){ -10.0f, 15.0f, -10.0f }; // Camera position
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SetCameraMode(camera, CAMERA_ORBITAL);
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camera_mode = CAMERA_ORBITAL;
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}
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else
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{
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camera.position = (Vector3){ 10.0f, 10.0f, -10.0f }; // Camera position
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SetCameraMode(camera, CAMERA_FREE);
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camera_mode = CAMERA_FREE;
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}
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}
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