REVIEWED: Camera redesign PR
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34 changed files with 321 additions and 268 deletions
106
src/rcamera.h
106
src/rcamera.h
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@ -1,6 +1,6 @@
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/*******************************************************************************************
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*
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* rcamera - Basic camera system for multiple camera modes
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* rcamera - Basic camera system with support for multiple camera modes
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*
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* CONFIGURATION:
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*
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@ -15,13 +15,13 @@
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*
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* CONTRIBUTORS:
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* Ramon Santamaria: Supervision, review, update and maintenance
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* Christoph Wagner: Redesign (2022)
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* Christoph Wagner: Complete redesign, using raymath (2022)
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* Marc Palau: Initial implementation (2014)
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*
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*
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* LICENSE: zlib/libpng
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*
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* Copyright (c) 2015-2023 Ramon Santamaria (@raysan5)
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* Copyright (c) 2022-2023 Christoph Wagner (@Crydsch) & Ramon Santamaria (@raysan5)
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*
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* This software is provided "as-is", without any express or implied warranty. In no event
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* will the authors be held liable for any damages arising from the use of this software.
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@ -43,9 +43,6 @@
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#ifndef RCAMERA_H
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#define RCAMERA_H
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// The only dependency // TODO review standalone mode
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#include "raymath.h"
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//----------------------------------------------------------------------------------
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// Defines and Macros
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//----------------------------------------------------------------------------------
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@ -86,6 +83,8 @@
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int projection; // Camera type, defines projection type: CAMERA_PERSPECTIVE or CAMERA_ORTHOGRAPHIC
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} Camera3D;
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typedef Camera3D Camera; // Camera type fallback, defaults to Camera3D
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// Camera system modes
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typedef enum {
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CAMERA_CUSTOM = 0,
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@ -115,19 +114,21 @@
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extern "C" { // Prevents name mangling of functions
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#endif
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Vector3 GetCameraForward(Camera3D* camera);
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Vector3 GetCameraUp(Camera3D* camera);
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Vector3 GetCameraRight(Camera3D* camera);
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void CameraMoveForward(Camera3D* camera, float distance, bool moveInWorldPlane);
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void CameraMoveUp(Camera3D* camera, float distance);
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void CameraMoveRight(Camera3D* camera, float distance, bool moveInWorldPlane);
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void CameraZoom(Camera3D* camera, float delta);
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void CameraYaw(Camera3D* camera, float angle, bool rotateAroundTarget);
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void CameraPitch(Camera3D* camera, float angle, bool lockView, bool rotateAroundTarget, bool rotateUp);
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void CameraRoll(Camera3D* camera, float angle);
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void CameraViewBobbing(Camera3D* camera);
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Matrix GetCameraViewMatrix(Camera3D* camera);
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Matrix GetCameraProjectionMatrix(Camera3D* camera, float aspect);
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Vector3 GetCameraForward(Camera *camera);
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Vector3 GetCameraUp(Camera *camera);
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Vector3 GetCameraRight(Camera *camera);
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void CameraMoveForward(Camera *camera, float distance, bool moveInWorldPlane);
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void CameraMoveUp(Camera *camera, float distance);
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void CameraMoveRight(Camera *camera, float distance, bool moveInWorldPlane);
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void CameraMoveToTarget(Camera *camera, float delta);
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void CameraYaw(Camera *camera, float angle, bool rotateAroundTarget);
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void CameraPitch(Camera *camera, float angle, bool lockView, bool rotateAroundTarget, bool rotateUp);
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void CameraRoll(Camera *camera, float angle);
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Matrix GetCameraViewMatrix(Camera *camera);
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Matrix GetCameraProjectionMatrix(Camera* camera, float aspect);
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#if defined(__cplusplus)
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}
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@ -144,10 +145,12 @@ Matrix GetCameraProjectionMatrix(Camera3D* camera, float aspect);
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#if defined(CAMERA_IMPLEMENTATION)
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#include "raymath.h" // Required for some vector maths
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//----------------------------------------------------------------------------------
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// Defines and Macros
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//----------------------------------------------------------------------------------
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#define CAMERA_MOVE_SPEED 0.09f
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#define CAMERA_ROTATION_SPEED 0.03f
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//----------------------------------------------------------------------------------
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// Returns the cameras forward vector (normalized)
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Vector3 GetCameraForward(Camera3D *camera)
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Vector3 GetCameraForward(Camera *camera)
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{
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return Vector3Normalize(Vector3Subtract(camera->target, camera->position));
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}
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// Returns the cameras up vector (normalized)
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// Note: The up vector might not be perpendicular to the forward vector
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Vector3 GetCameraUp(Camera3D *camera)
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Vector3 GetCameraUp(Camera *camera)
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{
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return Vector3Normalize(camera->up);
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}
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// Returns the cameras right vector (normalized)
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Vector3 GetCameraRight(Camera3D *camera)
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Vector3 GetCameraRight(Camera *camera)
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{
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Vector3 forward = GetCameraForward(camera);
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Vector3 up = GetCameraUp(camera);
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}
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// Moves the camera in its forward direction
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void CameraMoveForward(Camera3D *camera, float distance, bool moveInWorldPlane)
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void CameraMoveForward(Camera *camera, float distance, bool moveInWorldPlane)
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{
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Vector3 forward = GetCameraForward(camera);
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}
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// Moves the camera in its up direction
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void CameraMoveUp(Camera3D *camera, float distance)
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void CameraMoveUp(Camera *camera, float distance)
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{
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Vector3 up = GetCameraUp(camera);
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}
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// Moves the camera target in its current right direction
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void CameraMoveRight(Camera3D *camera, float distance, bool moveInWorldPlane)
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void CameraMoveRight(Camera *camera, float distance, bool moveInWorldPlane)
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{
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Vector3 right = GetCameraRight(camera);
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}
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// Moves the camera position closer/farther to/from the camera target
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void CameraZoom(Camera3D *camera, float delta)
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void CameraMoveToTarget(Camera *camera, float delta)
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{
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float distance = Vector3Distance(camera->position, camera->target);
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@ -278,7 +281,7 @@ void CameraZoom(Camera3D *camera, float delta)
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// Yaw is "looking left and right"
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// If rotateAroundTarget is false, the camera rotates around its position
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// Note: angle must be provided in radians
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void CameraYaw(Camera3D *camera, float angle, bool rotateAroundTarget)
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void CameraYaw(Camera *camera, float angle, bool rotateAroundTarget)
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{
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// Rotation axis
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Vector3 up = GetCameraUp(camera);
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// If rotateAroundTarget is false, the camera rotates around its position
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// rotateUp rotates the up direction as well (typically only usefull in CAMERA_FREE)
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// Note: angle must be provided in radians
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void CameraPitch(Camera3D *camera, float angle, bool lockView, bool rotateAroundTarget, bool rotateUp)
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void CameraPitch(Camera *camera, float angle, bool lockView, bool rotateAroundTarget, bool rotateUp)
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{
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// Up direction
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Vector3 up = GetCameraUp(camera);
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// Rotates the camera around its forward vector
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// Roll is "turning your head sideways to the left or right"
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// Note: angle must be provided in radians
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void CameraRoll(Camera3D *camera, float angle)
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void CameraRoll(Camera *camera, float angle)
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{
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// Rotation axis
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Vector3 forward = GetCameraForward(camera);
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camera->up = Vector3RotateByAxisAngle(camera->up, forward, angle);
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}
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// Moves camera slightly to simulate a walking motion
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// Note: Only active if camera->swingCounter > 0
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void CameraViewBobbing(Camera3D *camera)
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{
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if (camera->swingCounter > 0)
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{
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// NOTE: We delay the target movement relative to the position movement to create a little pitch with each step.
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camera->position.y = camera->position.y - 0.25f * sinf((camera->swingCounter + 1) / CAMERA_FIRST_PERSON_STEP_TRIGONOMETRIC_DIVIDER) / CAMERA_FIRST_PERSON_STEP_DIVIDER;
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camera->target.y = camera->target.y - 0.25f * sinf((camera->swingCounter - 1) / CAMERA_FIRST_PERSON_STEP_TRIGONOMETRIC_DIVIDER) / CAMERA_FIRST_PERSON_STEP_DIVIDER;
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// Update counter for next frame
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camera->swingCounter %= 2147483647 /* INT_MAX */; // Counter must be positive
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camera->swingCounter++;
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}
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}
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// Returns the camera view matrix
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Matrix GetCameraViewMatrix(Camera3D *camera)
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Matrix GetCameraViewMatrix(Camera *camera)
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{
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return MatrixLookAt(camera->position, camera->target, camera->up);
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}
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// Returns the camera projection matrix
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Matrix GetCameraProjectionMatrix(Camera3D *camera, float aspect)
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Matrix GetCameraProjectionMatrix(Camera *camera, float aspect)
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{
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if (camera->projection == CAMERA_PERSPECTIVE)
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{
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return MatrixIdentity();
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}
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#ifndef CAMERA_STANDALONE
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// Update camera position for selected mode
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// Camera mode: CAMERA_FREE, CAMERA_FIRST_PERSON, CAMERA_THIRD_PERSON, CAMERA_ORBITAL or CUSTOM
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void UpdateCamera(Camera3D *camera, int mode)
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void UpdateCamera(Camera *camera, int mode)
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{
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Vector2 mousePositionDelta = GetMouseDelta();
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// Camera movement
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if (IsKeyDown(KEY_W)) CameraMoveForward(camera, CAMERA_MOVE_SPEED, moveInWorldPlane);
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if (IsKeyDown(KEY_A)) CameraMoveRight(camera, -CAMERA_MOVE_SPEED, moveInWorldPlane);
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if (IsKeyDown(KEY_S)) CameraMoveForward(camera, -CAMERA_MOVE_SPEED, moveInWorldPlane);
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if (IsKeyDown(KEY_D)) CameraMoveRight(camera, CAMERA_MOVE_SPEED, moveInWorldPlane);
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if (IsKeyDown(KEY_A)) CameraMoveRight(camera, -CAMERA_MOVE_SPEED, moveInWorldPlane);
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if (IsKeyDown(KEY_SPACE)) CameraMoveUp(camera, CAMERA_MOVE_SPEED);
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if (IsKeyDown(KEY_LEFT_CONTROL)) CameraMoveUp(camera, -CAMERA_MOVE_SPEED);
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//if (IsKeyDown(KEY_SPACE)) CameraMoveUp(camera, CAMERA_MOVE_SPEED);
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//if (IsKeyDown(KEY_LEFT_CONTROL)) CameraMoveUp(camera, -CAMERA_MOVE_SPEED);
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// Camera rotation
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if (IsKeyDown(KEY_DOWN)) CameraPitch(camera, -CAMERA_ROTATION_SPEED, lockView, rotateAroundTarget, rotateUp);
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if (IsKeyDown(KEY_Q)) CameraRoll(camera, -CAMERA_ROTATION_SPEED);
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if (IsKeyDown(KEY_E)) CameraRoll(camera, CAMERA_ROTATION_SPEED);
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CameraYaw(camera, mousePositionDelta.x * -CAMERA_MOUSE_MOVE_SENSITIVITY, rotateAroundTarget);
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CameraPitch(camera, mousePositionDelta.y * -CAMERA_MOUSE_MOVE_SENSITIVITY, lockView, rotateAroundTarget, rotateUp);
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CameraYaw(camera, -mousePositionDelta.x*CAMERA_MOUSE_MOVE_SENSITIVITY, rotateAroundTarget);
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CameraPitch(camera, -mousePositionDelta.y*CAMERA_MOUSE_MOVE_SENSITIVITY, lockView, rotateAroundTarget, rotateUp);
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// Zoom target distance
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CameraZoom(camera, -GetMouseWheelMove());
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if (IsKeyPressed(KEY_KP_SUBTRACT)) CameraZoom(camera, 2.0f);
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if (IsKeyPressed(KEY_KP_ADD)) CameraZoom(camera, -2.0f);
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// Apply view bobbing when moving around (per default only active in CAMERA_FIRST_PERSON)
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if (mode == CAMERA_FIRST_PERSON && (IsKeyDown(KEY_W) || IsKeyDown(KEY_A) || IsKeyDown(KEY_S) || IsKeyDown(KEY_D))) CameraViewBobbing(camera);
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CameraMoveToTarget(camera, -GetMouseWheelMove());
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if (IsKeyPressed(KEY_KP_SUBTRACT)) CameraMoveToTarget(camera, 2.0f);
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if (IsKeyPressed(KEY_KP_ADD)) CameraMoveToTarget(camera, -2.0f);
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}
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#endif // !CAMERA_STANDALONE
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