gencpp/project/auxillary/vis_ast/dependencies/raylib/include/rcamera.h

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/*******************************************************************************************
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*
* rcamera - Basic camera system with support for multiple camera modes
*
* CONFIGURATION:
* #define RCAMERA_IMPLEMENTATION
* Generates the implementation of the library into the included file.
* If not defined, the library is in header only mode and can be included in other headers
* or source files without problems. But only ONE file should hold the implementation.
*
* #define RCAMERA_STANDALONE
* If defined, the library can be used as standalone as a camera system but some
* functions must be redefined to manage inputs accordingly.
*
* CONTRIBUTORS:
* Ramon Santamaria: Supervision, review, update and maintenance
* Christoph Wagner: Complete redesign, using raymath (2022)
* Marc Palau: Initial implementation (2014)
*
*
* LICENSE: zlib/libpng
*
* Copyright (c) 2022-2023 Christoph Wagner (@Crydsch) & Ramon Santamaria (@raysan5)
*
* This software is provided "as-is", without any express or implied warranty. In no event
* will the authors be held liable for any damages arising from the use of this software.
*
* Permission is granted to anyone to use this software for any purpose, including commercial
* applications, and to alter it and redistribute it freely, subject to the following restrictions:
*
* 1. The origin of this software must not be misrepresented; you must not claim that you
* wrote the original software. If you use this software in a product, an acknowledgment
* in the product documentation would be appreciated but is not required.
*
* 2. Altered source versions must be plainly marked as such, and must not be misrepresented
* as being the original software.
*
* 3. This notice may not be removed or altered from any source distribution.
*
**********************************************************************************************/
#ifndef RCAMERA_H
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#define RCAMERA_H
//----------------------------------------------------------------------------------
// Defines and Macros
//----------------------------------------------------------------------------------
// Function specifiers definition
// Function specifiers in case library is build/used as a shared library (Windows)
// NOTE: Microsoft specifiers to tell compiler that symbols are imported/exported from a .dll
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#if defined(_WIN32)
#if defined(RL_BUILD_LIBTYPE_SHARED)
#if defined(__TINYC__)
#define __declspec(x) __attribute__((x))
#endif
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#define RLAPI __declspec(dllexport) // We are building the library as a Win32 shared library (.dll)
#elif defined(RL_USE_LIBTYPE_SHARED)
#define RLAPI __declspec(dllimport) // We are using the library as a Win32 shared library (.dll)
#endif
#endif
#ifndef RLAPI
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#define RLAPI // Functions defined as 'extern' by default (implicit specifiers)
#endif
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#if defined(RCAMERA_STANDALONE)
#define RL_CAMERA_CULL_DISTANCE_NEAR 0.01
#define RL_CAMERA_CULL_DISTANCE_FAR 1000.0
#else
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#define RL_CAMERA_CULL_DISTANCE_NEAR RL_CULL_DISTANCE_NEAR
#define RL_CAMERA_CULL_DISTANCE_FAR RL_CULL_DISTANCE_FAR
#endif
RL_NS_BEGIN
//----------------------------------------------------------------------------------
// Types and Structures Definition
// NOTE: Below types are required for standalone usage
//----------------------------------------------------------------------------------
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#if defined(RCAMERA_STANDALONE)
// Vector2, 2 components
typedef struct Vector2 {
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float x; // Vector x component
float y; // Vector y component
} Vector2;
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// Vector3, 3 components
typedef struct Vector3 {
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float x; // Vector x component
float y; // Vector y component
float z; // Vector z component
} Vector3;
// Matrix, 4x4 components, column major, OpenGL style, right-handed
typedef struct Matrix {
float m0, m4, m8, m12; // Matrix first row (4 components)
float m1, m5, m9, m13; // Matrix second row (4 components)
float m2, m6, m10, m14; // Matrix third row (4 components)
float m3, m7, m11, m15; // Matrix fourth row (4 components)
} Matrix;
// Camera type, defines a camera position/orientation in 3d space
typedef struct Camera3D {
Vector3 position; // Camera position
Vector3 target; // Camera target it looks-at
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
int projection; // Camera projection type: CAMERA_PERSPECTIVE or CAMERA_ORTHOGRAPHIC
} Camera3D;
typedef Camera3D Camera; // Camera type fallback, defaults to Camera3D
// Camera projection
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typedef enum {
CAMERA_PERSPECTIVE = 0, // Perspective projection
CAMERA_ORTHOGRAPHIC // Orthographic projection
} CameraProjection;
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// Camera system modes
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typedef enum {
CAMERA_CUSTOM = 0, // Camera custom, controlled by user (update_camera() does nothing)
CAMERA_FREE, // Camera free mode
CAMERA_ORBITAL, // Camera orbital, around target, zoom supported
CAMERA_FIRST_PERSON, // Camera first person
CAMERA_THIRD_PERSON // Camera third person
} CameraMode;
#endif
//----------------------------------------------------------------------------------
// Global Variables Definition
//----------------------------------------------------------------------------------
//...
//----------------------------------------------------------------------------------
// Module Functions Declaration
//----------------------------------------------------------------------------------
RL_EXTERN_C_BEGIN
RLAPI Vector3 get_camera_forward(Camera *camera);
RLAPI Vector3 get_camera_up(Camera *camera);
RLAPI Vector3 get_camera_right(Camera *camera);
// Camera movement
RLAPI void camera_move_forward(Camera *camera, float distance, bool moveInWorldPlane);
RLAPI void camera_move_up(Camera *camera, float distance);
RLAPI void camera_move_right(Camera *camera, float distance, bool moveInWorldPlane);
RLAPI void camera_move_to_target(Camera *camera, float delta);
// Camera rotation
RLAPI void camera_yaw(Camera *camera, float angle, bool rotateAroundTarget);
RLAPI void camera_pitch(Camera *camera, float angle, bool lockView, bool rotateAroundTarget, bool rotateUp);
RLAPI void camera_roll(Camera *camera, float angle);
RLAPI Matrix get_camera_view_matrix(Camera *camera);
RLAPI Matrix get_camera_projection_matrix(Camera* camera, float aspect);
RL_EXTERN_C_END
RL_NS_END
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#endif // RCAMERA_H
/***********************************************************************************
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*
* CAMERA IMPLEMENTATION
*
************************************************************************************/
#if defined(RCAMERA_IMPLEMENTATION)
#include "raymath.h" // Required for vector maths:
// vector3_add()
// vector3_subtract()
// vector3_scale()
// vector3_normalize()
// vector3_distance()
// vector3_cross_product()
// vector3_rotate_by_axis_angle()
// vector3_angle()
// vector3_negate()
// matrix_look_at()
// matrix_perspective()
// matrix_ortho()
// matrix_identity()
// raylib required functionality:
// get_mouse_delta()
// get_mouse_wheel_move()
// is_key_down()
// is_key_pressed()
// get_frame_time()
//----------------------------------------------------------------------------------
// Defines and Macros
//----------------------------------------------------------------------------------
#define CAMERA_MOVE_SPEED 0.09f
#define CAMERA_ROTATION_SPEED 0.03f
#define CAMERA_PAN_SPEED 0.2f
// Camera mouse movement sensitivity
#define CAMERA_MOUSE_MOVE_SENSITIVITY 0.003f // TODO: it should be independant of framerate
#define CAMERA_MOUSE_SCROLL_SENSITIVITY 1.5f
#define CAMERA_ORBITAL_SPEED 0.5f // Radians per second
#define CAMERA_FIRST_PERSON_STEP_TRIGONOMETRIC_DIVIDER 8.0f
#define CAMERA_FIRST_PERSON_STEP_DIVIDER 30.0f
#define CAMERA_FIRST_PERSON_WAVING_DIVIDER 200.0f
// PLAYER (used by camera)
#define PLAYER_MOVEMENT_SENSITIVITY 20.0f
//----------------------------------------------------------------------------------
// Types and Structures Definition
//----------------------------------------------------------------------------------
//...
//----------------------------------------------------------------------------------
// Global Variables Definition
//----------------------------------------------------------------------------------
//...
//----------------------------------------------------------------------------------
// Module specific Functions Declaration
//----------------------------------------------------------------------------------
//...
RL_NS_BEGIN
//----------------------------------------------------------------------------------
// Module Functions Definition
//----------------------------------------------------------------------------------
// Returns the cameras forward vector (normalized)
Vector3 get_camera_forward(Camera *camera)
{
return vector3_normalize(vector3_subtract(camera->target, camera->position));
}
// Returns the cameras up vector (normalized)
// Note: The up vector might not be perpendicular to the forward vector
Vector3 get_camera_up(Camera *camera)
{
return vector3_normalize(camera->up);
}
// Returns the cameras right vector (normalized)
Vector3 get_camera_right(Camera *camera)
{
Vector3 forward = get_camera_forward(camera);
Vector3 up = get_camera_up(camera);
return vector3_cross_product(forward, up);
}
// Moves the camera in its forward direction
void camera_move_forward(Camera *camera, float distance, bool moveInWorldPlane)
{
Vector3 forward = get_camera_forward(camera);
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if (moveInWorldPlane)
{
// Project vector onto world plane
forward.y = 0;
forward = vector3_normalize(forward);
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}
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// Scale by distance
forward = vector3_scale(forward, distance);
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// Move position and target
camera->position = vector3_add(camera->position, forward);
camera->target = vector3_add(camera->target, forward);
}
// Moves the camera in its up direction
void camera_move_up(Camera *camera, float distance)
{
Vector3 up = get_camera_up(camera);
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// Scale by distance
up = vector3_scale(up, distance);
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// Move position and target
camera->position = vector3_add(camera->position, up);
camera->target = vector3_add(camera->target, up);
}
// Moves the camera target in its current right direction
void camera_move_right(Camera *camera, float distance, bool moveInWorldPlane)
{
Vector3 right = get_camera_right(camera);
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if (moveInWorldPlane)
{
// Project vector onto world plane
right.y = 0;
right = vector3_normalize(right);
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}
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// Scale by distance
right = vector3_scale(right, distance);
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// Move position and target
camera->position = vector3_add(camera->position, right);
camera->target = vector3_add(camera->target, right);
}
// Moves the camera position closer/farther to/from the camera target
void camera_move_to_target(Camera *camera, float delta)
{
float distance = vector3_distance(camera->position, camera->target);
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// Apply delta
distance += delta;
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// Distance must be greater than 0
if (distance <= 0) distance = 0.001f;
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// Set new distance by moving the position along the forward vector
Vector3 forward = get_camera_forward(camera);
camera->position = vector3_add(camera->target, vector3_scale(forward, -distance));
}
// Rotates the camera around its up vector
// Yaw is "looking left and right"
// If rotateAroundTarget is false, the camera rotates around its position
// Note: angle must be provided in radians
void camera_yaw(Camera *camera, float angle, bool rotateAroundTarget)
{
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// Rotation axis
Vector3 up = get_camera_up(camera);
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// View vector
Vector3 targetPosition = vector3_subtract(camera->target, camera->position);
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// Rotate view vector around up axis
targetPosition = vector3_rotate_by_axis_angle(targetPosition, up, angle);
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if (rotateAroundTarget)
{
// Move position relative to target
camera->position = vector3_subtract(camera->target, targetPosition);
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}
else // rotate around camera.position
{
// Move target relative to position
camera->target = vector3_add(camera->position, targetPosition);
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}
}
// Rotates the camera around its right vector, pitch is "looking up and down"
// - lockView prevents camera overrotation (aka "somersaults")
// - rotateAroundTarget defines if rotation is around target or around its position
// - rotateUp rotates the up direction as well (typically only usefull in CAMERA_FREE)
// NOTE: angle must be provided in radians
void camera_pitch(Camera *camera, float angle, bool lockView, bool rotateAroundTarget, bool rotateUp)
{
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// Up direction
Vector3 up = get_camera_up(camera);
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// View vector
Vector3 targetPosition = vector3_subtract(camera->target, camera->position);
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if (lockView)
{
// In these camera modes we clamp the Pitch angle
// to allow only viewing straight up or down.
// clamp view up
float maxAngleUp = vector3_angle(up, targetPosition);
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maxAngleUp -= 0.001f; // avoid numerical errors
if (angle > maxAngleUp) angle = maxAngleUp;
// clamp view down
float maxAngleDown = vector3_angle(vector3_negate(up), targetPosition);
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maxAngleDown *= -1.0f; // downwards angle is negative
maxAngleDown += 0.001f; // avoid numerical errors
if (angle < maxAngleDown) angle = maxAngleDown;
}
// Rotation axis
Vector3 right = get_camera_right(camera);
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// Rotate view vector around right axis
targetPosition = vector3_rotate_by_axis_angle(targetPosition, right, angle);
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if (rotateAroundTarget)
{
// Move position relative to target
camera->position = vector3_subtract(camera->target, targetPosition);
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}
else // rotate around camera.position
{
// Move target relative to position
camera->target = vector3_add(camera->position, targetPosition);
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}
if (rotateUp)
{
// Rotate up direction around right axis
camera->up = vector3_rotate_by_axis_angle(camera->up, right, angle);
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}
}
// Rotates the camera around its forward vector
// Roll is "turning your head sideways to the left or right"
// Note: angle must be provided in radians
void camera_roll(Camera *camera, float angle)
{
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// Rotation axis
Vector3 forward = get_camera_forward(camera);
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// Rotate up direction around forward axis
camera->up = vector3_rotate_by_axis_angle(camera->up, forward, angle);
}
// Returns the camera view matrix
Matrix get_camera_view_matrix(Camera *camera)
{
return matrix_look_at(camera->position, camera->target, camera->up);
}
// Returns the camera projection matrix
Matrix get_camera_projection_matrix(Camera *camera, float aspect)
{
if (camera->projection == CAMERA_PERSPECTIVE)
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{
return matrix_perspective(camera->fovy*RL_DEG2RAD, aspect, RL_CAMERA_CULL_DISTANCE_NEAR, RL_CAMERA_CULL_DISTANCE_FAR);
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}
else if (camera->projection == CAMERA_ORTHOGRAPHIC)
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{
double top = camera->fovy/2.0;
double right = top*aspect;
return matrix_ortho(-right, right, -top, top, RL_CAMERA_CULL_DISTANCE_NEAR, RL_CAMERA_CULL_DISTANCE_FAR);
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}
return matrix_identity();
}
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#if !defined(RCAMERA_STANDALONE)
// Update camera position for selected mode
// Camera mode: CAMERA_FREE, CAMERA_FIRST_PERSON, CAMERA_THIRD_PERSON, CAMERA_ORBITAL or CUSTOM
void update_camera(Camera *camera, int mode)
{
Vector2 mousePositionDelta = get_mouse_delta();
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bool moveInWorldPlane = ((mode == CAMERA_FIRST_PERSON) || (mode == CAMERA_THIRD_PERSON));
bool rotateAroundTarget = ((mode == CAMERA_THIRD_PERSON) || (mode == CAMERA_ORBITAL));
bool lockView = ((mode == CAMERA_FIRST_PERSON) || (mode == CAMERA_THIRD_PERSON) || (mode == CAMERA_ORBITAL));
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bool rotateUp = false;
if (mode == CAMERA_ORBITAL)
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{
// Orbital can just orbit
Matrix rotation = matrix_rotate(get_camera_up(camera), CAMERA_ORBITAL_SPEED*get_frame_time());
Vector3 view = vector3_subtract(camera->position, camera->target);
view = vector3_transform(view, rotation);
camera->position = vector3_add(camera->target, view);
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}
else
{
// Camera rotation
if (is_key_down(KEY_DOWN)) camera_pitch(camera, -CAMERA_ROTATION_SPEED, lockView, rotateAroundTarget, rotateUp);
if (is_key_down(KEY_UP)) camera_pitch(camera, CAMERA_ROTATION_SPEED, lockView, rotateAroundTarget, rotateUp);
if (is_key_down(KEY_RIGHT)) camera_yaw(camera, -CAMERA_ROTATION_SPEED, rotateAroundTarget);
if (is_key_down(KEY_LEFT)) camera_yaw(camera, CAMERA_ROTATION_SPEED, rotateAroundTarget);
if (is_key_down(KEY_Q)) camera_roll(camera, -CAMERA_ROTATION_SPEED);
if (is_key_down(KEY_E)) camera_roll(camera, CAMERA_ROTATION_SPEED);
// Camera movement
if (!is_gamepad_available(0))
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{
// Camera pan (for CAMERA_FREE)
if ((mode == CAMERA_FREE) && (is_mouse_button_down(MOUSE_BUTTON_MIDDLE)))
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{
const Vector2 mouseDelta = get_mouse_delta();
if (mouseDelta.x > 0.0f) camera_move_right(camera, CAMERA_PAN_SPEED, moveInWorldPlane);
if (mouseDelta.x < 0.0f) camera_move_right(camera, -CAMERA_PAN_SPEED, moveInWorldPlane);
if (mouseDelta.y > 0.0f) camera_move_up(camera, -CAMERA_PAN_SPEED);
if (mouseDelta.y < 0.0f) camera_move_up(camera, CAMERA_PAN_SPEED);
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}
else
{
// Mouse support
camera_yaw(camera, -mousePositionDelta.x*CAMERA_MOUSE_MOVE_SENSITIVITY, rotateAroundTarget);
camera_pitch(camera, -mousePositionDelta.y*CAMERA_MOUSE_MOVE_SENSITIVITY, lockView, rotateAroundTarget, rotateUp);
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}
// Keyboard support
if (is_key_down(KEY_W)) camera_move_forward(camera, CAMERA_MOVE_SPEED, moveInWorldPlane);
if (is_key_down(KEY_A)) camera_move_right(camera, -CAMERA_MOVE_SPEED, moveInWorldPlane);
if (is_key_down(KEY_S)) camera_move_forward(camera, -CAMERA_MOVE_SPEED, moveInWorldPlane);
if (is_key_down(KEY_D)) camera_move_right(camera, CAMERA_MOVE_SPEED, moveInWorldPlane);
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}
else
{
// Gamepad controller support
camera_yaw(camera, -(get_gamepad_axis_movement(0, GAMEPAD_AXIS_RIGHT_X) * 2)*CAMERA_MOUSE_MOVE_SENSITIVITY, rotateAroundTarget);
camera_pitch(camera, -(get_gamepad_axis_movement(0, GAMEPAD_AXIS_RIGHT_Y) * 2)*CAMERA_MOUSE_MOVE_SENSITIVITY, lockView, rotateAroundTarget, rotateUp);
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if (get_gamepad_axis_movement(0, GAMEPAD_AXIS_LEFT_Y) <= -0.25f) camera_move_forward(camera, CAMERA_MOVE_SPEED, moveInWorldPlane);
if (get_gamepad_axis_movement(0, GAMEPAD_AXIS_LEFT_X) <= -0.25f) camera_move_right(camera, -CAMERA_MOVE_SPEED, moveInWorldPlane);
if (get_gamepad_axis_movement(0, GAMEPAD_AXIS_LEFT_Y) >= 0.25f) camera_move_forward(camera, -CAMERA_MOVE_SPEED, moveInWorldPlane);
if (get_gamepad_axis_movement(0, GAMEPAD_AXIS_LEFT_X) >= 0.25f) camera_move_right(camera, CAMERA_MOVE_SPEED, moveInWorldPlane);
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}
if (mode == CAMERA_FREE)
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{
if (is_key_down(KEY_SPACE)) camera_move_up(camera, CAMERA_MOVE_SPEED);
if (is_key_down(KEY_LEFT_CONTROL)) camera_move_up(camera, -CAMERA_MOVE_SPEED);
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}
}
if ((mode == CAMERA_THIRD_PERSON) || (mode == CAMERA_ORBITAL) || (mode == CAMERA_FREE))
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{
// Zoom target distance
camera_move_to_target(camera, -get_mouse_wheel_move());
if (is_key_pressed(KEY_KP_SUBTRACT)) camera_move_to_target(camera, 2.0f);
if (is_key_pressed(KEY_KP_ADD)) camera_move_to_target(camera, -2.0f);
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}
}
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#endif // !RCAMERA_STANDALONE
// Update camera movement, movement/rotation values should be provided by user
void update_camera_pro(Camera *camera, Vector3 movement, Vector3 rotation, float zoom)
{
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// Required values
// movement.x - Move forward/backward
// movement.y - Move right/left
// movement.z - Move up/down
// rotation.x - yaw
// rotation.y - pitch
// rotation.z - roll
// zoom - Move towards target
bool lockView = true;
bool rotateAroundTarget = false;
bool rotateUp = false;
bool moveInWorldPlane = true;
// Camera rotation
camera_pitch(camera, -rotation.y*RL_DEG2RAD, lockView, rotateAroundTarget, rotateUp);
camera_yaw(camera, -rotation.x*RL_DEG2RAD, rotateAroundTarget);
camera_roll(camera, rotation.z*RL_DEG2RAD);
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// Camera movement
camera_move_forward(camera, movement.x, moveInWorldPlane);
camera_move_right(camera, movement.y, moveInWorldPlane);
camera_move_up(camera, movement.z);
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// Zoom target distance
camera_move_to_target(camera, zoom);
}
RL_NS_END
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#endif // RCAMERA_IMPLEMENTATION