551 lines
21 KiB
C
551 lines
21 KiB
C
/*******************************************************************************************
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*
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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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* #define RCAMERA_IMPLEMENTATION
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* Generates the implementation of the library into the included file.
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* If not defined, the library is in header only mode and can be included in other headers
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* or source files without problems. But only ONE file should hold the implementation.
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*
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* #define RCAMERA_STANDALONE
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* If defined, the library can be used as standalone as a camera system but some
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* functions must be redefined to manage inputs accordingly.
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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: 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) 2022-2024 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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*
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* Permission is granted to anyone to use this software for any purpose, including commercial
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* applications, and to alter it and redistribute it freely, subject to the following restrictions:
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*
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* 1. The origin of this software must not be misrepresented; you must not claim that you
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* wrote the original software. If you use this software in a product, an acknowledgment
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* in the product documentation would be appreciated but is not required.
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*
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* 2. Altered source versions must be plainly marked as such, and must not be misrepresented
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* as being the original software.
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*
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* 3. This notice may not be removed or altered from any source distribution.
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*
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**********************************************************************************************/
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#ifndef RCAMERA_H
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#define RCAMERA_H
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//----------------------------------------------------------------------------------
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// Defines and Macros
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//----------------------------------------------------------------------------------
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// Function specifiers definition
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// Function specifiers in case library is build/used as a shared library (Windows)
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// NOTE: Microsoft specifiers to tell compiler that symbols are imported/exported from a .dll
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#if defined(_WIN32)
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#if defined(BUILD_LIBTYPE_SHARED)
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#if defined(__TINYC__)
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#define __declspec(x) __attribute__((x))
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#endif
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#define RLAPI __declspec(dllexport) // We are building the library as a Win32 shared library (.dll)
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#elif defined(USE_LIBTYPE_SHARED)
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#define RLAPI __declspec(dllimport) // We are using the library as a Win32 shared library (.dll)
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#endif
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#endif
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#ifndef RLAPI
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#define RLAPI // Functions defined as 'extern' by default (implicit specifiers)
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#endif
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#if defined(RCAMERA_STANDALONE)
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#define CAMERA_CULL_DISTANCE_NEAR 0.01
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#define CAMERA_CULL_DISTANCE_FAR 1000.0
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#else
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#define CAMERA_CULL_DISTANCE_NEAR RL_CULL_DISTANCE_NEAR
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#define CAMERA_CULL_DISTANCE_FAR RL_CULL_DISTANCE_FAR
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#endif
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//----------------------------------------------------------------------------------
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// Types and Structures Definition
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// NOTE: Below types are required for standalone usage
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//----------------------------------------------------------------------------------
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#if defined(RCAMERA_STANDALONE)
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// Vector2, 2 components
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typedef struct Vector2 {
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float x; // Vector x component
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float y; // Vector y component
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} Vector2;
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// Vector3, 3 components
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typedef struct Vector3 {
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float x; // Vector x component
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float y; // Vector y component
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float z; // Vector z component
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} Vector3;
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// Matrix, 4x4 components, column major, OpenGL style, right-handed
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typedef struct Matrix {
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float m0, m4, m8, m12; // Matrix first row (4 components)
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float m1, m5, m9, m13; // Matrix second row (4 components)
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float m2, m6, m10, m14; // Matrix third row (4 components)
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float m3, m7, m11, m15; // Matrix fourth row (4 components)
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} Matrix;
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// Camera type, defines a camera position/orientation in 3d space
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typedef struct Camera3D {
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Vector3 position; // Camera position
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Vector3 target; // Camera target it looks-at
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Vector3 up; // Camera up vector (rotation over its axis)
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float fovy; // Camera field-of-view apperture in Y (degrees) in perspective, used as near plane width in orthographic
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int projection; // Camera 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 projection
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typedef enum {
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CAMERA_PERSPECTIVE = 0, // Perspective projection
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CAMERA_ORTHOGRAPHIC // Orthographic projection
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} CameraProjection;
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// Camera system modes
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typedef enum {
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CAMERA_CUSTOM = 0, // Camera custom, controlled by user (UpdateCamera() does nothing)
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CAMERA_FREE, // Camera free mode
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CAMERA_ORBITAL, // Camera orbital, around target, zoom supported
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CAMERA_FIRST_PERSON, // Camera first person
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CAMERA_THIRD_PERSON // Camera third person
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} CameraMode;
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#endif
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//----------------------------------------------------------------------------------
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// Global Variables Definition
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//----------------------------------------------------------------------------------
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//...
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//----------------------------------------------------------------------------------
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// Module Functions Declaration
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//----------------------------------------------------------------------------------
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#if defined(__cplusplus)
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extern "C" { // Prevents name mangling of functions
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#endif
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RLAPI Vector3 GetCameraForward(Camera *camera);
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RLAPI Vector3 GetCameraUp(Camera *camera);
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RLAPI Vector3 GetCameraRight(Camera *camera);
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// Camera movement
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RLAPI void CameraMoveForward(Camera *camera, float distance, bool moveInWorldPlane);
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RLAPI void CameraMoveUp(Camera *camera, float distance);
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RLAPI void CameraMoveRight(Camera *camera, float distance, bool moveInWorldPlane);
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RLAPI void CameraMoveToTarget(Camera *camera, float delta);
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// Camera rotation
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RLAPI void CameraYaw(Camera *camera, float angle, bool rotateAroundTarget);
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RLAPI void CameraPitch(Camera *camera, float angle, bool lockView, bool rotateAroundTarget, bool rotateUp);
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RLAPI void CameraRoll(Camera *camera, float angle);
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RLAPI Matrix GetCameraViewMatrix(Camera *camera);
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RLAPI Matrix GetCameraProjectionMatrix(Camera* camera, float aspect);
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#if defined(__cplusplus)
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}
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#endif
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#endif // RCAMERA_H
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/***********************************************************************************
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*
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* CAMERA IMPLEMENTATION
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*
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************************************************************************************/
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#if defined(RCAMERA_IMPLEMENTATION)
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#include "raymath.h" // Required for vector maths:
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// Vector3Add()
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// Vector3Subtract()
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// Vector3Scale()
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// Vector3Normalize()
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// Vector3Distance()
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// Vector3CrossProduct()
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// Vector3RotateByAxisAngle()
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// Vector3Angle()
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// Vector3Negate()
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// MatrixLookAt()
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// MatrixPerspective()
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// MatrixOrtho()
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// MatrixIdentity()
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// raylib required functionality:
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// GetMouseDelta()
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// GetMouseWheelMove()
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// IsKeyDown()
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// IsKeyPressed()
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// GetFrameTime()
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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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#define CAMERA_PAN_SPEED 0.2f
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// Camera mouse movement sensitivity
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#define CAMERA_MOUSE_MOVE_SENSITIVITY 0.003f // TODO: it should be independant of framerate
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// Camera orbital speed in CAMERA_ORBITAL mode
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#define CAMERA_ORBITAL_SPEED 0.5f // Radians per second
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//----------------------------------------------------------------------------------
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// Types and Structures Definition
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//----------------------------------------------------------------------------------
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//...
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//----------------------------------------------------------------------------------
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// Global Variables Definition
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//----------------------------------------------------------------------------------
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//...
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//----------------------------------------------------------------------------------
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// Module specific Functions Declaration
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//----------------------------------------------------------------------------------
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//...
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//----------------------------------------------------------------------------------
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// Module Functions Definition
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//----------------------------------------------------------------------------------
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// Returns the cameras forward vector (normalized)
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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(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(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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return Vector3Normalize(Vector3CrossProduct(forward, up));
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}
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// Moves the camera in its forward direction
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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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if (moveInWorldPlane)
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{
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// Project vector onto world plane
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forward.y = 0;
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forward = Vector3Normalize(forward);
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}
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// Scale by distance
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forward = Vector3Scale(forward, distance);
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// Move position and target
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camera->position = Vector3Add(camera->position, forward);
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camera->target = Vector3Add(camera->target, forward);
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}
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// Moves the camera in its up direction
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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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// Scale by distance
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up = Vector3Scale(up, distance);
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// Move position and target
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camera->position = Vector3Add(camera->position, up);
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camera->target = Vector3Add(camera->target, up);
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}
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// Moves the camera target in its current right direction
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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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if (moveInWorldPlane)
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{
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// Project vector onto world plane
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right.y = 0;
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right = Vector3Normalize(right);
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}
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// Scale by distance
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right = Vector3Scale(right, distance);
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// Move position and target
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camera->position = Vector3Add(camera->position, right);
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camera->target = Vector3Add(camera->target, right);
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}
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// Moves the camera position closer/farther to/from the camera target
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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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// Apply delta
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distance += delta;
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// Distance must be greater than 0
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if (distance <= 0) distance = 0.001f;
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// Set new distance by moving the position along the forward vector
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Vector3 forward = GetCameraForward(camera);
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camera->position = Vector3Add(camera->target, Vector3Scale(forward, -distance));
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}
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// Rotates the camera around its up vector
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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(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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// View vector
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Vector3 targetPosition = Vector3Subtract(camera->target, camera->position);
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// Rotate view vector around up axis
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targetPosition = Vector3RotateByAxisAngle(targetPosition, up, angle);
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if (rotateAroundTarget)
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{
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// Move position relative to target
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camera->position = Vector3Subtract(camera->target, targetPosition);
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}
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else // rotate around camera.position
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{
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// Move target relative to position
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camera->target = Vector3Add(camera->position, targetPosition);
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}
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}
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// Rotates the camera around its right vector, pitch is "looking up and down"
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// - lockView prevents camera overrotation (aka "somersaults")
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// - rotateAroundTarget defines if rotation is around target or 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(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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// View vector
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Vector3 targetPosition = Vector3Subtract(camera->target, camera->position);
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if (lockView)
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{
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// In these camera modes we clamp the Pitch angle
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// to allow only viewing straight up or down.
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// Clamp view up
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float maxAngleUp = Vector3Angle(up, targetPosition);
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maxAngleUp -= 0.001f; // avoid numerical errors
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if (angle > maxAngleUp) angle = maxAngleUp;
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// Clamp view down
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float maxAngleDown = Vector3Angle(Vector3Negate(up), targetPosition);
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maxAngleDown *= -1.0f; // downwards angle is negative
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maxAngleDown += 0.001f; // avoid numerical errors
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if (angle < maxAngleDown) angle = maxAngleDown;
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}
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// Rotation axis
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Vector3 right = GetCameraRight(camera);
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// Rotate view vector around right axis
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targetPosition = Vector3RotateByAxisAngle(targetPosition, right, angle);
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if (rotateAroundTarget)
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{
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// Move position relative to target
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camera->position = Vector3Subtract(camera->target, targetPosition);
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}
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else // rotate around camera.position
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{
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// Move target relative to position
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camera->target = Vector3Add(camera->position, targetPosition);
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}
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if (rotateUp)
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{
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// Rotate up direction around right axis
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camera->up = Vector3RotateByAxisAngle(camera->up, right, angle);
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}
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}
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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(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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// Rotate up direction around forward axis
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camera->up = Vector3RotateByAxisAngle(camera->up, forward, angle);
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}
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// Returns the camera view matrix
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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(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 MatrixPerspective(camera->fovy*DEG2RAD, aspect, CAMERA_CULL_DISTANCE_NEAR, CAMERA_CULL_DISTANCE_FAR);
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}
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else if (camera->projection == CAMERA_ORTHOGRAPHIC)
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{
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double top = camera->fovy/2.0;
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double right = top*aspect;
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return MatrixOrtho(-right, right, -top, top, CAMERA_CULL_DISTANCE_NEAR, CAMERA_CULL_DISTANCE_FAR);
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}
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return MatrixIdentity();
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}
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#if !defined(RCAMERA_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(Camera *camera, int mode)
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{
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Vector2 mousePositionDelta = GetMouseDelta();
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bool moveInWorldPlane = ((mode == CAMERA_FIRST_PERSON) || (mode == CAMERA_THIRD_PERSON));
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bool rotateAroundTarget = ((mode == CAMERA_THIRD_PERSON) || (mode == CAMERA_ORBITAL));
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bool lockView = ((mode == CAMERA_FREE) || (mode == CAMERA_FIRST_PERSON) || (mode == CAMERA_THIRD_PERSON) || (mode == CAMERA_ORBITAL));
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bool rotateUp = false;
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if (mode == CAMERA_CUSTOM) {}
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else if (mode == CAMERA_ORBITAL)
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{
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// Orbital can just orbit
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Matrix rotation = MatrixRotate(GetCameraUp(camera), CAMERA_ORBITAL_SPEED*GetFrameTime());
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Vector3 view = Vector3Subtract(camera->position, camera->target);
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view = Vector3Transform(view, rotation);
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camera->position = Vector3Add(camera->target, view);
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}
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else
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{
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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_UP)) CameraPitch(camera, CAMERA_ROTATION_SPEED, lockView, rotateAroundTarget, rotateUp);
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if (IsKeyDown(KEY_RIGHT)) CameraYaw(camera, -CAMERA_ROTATION_SPEED, rotateAroundTarget);
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if (IsKeyDown(KEY_LEFT)) CameraYaw(camera, CAMERA_ROTATION_SPEED, rotateAroundTarget);
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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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// Camera movement
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// Camera pan (for CAMERA_FREE)
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if ((mode == CAMERA_FREE) && (IsMouseButtonDown(MOUSE_BUTTON_MIDDLE)))
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{
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const Vector2 mouseDelta = GetMouseDelta();
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if (mouseDelta.x > 0.0f) CameraMoveRight(camera, CAMERA_PAN_SPEED, moveInWorldPlane);
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if (mouseDelta.x < 0.0f) CameraMoveRight(camera, -CAMERA_PAN_SPEED, moveInWorldPlane);
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if (mouseDelta.y > 0.0f) CameraMoveUp(camera, -CAMERA_PAN_SPEED);
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if (mouseDelta.y < 0.0f) CameraMoveUp(camera, CAMERA_PAN_SPEED);
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}
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else
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{
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// Mouse support
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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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}
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// Keyboard support
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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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// Gamepad movement
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if (IsGamepadAvailable(0))
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{
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// Gamepad controller support
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CameraYaw(camera, -(GetGamepadAxisMovement(0, GAMEPAD_AXIS_RIGHT_X) * 2)*CAMERA_MOUSE_MOVE_SENSITIVITY, rotateAroundTarget);
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CameraPitch(camera, -(GetGamepadAxisMovement(0, GAMEPAD_AXIS_RIGHT_Y) * 2)*CAMERA_MOUSE_MOVE_SENSITIVITY, lockView, rotateAroundTarget, rotateUp);
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if (GetGamepadAxisMovement(0, GAMEPAD_AXIS_LEFT_Y) <= -0.25f) CameraMoveForward(camera, CAMERA_MOVE_SPEED, moveInWorldPlane);
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if (GetGamepadAxisMovement(0, GAMEPAD_AXIS_LEFT_X) <= -0.25f) CameraMoveRight(camera, -CAMERA_MOVE_SPEED, moveInWorldPlane);
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if (GetGamepadAxisMovement(0, GAMEPAD_AXIS_LEFT_Y) >= 0.25f) CameraMoveForward(camera, -CAMERA_MOVE_SPEED, moveInWorldPlane);
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if (GetGamepadAxisMovement(0, GAMEPAD_AXIS_LEFT_X) >= 0.25f) CameraMoveRight(camera, CAMERA_MOVE_SPEED, moveInWorldPlane);
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}
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|
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if (mode == CAMERA_FREE)
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{
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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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}
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}
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|
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if ((mode == CAMERA_THIRD_PERSON) || (mode == CAMERA_ORBITAL) || (mode == CAMERA_FREE))
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|
{
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// Zoom target distance
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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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}
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#endif // !RCAMERA_STANDALONE
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|
|
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// Update camera movement, movement/rotation values should be provided by user
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void UpdateCameraPro(Camera *camera, Vector3 movement, Vector3 rotation, float zoom)
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|
{
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|
// Required values
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|
// movement.x - Move forward/backward
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|
// movement.y - Move right/left
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|
// 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
|
|
CameraPitch(camera, -rotation.y*DEG2RAD, lockView, rotateAroundTarget, rotateUp);
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|
CameraYaw(camera, -rotation.x*DEG2RAD, rotateAroundTarget);
|
|
CameraRoll(camera, rotation.z*DEG2RAD);
|
|
|
|
// Camera movement
|
|
CameraMoveForward(camera, movement.x, moveInWorldPlane);
|
|
CameraMoveRight(camera, movement.y, moveInWorldPlane);
|
|
CameraMoveUp(camera, movement.z);
|
|
|
|
// Zoom target distance
|
|
CameraMoveToTarget(camera, zoom);
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|
}
|
|
|
|
#endif // RCAMERA_IMPLEMENTATION
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