|  |  | @ -471,25 +471,34 @@ void UpdateCamera(Camera *camera, int mode) | 
		
	
		
			
			|  |  |  | #endif // !CAMERA_STANDALONE | 
		
	
		
			
			|  |  |  |  | 
		
	
		
			
			|  |  |  | // Update camera movement, movement/rotation values should be provided by user | 
		
	
		
			
			|  |  |  | void UpdateCameraPro(Camera *camera, kt">float moveForward, float moveRightLeft, float moveUpDown, float moveToTarget, float yaw, float pitch, float roll) | 
		
	
		
			
			|  |  |  | void UpdateCameraPro(Camera *camera, n">Vector3 movement, Vector3 rotation, float zoom) | 
		
	
		
			
			|  |  |  | { | 
		
	
		
			
			|  |  |  | // 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 | 
		
	
		
			
			|  |  |  | CameraPitch(camera, -pitch*DEG2RAD, lockView, rotateAroundTarget, rotateUp); | 
		
	
		
			
			|  |  |  | CameraYaw(camera, -yaw*DEG2RAD, rotateAroundTarget); | 
		
	
		
			
			|  |  |  | CameraRoll(camera, roll*DEG2RAD); | 
		
	
		
			
			|  |  |  | CameraPitch(camera, -rotation.y*DEG2RAD, lockView, rotateAroundTarget, rotateUp); | 
		
	
		
			
			|  |  |  | CameraYaw(camera, -rotation.x*DEG2RAD, rotateAroundTarget); | 
		
	
		
			
			|  |  |  | CameraRoll(camera, rotationlass="p">.lass="n">z*DEG2RAD); | 
		
	
		
			
			|  |  |  |  | 
		
	
		
			
			|  |  |  | // Camera movement | 
		
	
		
			
			|  |  |  | CameraMoveForward(camera, moveForward, moveInWorldPlane); | 
		
	
		
			
			|  |  |  | CameraMoveRight(camera, moveRightLeft, moveInWorldPlane); | 
		
	
		
			
			|  |  |  | CameraMoveUp(camera, moveUpDown); | 
		
	
		
			
			|  |  |  | CameraMoveForward(camera, movement.x, moveInWorldPlane); | 
		
	
		
			
			|  |  |  | CameraMoveRight(camera, movement.y, moveInWorldPlane); | 
		
	
		
			
			|  |  |  | CameraMoveUp(camera, movement.z); | 
		
	
		
			
			|  |  |  |  | 
		
	
		
			
			|  |  |  | // Zoom target distance | 
		
	
		
			
			|  |  |  | CameraMoveToTarget(camera, moveToTarget); | 
		
	
		
			
			|  |  |  | CameraMoveToTarget(camera, zoom); | 
		
	
		
			
			|  |  |  | } | 
		
	
		
			
			|  |  |  |  | 
		
	
		
			
			|  |  |  | #endif // CAMERA_IMPLEMENTATION |