diff --git a/examples/core/core_3d_camera_first_person.c b/examples/core/core_3d_camera_first_person.c index de0a43c3..6a2a115a 100644 --- a/examples/core/core_3d_camera_first_person.c +++ b/examples/core/core_3d_camera_first_person.c @@ -123,15 +123,19 @@ int main(void) // This new camera function allows custom movement/rotation values to be directly provided // as input parameters, with this approach, rcamera module is internally independent of raylib inputs UpdateCameraPro(&camera, - (IsKeyDown(KEY_W) || IsKeyDown(KEY_UP))*0.1f - // Move forward-backward - (IsKeyDown(KEY_S) || IsKeyDown(KEY_DOWN))*0.1f, - (IsKeyDown(KEY_D) || IsKeyDown(KEY_RIGHT))*0.1f - // Move right-left - (IsKeyDown(KEY_A) || IsKeyDown(KEY_LEFT))*0.1f, - 0.0f, // Move up-down - GetMouseWheelMove()*2.0f, // Move to target (zoom) - GetMouseDelta().x*0.05f, // Rotation: yaw - GetMouseDelta().y*0.05f, // Rotation: pitch - 0.0f); // Rotation: roll + (Vector3){ + (IsKeyDown(KEY_W) || IsKeyDown(KEY_UP))*0.1f - // Move forward-backward + (IsKeyDown(KEY_S) || IsKeyDown(KEY_DOWN))*0.1f, + (IsKeyDown(KEY_D) || IsKeyDown(KEY_RIGHT))*0.1f - // Move right-left + (IsKeyDown(KEY_A) || IsKeyDown(KEY_LEFT))*0.1f, + 0.0f // Move up-down + }, + (Vector3){ + GetMouseDelta().x*0.05f, // Rotation: yaw + GetMouseDelta().y*0.05f, // Rotation: pitch + 0.0f // Rotation: roll + }, + GetMouseWheelMove()*2.0f); // Move to target (zoom) */ //---------------------------------------------------------------------------------- diff --git a/src/rcamera.h b/src/rcamera.h index 17223758..8b37ff7b 100644 --- a/src/rcamera.h +++ b/src/rcamera.h @@ -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, float moveForward, float moveRightLeft, float moveUpDown, float moveToTarget, float yaw, float pitch, float roll) +void UpdateCameraPro(Camera *camera, 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, rotation.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