3D camera modes and movement. 14 functions, from raylib's rcamera.
Update camera position for selected mode
Zigfn updateCamera(camera: *Camera, mode: CameraMode) void
Cvoid UpdateCamera(Camera *camera, int mode);
Used in core_3d_camera_free, core_3d_camera_first_person, core_3d_picking, core_world_screen, core_vr_simulator, textures_framebuffer_rendering and 44 more.
Update camera movement/rotation
Zigfn updateCameraPro(camera: *Camera, movement: Vector3, rotation: Vector3, zoom: f32) void
Cvoid UpdateCameraPro(Camera *camera, Vector3 movement, Vector3 rotation, float zoom);
Used in models_loading_vox.
Zigfn getCameraForward(camera: *Camera) Vector3
CVector3 GetCameraForward(Camera *camera);
Zigfn getCameraUp(camera: *Camera) Vector3
CVector3 GetCameraUp(Camera *camera);
Zigfn getCameraRight(camera: *Camera) Vector3
CVector3 GetCameraRight(Camera *camera);
Camera movement
Zigfn cameraMoveForward(camera: *Camera, distance: f32, moveInWorldPlane: bool) void
Cvoid CameraMoveForward(Camera *camera, float distance, bool moveInWorldPlane);
Zigfn cameraMoveUp(camera: *Camera, distance: f32) void
Cvoid CameraMoveUp(Camera *camera, float distance);
Zigfn cameraMoveRight(camera: *Camera, distance: f32, moveInWorldPlane: bool) void
Cvoid CameraMoveRight(Camera *camera, float distance, bool moveInWorldPlane);
Zigfn cameraMoveToTarget(camera: *Camera, delta: f32) void
Cvoid CameraMoveToTarget(Camera *camera, float delta);
Camera rotation
Zigfn cameraYaw(camera: *Camera, angle: f32, rotateAroundTarget: bool) void
Cvoid CameraYaw(Camera *camera, float angle, bool rotateAroundTarget);
Used in core_3d_camera_first_person.
Zigfn cameraPitch(camera: *Camera, angle: f32, lockView: bool, rotateAroundTarget: bool, rotateUp: bool) void
Cvoid CameraPitch(Camera *camera, float angle, bool lockView, bool rotateAroundTarget, bool rotateUp);
Used in core_3d_camera_first_person.
Zigfn cameraRoll(camera: *Camera, angle: f32) void
Cvoid CameraRoll(Camera *camera, float angle);
Zigfn getCameraViewMatrix(camera: *Camera) Matrix
CMatrix GetCameraViewMatrix(Camera *camera);
Zigfn getCameraProjectionMatrix(camera: *Camera, aspect: f32) Matrix
CMatrix GetCameraProjectionMatrix(Camera *camera, float aspect);