Camera3D lib. New camera3D functions.
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118
API.md
118
API.md
@@ -2394,6 +2394,124 @@ Get camera projection mode
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---
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> forward = RL.GetCamera3DForward( camera3D camera )
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Returns the cameras forward vector ( normalized )
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- Failure return nil
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- Success return Vector3
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---
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> up = RL.GetCamera3DUpNormalized( camera3D camera )
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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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- Failure return nil
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- Success return Vector3
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---
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> forward = RL.GetCamera3DRight( camera3D camera )
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Returns the cameras right vector ( normalized )
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- Failure return nil
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- Success return Vector3
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---
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> success = RL.Camera3DMoveForward( camera3D camera, float distance, bool moveInWorldPlane )
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Moves the camera in it's forward direction
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- Failure return false
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- Success return true
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---
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> success = RL.Camera3DMoveUp( camera3D camera, float distance )
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Moves the camera in it's up direction
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- Failure return false
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- Success return true
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---
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> success = RL.Camera3DMoveRight( camera3D camera, float distance, bool moveInWorldPlane )
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Moves the camera target in it's current right direction
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- Failure return false
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- Success return true
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---
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> success = RL.Camera3DMoveToTarget( camera3D camera, float delta )
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Moves the camera position closer/farther to/from the camera target
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- Failure return false
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- Success return true
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---
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> success = RL.Camera3DYaw( camera3D camera, float angle, bool rotateAroundTarget )
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Rotates the camera around it's up vector
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Yaw is "looking left and right"
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If rotateAroundTarget is false, the camera rotates around it's position
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Note: angle must be provided in radians
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- Failure return false
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- Success return true
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---
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> success = RL.Camera3DPitch( camera3D camera, float angle, bool lockView, bool rotateAroundTarget, bool rotateUp )
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Rotates the camera around it's 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 it's 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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- Failure return false
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- Success return true
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---
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> success = RL.Camera3DRoll( camera3D camera, float angle )
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Rotates the camera around it's 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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- Failure return false
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- Success return true
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---
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> view = RL.GetCamera3DViewMatrix( camera3D camera )
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Returns the camera view matrix
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- Failure return false
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- Success return Matrix
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---
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> projection = RL.GetCamera3DProjectionMatrix( camera3D camera, float aspect )
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Returns the camera projection matrix
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- Failure return false
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- Success return Matrix
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---
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> success = RL.UpdateCamera3D( camera3D camera, int mode )
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Update camera position for selected mode
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