lua lib folder has not been updating in a while since gitignore lib in root. WHOOPS!
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166
examples/resources/lib/camera3d.lua
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166
examples/resources/lib/camera3d.lua
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Util = require( "utillib" )
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Vec2 = require( "vector2" )
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Vec3 = require( "vector3" )
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Camera3D = {}
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Camera3D.meta = {
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__index = Camera3D,
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}
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Camera3D.MODES = {
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CUSTOM = 0,
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FREE = 1,
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FIRST_PERSON = 2,
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ORBITAL = 3,
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}
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Camera3D.KEYS = {
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FORWARD = RL.KEY_W,
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BACKWARD = RL.KEY_S,
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RIGHT = RL.KEY_D,
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LEFT = RL.KEY_A,
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PAN = RL.KEY_LEFT_SHIFT,
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FAST = RL.KEY_LEFT_SHIFT,
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}
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Camera3D.MOUSE_MOVE_SPEED = 0.5
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Camera3D.KEYBOARD_MOVE_SPEED = 10
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Camera3D.KEYBOARD_MOVE_SPEED_MULTI = 3
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Camera3D.TURN_SPEED = 0.15
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Camera3D.ORBITAL_SPEED = 0.5
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Camera3D.ZOOM_AMOUNT = 0.1
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function Camera3D:new()
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local object = setmetatable( {}, Camera3D.meta )
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object.camera = RL.CreateCamera3D()
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object.mode = object.MODES.CUSTOM
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return object
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end
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function Camera3D:setPosition( pos )
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RL.SetCamera3DPosition( self.camera, pos )
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end
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function Camera3D:setTarget( target )
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RL.SetCamera3DTarget( self.camera, target )
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end
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function Camera3D:setUp( up )
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RL.SetCamera3DUp( self.camera, up )
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end
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function Camera3D:setFoyv( foyv )
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RL.SetCamera3DFovy( self.camera, foyv )
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end
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function Camera3D:setProjection( projection )
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RL.SetCamera3DProjection( self.camera, projection )
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end
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function Camera3D:getPosition()
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return Vec3:new( RL.GetCamera3DPosition( self.camera ) )
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end
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function Camera3D:getTarget()
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return Vec3:new( RL.GetCamera3DTarget( self.camera ) )
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end
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function Camera3D:getUp()
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return Vec3:new( RL.GetCamera3DUp( self.camera ) )
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end
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function Camera3D:getFoyv()
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return RL.GetCamera3DFovy( self.camera )
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end
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function Camera3D:getProjection()
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return RL.GetCamera3DProjection( self.camera )
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end
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--- Returns the cameras forward vector ( normalized )
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function Camera3D:getForward()
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return Vec3:new( RL.GetCamera3DForward( self.camera ) )
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end
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--- Returns the cameras up vector ( normalized ) Note: The up vector might not be perpendicular to the forward vector
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function Camera3D:getUpward()
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return Vec3:new( RL.GetCamera3DUpNormalized( self.camera ) )
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end
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function Camera3D:process( delta )
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if self.mode == self.MODES.FREE then
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if RL.IsMouseButtonDown( RL.MOUSE_BUTTON_MIDDLE ) then
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local mouseDelta = Vec2:new( RL.GetMouseDelta() )
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if RL.IsKeyDown( self.KEYS.PAN ) then
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mouseDelta = mouseDelta:scale( self.MOUSE_MOVE_SPEED * delta )
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local forward = RL.GetCamera3DForward( self.camera )[2]
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RL.Camera3DMoveRight( self.camera, -mouseDelta.x, true )
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RL.Camera3DMoveUp( self.camera, mouseDelta.y * -( ( 1 - math.abs( forward ) ) * Util.sign( forward ) ) )
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RL.Camera3DMoveForward( self.camera, mouseDelta.y * math.abs( forward ), true )
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else
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mouseDelta = mouseDelta:scale( self.TURN_SPEED * delta )
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RL.Camera3DYaw( self.camera, -mouseDelta.x, true )
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RL.Camera3DPitch( self.camera, -mouseDelta.y, false, true, false )
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end
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end
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local mouseScroll = RL.GetMouseWheelMove()
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if mouseScroll ~= 0 then
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RL.Camera3DMoveToTarget( self.camera, self.ZOOM_AMOUNT * self:getTargetDistance() * -mouseScroll )
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end
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elseif self.mode == self.MODES.FIRST_PERSON then
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local mouseDelta = Vec2:new( RL.GetMouseDelta() )
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mouseDelta = mouseDelta:scale( self.TURN_SPEED * delta )
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RL.Camera3DYaw( self.camera, -mouseDelta.x, false )
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RL.Camera3DPitch( self.camera, -mouseDelta.y, false, false, false )
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RL.SetMousePosition( Vec2:new( RL.GetScreenSize() ):scale( 0.5 ) )
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local distance = self.KEYBOARD_MOVE_SPEED * delta
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if RL.IsKeyDown( self.KEYS.FAST ) then
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distance = distance * self.KEYBOARD_MOVE_SPEED_MULTI
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end
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if RL.IsKeyDown( self.KEYS.FORWARD ) then
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RL.Camera3DMoveForward( self.camera, distance, false )
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elseif RL.IsKeyDown( self.KEYS.BACKWARD ) then
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RL.Camera3DMoveForward( self.camera, -distance, false )
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end
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if RL.IsKeyDown( self.KEYS.RIGHT ) then
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RL.Camera3DMoveRight( self.camera, distance, false )
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elseif RL.IsKeyDown( self.KEYS.LEFT ) then
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RL.Camera3DMoveRight( self.camera, -distance, false )
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end
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elseif self.mode == self.MODES.ORBITAL then
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RL.Camera3DYaw( self.camera, self.ORBITAL_SPEED * delta, true )
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end
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end
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--- Draw camera target.
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function Camera3D:draw()
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local targetPos = self:getTarget()
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RL.DrawLine3D( targetPos + Vec3:new( -0.5, 0, 0 ), targetPos + Vec3:new( 0.5, 0, 0 ), RL.GREEN )
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RL.DrawLine3D( targetPos + Vec3:new( 0, -0.5, 0 ), targetPos + Vec3:new( 0, 0.5, 0 ), RL.BLUE )
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RL.DrawLine3D( targetPos + Vec3:new( 0, 0, -0.5 ), targetPos + Vec3:new( 0, 0, 0.5 ), RL.RED )
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end
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function Camera3D:getTargetDistance()
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return RL.Vector3Distance( self:getPosition(), self:getTarget() )
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end
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function Camera3D:beginMode3D()
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RL.BeginMode3D( self.camera )
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end
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function Camera3D:endMode3D()
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RL.EndMode3D()
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end
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return Camera3D
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