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-rw-r--r--examples/core/core_3d_camera_first_person.c19
1 files changed, 19 insertions, 0 deletions
diff --git a/examples/core/core_3d_camera_first_person.c b/examples/core/core_3d_camera_first_person.c
index 0fc784fa..de0a43c3 100644
--- a/examples/core/core_3d_camera_first_person.c
+++ b/examples/core/core_3d_camera_first_person.c
@@ -113,7 +113,26 @@ int main(void)
}
}
+ // Update camera computes movement internally depending on the camera mode
+ // Some default standard keyboard/mouse inputs are hardcoded to simplify use
+ // For advance camera controls, it's reecommended to compute camera movement manually
UpdateCamera(&camera, cameraMode); // Update camera
+
+/*
+ // Camera PRO usage example (EXPERIMENTAL)
+ // 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
+*/
//----------------------------------------------------------------------------------
// Draw