chore: clean recommit
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122 changed files with 23950 additions and 323 deletions
348
Examples/Core/Camera3dFps.cs
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348
Examples/Core/Camera3dFps.cs
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/*******************************************************************************************
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*
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* raylib [core] example - 3d camera fps
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*
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* Example complexity rating: [★★★☆] 3/4
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*
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* Example originally created with raylib 5.5, last time updated with raylib 5.5
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*
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* Example contributed by Agnis Aldiņš (@nezvers) and reviewed by Ramon Santamaria (@raysan5)
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*
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* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
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* BSD-like license that allows static linking with closed source software
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*
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* Copyright (c) 2025 Agnis Aldiņš (@nezvers)
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*
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********************************************************************************************/
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using System;
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using System.Numerics;
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using static Raylib_cs.Raylib;
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using static Raylib_cs.Raymath;
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namespace Examples.Core;
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public partial class Camera3dFps : IExample
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{
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// Movement constants
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private const float GRAVITY = 32.0f;
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private const float MAX_SPEED = 20.0f;
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private const float CROUCH_SPEED = 5.0f;
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private const float JUMP_FORCE = 12.0f;
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private const float MAX_ACCEL = 150.0f;
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// Grounded drag
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private const float FRICTION = 0.86f;
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// Increasing air drag, increases strafing speed
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private const float AIR_DRAG = 0.98f;
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// Responsiveness for turning movement direction to looked direction
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private const float CONTROL = 15.0f;
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private const float CROUCH_HEIGHT = 0.0f;
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private const float STAND_HEIGHT = 1.0f;
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private const float BOTTOM_HEIGHT = 0.5f;
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private const int screenWidth = 800;
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private const int screenHeight = 450;
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public string Name => "Core / 3D Camera FPS";
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public string Title => "raylib [core] example - 3d camera fps";
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public bool CursorDisabled => true;
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// Body structure
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private struct Body
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{
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public Vector3 Position;
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public Vector3 Velocity;
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public Vector3 Dir;
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public bool IsGrounded;
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}
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// State that was global in the C example
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private readonly Vector2 sensitivity = new Vector2(0.001f, 0.001f);
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private Body player;
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private Vector2 lookRotation;
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private float headTimer;
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private float walkLerp;
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private float headLerp;
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private Vector2 lean;
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private Camera3D camera;
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public void Init()
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{
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player = new Body();
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lookRotation = new Vector2(0, 0);
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headTimer = 0.0f;
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walkLerp = 0.0f;
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headLerp = STAND_HEIGHT;
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lean = new Vector2(0, 0);
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// Initialize camera variables
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// NOTE: UpdateCameraFPS() takes care of the rest
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camera = new Camera3D();
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camera.FovY = 60.0f;
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camera.Projection = CameraProjection.Perspective;
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camera.Position = new Vector3(
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player.Position.X,
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player.Position.Y + (BOTTOM_HEIGHT + headLerp),
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player.Position.Z);
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UpdateCameraFPS(ref camera); // Update camera parameters
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}
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public void Update()
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{
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// Update
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//----------------------------------------------------------------------------------
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Vector2 mouseDelta = GetMouseDelta();
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lookRotation.X -= mouseDelta.X * sensitivity.X;
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lookRotation.Y += mouseDelta.Y * sensitivity.Y;
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int sideway = (IsKeyDown(KeyboardKey.D) ? 1 : 0) - (IsKeyDown(KeyboardKey.A) ? 1 : 0);
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int forward = (IsKeyDown(KeyboardKey.W) ? 1 : 0) - (IsKeyDown(KeyboardKey.S) ? 1 : 0);
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bool crouching = IsKeyDown(KeyboardKey.LeftControl);
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UpdateBody(ref player, lookRotation.X, sideway, forward, IsKeyPressed(KeyboardKey.Space), crouching);
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float delta = GetFrameTime();
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headLerp = Lerp(headLerp, (crouching ? CROUCH_HEIGHT : STAND_HEIGHT), 20.0f * delta);
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camera.Position = new Vector3(
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player.Position.X,
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player.Position.Y + (BOTTOM_HEIGHT + headLerp),
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player.Position.Z);
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if (player.IsGrounded && ((forward != 0) || (sideway != 0)))
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{
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headTimer += delta * 3.0f;
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walkLerp = Lerp(walkLerp, 1.0f, 10.0f * delta);
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camera.FovY = Lerp(camera.FovY, 55.0f, 5.0f * delta);
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}
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else
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{
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walkLerp = Lerp(walkLerp, 0.0f, 10.0f * delta);
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camera.FovY = Lerp(camera.FovY, 60.0f, 5.0f * delta);
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}
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lean.X = Lerp(lean.X, sideway * 0.02f, 10.0f * delta);
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lean.Y = Lerp(lean.Y, forward * 0.015f, 10.0f * delta);
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UpdateCameraFPS(ref camera);
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//----------------------------------------------------------------------------------
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// Draw
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//----------------------------------------------------------------------------------
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BeginDrawing();
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ClearBackground(Color.RayWhite);
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BeginMode3D(camera);
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DrawLevel();
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EndMode3D();
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// Draw info box
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DrawRectangle(5, 5, 330, 75, Fade(Color.SkyBlue, 0.5f));
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DrawRectangleLines(5, 5, 330, 75, Color.Blue);
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DrawText("Camera controls:", 15, 15, 10, Color.Black);
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DrawText("- Move keys: W, A, S, D, Space, Left-Ctrl", 15, 30, 10, Color.Black);
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DrawText("- Look around: arrow keys or mouse", 15, 45, 10, Color.Black);
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float velLen = Vector2Length(new Vector2(player.Velocity.X, player.Velocity.Z));
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DrawText($"- Velocity Len: ({velLen:00.000})", 15, 60, 10, Color.Black);
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EndDrawing();
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//----------------------------------------------------------------------------------
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}
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public void Unload()
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{
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}
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// Update body considering current world state
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private void UpdateBody(ref Body body, float rot, int side, int forward, bool jumpPressed, bool crouchHold)
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{
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Vector2 input = new Vector2((float)side, (float)-forward);
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// Upstream guards this with `#if defined(NORMALIZE_INPUT)`, which is always true given the
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// `#define NORMALIZE_INPUT 0` above it (defined() tests definedness, not the value), so the
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// diagonal-movement normalization is active.
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// Slow down diagonal movement
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if ((side != 0) && (forward != 0)) input = Vector2Normalize(input);
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float delta = GetFrameTime();
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if (!body.IsGrounded) body.Velocity.Y -= GRAVITY * delta;
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if (body.IsGrounded && jumpPressed)
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{
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body.Velocity.Y = JUMP_FORCE;
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body.IsGrounded = false;
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// Sound can be played at this moment
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//SetSoundPitch(fxJump, 1.0f + (GetRandomValue(-100, 100)*0.001));
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//PlaySound(fxJump);
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}
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Vector3 front = new Vector3(MathF.Sin(rot), 0.0f, MathF.Cos(rot));
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Vector3 right = new Vector3(MathF.Cos(-rot), 0.0f, MathF.Sin(-rot));
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Vector3 desiredDir = new Vector3(
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input.X * right.X + input.Y * front.X,
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0.0f,
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input.X * right.Z + input.Y * front.Z);
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body.Dir = Vector3Lerp(body.Dir, desiredDir, CONTROL * delta);
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float decel = (body.IsGrounded ? FRICTION : AIR_DRAG);
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Vector3 hvel = new Vector3(body.Velocity.X * decel, 0.0f, body.Velocity.Z * decel);
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float hvelLength = Vector3Length(hvel); // Magnitude
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if (hvelLength < (MAX_SPEED * 0.01f)) hvel = new Vector3(0, 0, 0);
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// This is what creates strafing
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float speed = Vector3DotProduct(hvel, body.Dir);
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// Whenever the amount of acceleration to add is clamped by the maximum acceleration constant,
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// a Player can make the speed faster by bringing the direction closer to horizontal velocity angle
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// More info here: https://youtu.be/v3zT3Z5apaM?t=165
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float maxSpeed = (crouchHold ? CROUCH_SPEED : MAX_SPEED);
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float accel = Clamp(maxSpeed - speed, 0.0f, MAX_ACCEL * delta);
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hvel.X += body.Dir.X * accel;
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hvel.Z += body.Dir.Z * accel;
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body.Velocity.X = hvel.X;
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body.Velocity.Z = hvel.Z;
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body.Position.X += body.Velocity.X * delta;
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body.Position.Y += body.Velocity.Y * delta;
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body.Position.Z += body.Velocity.Z * delta;
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// Fancy collision system against the floor
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if (body.Position.Y <= 0.0f)
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{
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body.Position.Y = 0.0f;
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body.Velocity.Y = 0.0f;
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body.IsGrounded = true; // Enable jumping
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}
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}
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// Update camera for FPS behaviour
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private void UpdateCameraFPS(ref Camera3D camera)
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{
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Vector3 up = new Vector3(0.0f, 1.0f, 0.0f);
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Vector3 targetOffset = new Vector3(0.0f, 0.0f, -1.0f);
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// Left and right
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Vector3 yaw = Vector3RotateByAxisAngle(targetOffset, up, lookRotation.X);
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// Clamp view up
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float maxAngleUp = Vector3Angle(up, yaw);
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maxAngleUp -= 0.001f; // Avoid numerical errors
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if (-(lookRotation.Y) > maxAngleUp) { lookRotation.Y = -maxAngleUp; }
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// Clamp view down
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float maxAngleDown = Vector3Angle(Vector3Negate(up), yaw);
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maxAngleDown *= -1.0f; // Downwards angle is negative
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maxAngleDown += 0.001f; // Avoid numerical errors
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if (-(lookRotation.Y) < maxAngleDown) { lookRotation.Y = -maxAngleDown; }
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// Up and down
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Vector3 right = Vector3Normalize(Vector3CrossProduct(yaw, up));
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// Rotate view vector around right axis
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float pitchAngle = -lookRotation.Y - lean.Y;
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pitchAngle = Clamp(pitchAngle, -MathF.PI / 2 + 0.0001f, MathF.PI / 2 - 0.0001f); // Clamp angle so it doesn't go past straight up or straight down
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Vector3 pitch = Vector3RotateByAxisAngle(yaw, right, pitchAngle);
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// Head animation
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// Rotate up direction around forward axis
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float headSin = MathF.Sin(headTimer * MathF.PI);
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float headCos = MathF.Cos(headTimer * MathF.PI);
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const float stepRotation = 0.01f;
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camera.Up = Vector3RotateByAxisAngle(up, pitch, headSin * stepRotation + lean.X);
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// Camera BOB
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const float bobSide = 0.1f;
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const float bobUp = 0.15f;
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Vector3 bobbing = Vector3Scale(right, headSin * bobSide);
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bobbing.Y = MathF.Abs(headCos * bobUp);
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camera.Position = Vector3Add(camera.Position, Vector3Scale(bobbing, walkLerp));
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camera.Target = Vector3Add(camera.Position, pitch);
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}
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// Draw game level
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private void DrawLevel()
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{
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const int floorExtent = 25;
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const float tileSize = 5.0f;
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Color tileColor1 = new Color(150, 200, 200, 255);
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// Floor tiles
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for (int y = -floorExtent; y < floorExtent; y++)
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{
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for (int x = -floorExtent; x < floorExtent; x++)
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{
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if ((y & 1) != 0 && (x & 1) != 0)
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{
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DrawPlane(new Vector3(x * tileSize, 0.0f, y * tileSize), new Vector2(tileSize, tileSize), tileColor1);
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}
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else if ((y & 1) == 0 && (x & 1) == 0)
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{
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DrawPlane(new Vector3(x * tileSize, 0.0f, y * tileSize), new Vector2(tileSize, tileSize), Color.LightGray);
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}
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}
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}
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Vector3 towerSize = new Vector3(16.0f, 32.0f, 16.0f);
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Color towerColor = new Color(150, 200, 200, 255);
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Vector3 towerPos = new Vector3(16.0f, 16.0f, 16.0f);
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DrawCubeV(towerPos, towerSize, towerColor);
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DrawCubeWiresV(towerPos, towerSize, Color.DarkBlue);
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towerPos.X *= -1;
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DrawCubeV(towerPos, towerSize, towerColor);
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DrawCubeWiresV(towerPos, towerSize, Color.DarkBlue);
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towerPos.Z *= -1;
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DrawCubeV(towerPos, towerSize, towerColor);
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DrawCubeWiresV(towerPos, towerSize, Color.DarkBlue);
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towerPos.X *= -1;
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DrawCubeV(towerPos, towerSize, towerColor);
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DrawCubeWiresV(towerPos, towerSize, Color.DarkBlue);
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// Red sun
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DrawSphere(new Vector3(300.0f, 300.0f, 0.0f), 100.0f, new Color(255, 0, 0, 255));
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}
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public static int Main()
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{
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// Initialization
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//--------------------------------------------------------------------------------------
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InitWindow(screenWidth, screenHeight, "raylib [core] example - 3d camera fps");
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DisableCursor(); // Limit cursor to relative movement inside the window
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SetTargetFPS(60); // Set our game to run at 60 frames-per-second
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//--------------------------------------------------------------------------------------
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var game = new Camera3dFps();
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game.Init();
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// Main game loop
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while (!WindowShouldClose()) // Detect window close button or ESC key
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{
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game.Update();
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}
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game.Unload();
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// De-Initialization
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//--------------------------------------------------------------------------------------
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CloseWindow(); // Close window and OpenGL context
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//--------------------------------------------------------------------------------------
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return 0;
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}
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}
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