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raylib-cs/Raylib-cs/types/Camera3D.cs
Matorio 75aabd1cc0 Explicit core types and autonomous types. (#304)
* All the "var" variables were changed to explicit types on the raylib class
* "MakeDirectory" overload, and string version of "GetApplicationDirectory" and "GetWorkingDirectory" methods
* Added "Dimensions" property to "Texture2D"
* New overloads for the "LoadFileData" and "SaveFileData" methods
* Raymath's const "NativeLibName" is now referencing to "Raylib.NativeLibName"
* Color constructors are more readable
* Added "Dimensions" property to "Image"
* Changed all the "var" for explicit types on the "Logging" class
* Changed "Int64" for "long" on CBool, and using constructor on the operators instead setting the value manually
* Added indexer to "FilePathLists"
* Changed all "var" for explicit types on "Utf8Buffer"
* New "GetRandomSequence" method overloads in "Raylib.Utils" acepting "int" and "float"
* Added new extension "byte.Lerp"
* Added new extension "Log" for "TraceLogLevel"
* Constructors on Color no longer just truncate the float value, but also round it (+ 0.5f)
* New static method on Color, "Color.Lerp"
* Added static method "FromHSV" to Color
* Added new getter method "GetHSV" on Color
* Added index security on the FilePathList indexer
* Added Rectangle extension
* Added "MoveTowards" extensions to RaylibExtensions
* Added "TranslateLocal" and "TranslateGlobal" to Transform
* Removed unnecessary "partial" declarations
* Updating calls and docs
* Moved the "AudioCallback" delegate into the "AudioMixed.cs" File
* Properties and structs marked as read-only on the "Model.cs" file
* Updated the "README.md" to mentions Raylib-cs targets net6.0 and net8.0 (and also explicitly added that the
"STAThread" attribute comes from the "System" namespace)
* Added a few sizing utils to "Rectangle"
* Added "GetScreenCenter" to "Raylib.Utils"
2025-09-21 09:09:38 +01:00

67 lines
1.4 KiB
C#

using System.Numerics;
using System.Runtime.InteropServices;
namespace Raylib_cs;
/// <summary>
/// Camera system modes
/// </summary>
public enum CameraMode
{
Custom = 0,
Free,
Orbital,
FirstPerson,
ThirdPerson
}
/// <summary>
/// Camera projection
/// </summary>
public enum CameraProjection
{
Perspective = 0,
Orthographic
}
/// <summary>
/// Camera3D, defines position/orientation in 3d space
/// </summary>
[StructLayout(LayoutKind.Sequential)]
public struct Camera3D
{
/// <summary>
/// Camera position
/// </summary>
public Vector3 Position;
/// <summary>
/// Camera target it looks-at
/// </summary>
public Vector3 Target;
/// <summary>
/// Camera up vector (rotation over its axis)
/// </summary>
public Vector3 Up;
/// <summary>
/// Camera field-of-view apperture in Y (degrees) in perspective, used as near plane width in orthographic
/// </summary>
public float FovY;
/// <summary>
/// Camera type, defines projection type: CAMERA_PERSPECTIVE or CAMERA_ORTHOGRAPHIC
/// </summary>
public CameraProjection Projection;
public Camera3D(Vector3 position, Vector3 target, Vector3 up, float fovY, CameraProjection projection)
{
this.Position = position;
this.Target = target;
this.Up = up;
this.FovY = fovY;
this.Projection = projection;
}
}