mirror of
https://github.com/scratchfoundation/bgfx.git
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229 lines
4.4 KiB
C++
229 lines
4.4 KiB
C++
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/*
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* Copyright 2013 Dario Manesku. All rights reserved.
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* License: http://www.opensource.org/licenses/BSD-2-Clause
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*/
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#include <bx/timer.h>
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#include "../fpumath.h"
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#include "camera.h"
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struct Camera
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{
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struct MouseCoords
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{
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int32_t m_mx;
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int32_t m_my;
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};
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Camera()
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{
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reset();
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}
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void reset()
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{
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m_mouseNow.m_mx = 0;
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m_mouseNow.m_my = 0;
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m_mouseLast.m_mx = 0;
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m_mouseLast.m_my = 0;
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m_eye[0] = 0.0f;
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m_eye[1] = 0.0f;
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m_eye[2] = -35.0f;
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m_at[0] = 0.0f;
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m_at[1] = 0.0f;
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m_at[2] = -1.0f;
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m_up[0] = 0.0f;
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m_up[1] = 1.0f;
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m_up[2] = 0.0f;
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m_horizontalAngle = 0.01f;
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m_verticalAngle = 0.0f;
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m_mouseSpeed = 0.0020f;
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m_moveSpeed = 30.0f;
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m_keys = 0;
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m_mouseDown = false;
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}
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void setMouseState(uint32_t _mx, uint32_t _my, bool _down, bool _move)
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{
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if (_down)
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{
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m_mouseDown = true;
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m_mouseLast.m_mx = _mx;
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m_mouseLast.m_my = _my;
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m_mouseNow.m_mx = _mx;
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m_mouseNow.m_my = _my;
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}
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if (!_down && !_move)
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{
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m_mouseDown = false;
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}
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if (m_mouseDown && _move)
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{
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m_mouseNow.m_mx = _mx;
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m_mouseNow.m_my = _my;
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}
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}
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void setKeyState(uint8_t _key, bool _down)
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{
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m_keys &= ~_key;
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m_keys |= _down ? _key : 0;
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}
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void update(float _deltaTime)
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{
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if (m_mouseDown)
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{
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int32_t deltaX = m_mouseNow.m_mx - m_mouseLast.m_mx;
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int32_t deltaY = m_mouseNow.m_my - m_mouseLast.m_my;
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m_horizontalAngle += m_mouseSpeed * float(deltaX);
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m_verticalAngle -= m_mouseSpeed * float(deltaY);
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m_mouseLast.m_mx = m_mouseNow.m_mx;
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m_mouseLast.m_my = m_mouseNow.m_my;
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}
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float direction[3] =
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{
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cosf(m_verticalAngle) * sinf(m_horizontalAngle),
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sinf(m_verticalAngle),
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cosf(m_verticalAngle) * cosf(m_horizontalAngle),
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};
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float right[3] =
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{
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sinf(m_horizontalAngle - float(M_PI)/2.0f),
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0,
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cosf(m_horizontalAngle - float(M_PI)/2.0f),
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};
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if (m_keys & CAMERA_KEY_UP)
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{
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// m_eye += direction * _deltaTime * m_moveSpeed
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float tmpRhs[3];
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float tmpPos[3];
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memcpy(tmpPos, m_eye, sizeof(float)*3);
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vec3Mul(tmpRhs, direction, _deltaTime * m_moveSpeed);
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vec3Add(m_eye, tmpPos, tmpRhs);
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setKeyState(CAMERA_KEY_UP, false);
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}
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if (m_keys & CAMERA_KEY_DOWN)
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{
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// m_eye -= direction * _deltaTime * m_moveSpeed
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float tmpRhs[3];
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float tmpPos[3];
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memcpy(tmpPos, m_eye, sizeof(float)*3);
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vec3Mul(tmpRhs, direction, _deltaTime * m_moveSpeed);
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vec3Sub(m_eye, tmpPos, tmpRhs);
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setKeyState(CAMERA_KEY_DOWN, false);
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}
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if (m_keys & CAMERA_KEY_LEFT)
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{
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// m_eye += right * _deltaTime * m_moveSpeed
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float tmpRhs[3];
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float tmpPos[3];
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memcpy(tmpPos, m_eye, sizeof(float)*3);
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vec3Mul(tmpRhs, right, _deltaTime * m_moveSpeed);
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vec3Add(m_eye, tmpPos, tmpRhs);
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setKeyState(CAMERA_KEY_LEFT, false);
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}
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if (m_keys & CAMERA_KEY_RIGHT)
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{
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// m_eye -= right * _deltaTime * m_moveSpeed
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float tmpRhs[3];
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float tmpPos[3];
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memcpy(tmpPos, m_eye, sizeof(float)*3);
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vec3Mul(tmpRhs, right, _deltaTime * m_moveSpeed);
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vec3Sub(m_eye, tmpPos, tmpRhs);
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setKeyState(CAMERA_KEY_RIGHT, false);
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}
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vec3Add(m_at, m_eye, direction);
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vec3Cross(m_up, right, direction);
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}
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void getViewMtx(float* _viewMtx)
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{
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mtxLookAt(_viewMtx, m_eye, m_at, m_up);
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}
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void setPosition(float* _pos)
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{
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memcpy(m_eye, _pos, sizeof(float)*3);
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}
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void setVerticalAngle(float _verticalAngle)
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{
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m_verticalAngle = _verticalAngle;
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}
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void setHorizontalAngle(float _horizontalAngle)
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{
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m_horizontalAngle = _horizontalAngle;
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}
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MouseCoords m_mouseNow, m_mouseLast;
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float m_eye[3];
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float m_at[3];
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float m_up[3];
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float m_horizontalAngle;
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float m_verticalAngle;
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float m_mouseSpeed;
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float m_moveSpeed;
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uint8_t m_keys;
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bool m_mouseDown;
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};
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static Camera s_camera;
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void cameraSetPosition(float* _pos)
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{
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s_camera.setPosition(_pos);
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}
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void cameraSetHorizontalAngle(float _horizontalAngle)
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{
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s_camera.setHorizontalAngle(_horizontalAngle);
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}
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void cameraSetVerticalAngle(float _verticalAngle)
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{
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s_camera.setVerticalAngle(_verticalAngle);
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}
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void cameraSetMouseState(uint32_t _mx, uint32_t _my, bool _down, bool _move)
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{
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s_camera.setMouseState(_mx, _my, _down, _move);
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}
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void cameraSetKeyState(uint8_t _key, bool _down)
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{
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s_camera.setKeyState(_key, _down);
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}
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void cameraGetViewMtx(float* _viewMtx)
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{
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s_camera.getViewMtx(_viewMtx);
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}
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void cameraGetPosition(float* _pos)
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{
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memcpy(_pos, s_camera.m_eye, 3*sizeof(float));
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}
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void cameraGetAt(float* _at)
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{
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memcpy(_at, s_camera.m_at, 3*sizeof(float));
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}
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void cameraUpdate(float _deltaTime)
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{
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s_camera.update(_deltaTime);
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}
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