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-/*******************************************************************************************
-*
-*   rcamera - Basic camera system for multiple camera modes
-*
-*   NOTE: Memory footprint of this library is aproximately 52 bytes (global variables)
-*
-*   CONFIGURATION:
-*
-*   #define CAMERA_IMPLEMENTATION
-*       Generates the implementation of the library into the included file.
-*       If not defined, the library is in header only mode and can be included in other headers
-*       or source files without problems. But only ONE file should hold the implementation.
-*
-*   #define CAMERA_STANDALONE
-*       If defined, the library can be used as standalone as a camera system but some
-*       functions must be redefined to manage inputs accordingly.
-*
-*   CONTRIBUTORS:
-*       Ramon Santamaria:   Supervision, review, update and maintenance
-*       Marc Palau:         Initial implementation (2014)
-*
-*
-*   LICENSE: zlib/libpng
-*
-*   Copyright (c) 2015-2022 Ramon Santamaria (@raysan5)
-*
-*   This software is provided "as-is", without any express or implied warranty. In no event
-*   will the authors be held liable for any damages arising from the use of this software.
-*
-*   Permission is granted to anyone to use this software for any purpose, including commercial
-*   applications, and to alter it and redistribute it freely, subject to the following restrictions:
-*
-*     1. The origin of this software must not be misrepresented; you must not claim that you
-*     wrote the original software. If you use this software in a product, an acknowledgment
-*     in the product documentation would be appreciated but is not required.
-*
-*     2. Altered source versions must be plainly marked as such, and must not be misrepresented
-*     as being the original software.
-*
-*     3. This notice may not be removed or altered from any source distribution.
-*
-**********************************************************************************************/
-
-#ifndef RCAMERA_H
-#define RCAMERA_H
-
-//----------------------------------------------------------------------------------
-// Defines and Macros
-//----------------------------------------------------------------------------------
-//...
-
-//----------------------------------------------------------------------------------
-// Types and Structures Definition
-// NOTE: Below types are required for CAMERA_STANDALONE usage
-//----------------------------------------------------------------------------------
-#if defined(CAMERA_STANDALONE)
-    // Vector2 type
-    typedef struct Vector2 {
-        float x;
-        float y;
-    } Vector2;
-
-    // Vector3 type
-    typedef struct Vector3 {
-        float x;
-        float y;
-        float z;
-    } Vector3;
-
-    // Camera type, defines a camera position/orientation in 3d space
-    typedef struct Camera3D {
-        Vector3 position;       // Camera position
-        Vector3 target;         // Camera target it looks-at
-        Vector3 up;             // Camera up vector (rotation over its axis)
-        float fovy;             // Camera field-of-view apperture in Y (degrees) in perspective, used as near plane width in orthographic
-        int type;               // Camera type, defines projection type: CAMERA_PERSPECTIVE or CAMERA_ORTHOGRAPHIC
-    } Camera3D;
-
-    typedef Camera3D Camera;    // Camera type fallback, defaults to Camera3D
-
-    // Camera system modes
-    typedef enum {
-        CAMERA_CUSTOM = 0,
-        CAMERA_FREE,
-        CAMERA_ORBITAL,
-        CAMERA_FIRST_PERSON,
-        CAMERA_THIRD_PERSON
-    } CameraMode;
-
-    // Camera projection modes
-    typedef enum {
-        CAMERA_PERSPECTIVE = 0,
-        CAMERA_ORTHOGRAPHIC
-    } CameraProjection;
-#endif
-
-//----------------------------------------------------------------------------------
-// Global Variables Definition
-//----------------------------------------------------------------------------------
-//...
-
-//----------------------------------------------------------------------------------
-// Module Functions Declaration
-//----------------------------------------------------------------------------------
-
-#ifdef __cplusplus
-extern "C" {            // Prevents name mangling of functions
-#endif
-
-#if defined(CAMERA_STANDALONE)
-void SetCameraMode(Camera camera, int mode);                // Set camera mode (multiple camera modes available)
-void UpdateCamera(Camera *camera);                          // Update camera position for selected mode
-
-void SetCameraPanControl(int keyPan);                       // Set camera pan key to combine with mouse movement (free camera)
-void SetCameraAltControl(int keyAlt);                       // Set camera alt key to combine with mouse movement (free camera)
-void SetCameraSmoothZoomControl(int szoomKey);              // Set camera smooth zoom key to combine with mouse (free camera)
-void SetCameraMoveControls(int keyFront, int keyBack,
-                           int keyRight, int keyLeft,
-                           int keyUp, int keyDown);         // Set camera move controls (1st person and 3rd person cameras)
-#endif
-
-#ifdef __cplusplus
-}
-#endif
-
-#endif // CAMERA_H
-
-
-/***********************************************************************************
-*
-*   CAMERA IMPLEMENTATION
-*
-************************************************************************************/
-
-#if defined(CAMERA_IMPLEMENTATION)
-
-#include <math.h>               // Required for: sinf(), cosf(), sqrtf()
-
-//----------------------------------------------------------------------------------
-// Defines and Macros
-//----------------------------------------------------------------------------------
-#ifndef PI
-    #define PI 3.14159265358979323846
-#endif
-#ifndef DEG2RAD
-    #define DEG2RAD (PI/180.0f)
-#endif
-#ifndef RAD2DEG
-    #define RAD2DEG (180.0f/PI)
-#endif
-
-// Camera mouse movement sensitivity
-#define CAMERA_MOUSE_MOVE_SENSITIVITY                   0.003f
-#define CAMERA_MOUSE_SCROLL_SENSITIVITY                 1.5f
-
-// FREE_CAMERA
-#define CAMERA_FREE_MOUSE_SENSITIVITY                   0.01f
-#define CAMERA_FREE_DISTANCE_MIN_CLAMP                  0.3f
-#define CAMERA_FREE_DISTANCE_MAX_CLAMP                  120.0f
-#define CAMERA_FREE_MIN_CLAMP                           85.0f
-#define CAMERA_FREE_MAX_CLAMP                          -85.0f
-#define CAMERA_FREE_SMOOTH_ZOOM_SENSITIVITY             0.05f
-#define CAMERA_FREE_PANNING_DIVIDER                     5.1f
-
-// ORBITAL_CAMERA
-#define CAMERA_ORBITAL_SPEED                            0.01f       // Radians per frame
-
-// FIRST_PERSON
-//#define CAMERA_FIRST_PERSON_MOUSE_SENSITIVITY           0.003f
-#define CAMERA_FIRST_PERSON_FOCUS_DISTANCE              25.0f
-#define CAMERA_FIRST_PERSON_MIN_CLAMP                   89.0f
-#define CAMERA_FIRST_PERSON_MAX_CLAMP                  -89.0f
-
-#define CAMERA_FIRST_PERSON_STEP_TRIGONOMETRIC_DIVIDER  8.0f
-#define CAMERA_FIRST_PERSON_STEP_DIVIDER                30.0f
-#define CAMERA_FIRST_PERSON_WAVING_DIVIDER              200.0f
-
-// THIRD_PERSON
-//#define CAMERA_THIRD_PERSON_MOUSE_SENSITIVITY           0.003f
-#define CAMERA_THIRD_PERSON_DISTANCE_CLAMP              1.2f
-#define CAMERA_THIRD_PERSON_MIN_CLAMP                   5.0f
-#define CAMERA_THIRD_PERSON_MAX_CLAMP                  -85.0f
-#define CAMERA_THIRD_PERSON_OFFSET                      (Vector3){ 0.4f, 0.0f, 0.0f }
-
-// PLAYER (used by camera)
-#define PLAYER_MOVEMENT_SENSITIVITY                     20.0f
-
-//----------------------------------------------------------------------------------
-// Types and Structures Definition
-//----------------------------------------------------------------------------------
-// Camera move modes (first person and third person cameras)
-typedef enum {
-    MOVE_FRONT = 0,
-    MOVE_BACK,
-    MOVE_RIGHT,
-    MOVE_LEFT,
-    MOVE_UP,
-    MOVE_DOWN
-} CameraMove;
-
-// Camera global state context data [56 bytes]
-typedef struct {
-    unsigned int mode;              // Current camera mode
-    float targetDistance;           // Camera distance from position to target
-    float playerEyesPosition;       // Player eyes position from ground (in meters)
-    Vector2 angle;                  // Camera angle in plane XZ
-    Vector2 previousMousePosition;  // Previous mouse position
-
-    // Camera movement control keys
-    int moveControl[6];             // Move controls (CAMERA_FIRST_PERSON)
-    int smoothZoomControl;          // Smooth zoom control key
-    int altControl;                 // Alternative control key
-    int panControl;                 // Pan view control key
-} CameraData;
-
-//----------------------------------------------------------------------------------
-// Global Variables Definition
-//----------------------------------------------------------------------------------
-static CameraData CAMERA = {        // Global CAMERA state context
-    .mode = 0,
-    .targetDistance = 0,
-    .playerEyesPosition = 1.85f,
-    .angle = { 0 },
-    .previousMousePosition = { 0 },
-    .moveControl = { 'W', 'S', 'D', 'A', 'E', 'Q' },
-    .smoothZoomControl = 341,       // raylib: KEY_LEFT_CONTROL
-    .altControl = 342,              // raylib: KEY_LEFT_ALT
-    .panControl = 2                 // raylib: MOUSE_BUTTON_MIDDLE
-};
-
-//----------------------------------------------------------------------------------
-// Module specific Functions Declaration
-//----------------------------------------------------------------------------------
-#if defined(CAMERA_STANDALONE)
-// NOTE: Camera controls depend on some raylib input functions
-static void EnableCursor() {}       // Unlock cursor
-static void DisableCursor() {}      // Lock cursor
-
-static int IsKeyDown(int key) { return 0; }
-
-static int IsMouseButtonDown(int button) { return 0;}
-static float GetMouseWheelMove() { return 0.0f; }
-static Vector2 GetMousePosition() { return (Vector2){ 0.0f, 0.0f }; }
-#endif
-
-//----------------------------------------------------------------------------------
-// Module Functions Definition
-//----------------------------------------------------------------------------------
-
-// Select camera mode (multiple camera modes available)
-void SetCameraMode(Camera camera, int mode)
-{
-    Vector3 v1 = camera.position;
-    Vector3 v2 = camera.target;
-
-    float dx = v2.x - v1.x;
-    float dy = v2.y - v1.y;
-    float dz = v2.z - v1.z;
-
-    CAMERA.targetDistance = sqrtf(dx*dx + dy*dy + dz*dz);   // Distance to target
-
-    // Camera angle calculation
-    CAMERA.angle.x = atan2f(dx, dz);                        // Camera angle in plane XZ (0 aligned with Z, move positive CCW)
-    CAMERA.angle.y = atan2f(dy, sqrtf(dx*dx + dz*dz));      // Camera angle in plane XY (0 aligned with X, move positive CW)
-
-    CAMERA.playerEyesPosition = camera.position.y;          // Init player eyes position to camera Y position
-
-    CAMERA.previousMousePosition = GetMousePosition();      // Init mouse position
-
-    // Lock cursor for first person and third person cameras
-    if ((mode == CAMERA_FIRST_PERSON) || (mode == CAMERA_THIRD_PERSON)) DisableCursor();
-    else EnableCursor();
-
-    CAMERA.mode = mode;
-}
-
-// Update camera depending on selected mode
-// NOTE: Camera controls depend on some raylib functions:
-//       System: EnableCursor(), DisableCursor()
-//       Mouse: IsMouseButtonDown(), GetMousePosition(), GetMouseWheelMove()
-//       Keys:  IsKeyDown()
-void UpdateCamera(Camera *camera)
-{
-    static int swingCounter = 0;    // Used for 1st person swinging movement
-
-    // TODO: Compute CAMERA.targetDistance and CAMERA.angle here (?)
-
-    // Mouse movement detection
-    Vector2 mousePositionDelta = { 0.0f, 0.0f };
-    Vector2 mousePosition = GetMousePosition();
-    float mouseWheelMove = GetMouseWheelMove();
-
-    // Keys input detection
-    // TODO: Input detection is raylib-dependant, it could be moved outside the module
-    bool keyPan = IsMouseButtonDown(CAMERA.panControl);
-    bool keyAlt = IsKeyDown(CAMERA.altControl);
-    bool szoomKey = IsKeyDown(CAMERA.smoothZoomControl);
-    bool direction[6] = { IsKeyDown(CAMERA.moveControl[MOVE_FRONT]),
-                          IsKeyDown(CAMERA.moveControl[MOVE_BACK]),
-                          IsKeyDown(CAMERA.moveControl[MOVE_RIGHT]),
-                          IsKeyDown(CAMERA.moveControl[MOVE_LEFT]),
-                          IsKeyDown(CAMERA.moveControl[MOVE_UP]),
-                          IsKeyDown(CAMERA.moveControl[MOVE_DOWN]) };
-
-    if (CAMERA.mode != CAMERA_CUSTOM)
-    {
-        mousePositionDelta.x = mousePosition.x - CAMERA.previousMousePosition.x;
-        mousePositionDelta.y = mousePosition.y - CAMERA.previousMousePosition.y;
-
-        CAMERA.previousMousePosition = mousePosition;
-    }
-
-    // Support for multiple automatic camera modes
-    // NOTE: In case of CAMERA_CUSTOM nothing happens here, user must update it manually
-    switch (CAMERA.mode)
-    {
-        case CAMERA_FREE:           // Camera free controls, using standard 3d-content-creation scheme
-        {
-            // Camera zoom
-            if ((CAMERA.targetDistance < CAMERA_FREE_DISTANCE_MAX_CLAMP) && (mouseWheelMove < 0))
-            {
-                CAMERA.targetDistance -= (mouseWheelMove*CAMERA_MOUSE_SCROLL_SENSITIVITY);
-                if (CAMERA.targetDistance > CAMERA_FREE_DISTANCE_MAX_CLAMP) CAMERA.targetDistance = CAMERA_FREE_DISTANCE_MAX_CLAMP;
-            }
-
-            // Camera looking down
-            else if ((camera->position.y > camera->target.y) && (CAMERA.targetDistance == CAMERA_FREE_DISTANCE_MAX_CLAMP) && (mouseWheelMove < 0))
-            {
-                camera->target.x += mouseWheelMove*(camera->target.x - camera->position.x)*CAMERA_MOUSE_SCROLL_SENSITIVITY/CAMERA.targetDistance;
-                camera->target.y += mouseWheelMove*(camera->target.y - camera->position.y)*CAMERA_MOUSE_SCROLL_SENSITIVITY/CAMERA.targetDistance;
-                camera->target.z += mouseWheelMove*(camera->target.z - camera->position.z)*CAMERA_MOUSE_SCROLL_SENSITIVITY/CAMERA.targetDistance;
-            }
-            else if ((camera->position.y > camera->target.y) && (camera->target.y >= 0))
-            {
-                camera->target.x += mouseWheelMove*(camera->target.x - camera->position.x)*CAMERA_MOUSE_SCROLL_SENSITIVITY/CAMERA.targetDistance;
-                camera->target.y += mouseWheelMove*(camera->target.y - camera->position.y)*CAMERA_MOUSE_SCROLL_SENSITIVITY/CAMERA.targetDistance;
-                camera->target.z += mouseWheelMove*(camera->target.z - camera->position.z)*CAMERA_MOUSE_SCROLL_SENSITIVITY/CAMERA.targetDistance;
-
-                // if (camera->target.y < 0) camera->target.y = -0.001;
-            }
-            else if ((camera->position.y > camera->target.y) && (camera->target.y < 0) && (mouseWheelMove > 0))
-            {
-                CAMERA.targetDistance -= (mouseWheelMove*CAMERA_MOUSE_SCROLL_SENSITIVITY);
-                if (CAMERA.targetDistance < CAMERA_FREE_DISTANCE_MIN_CLAMP) CAMERA.targetDistance = CAMERA_FREE_DISTANCE_MIN_CLAMP;
-            }
-            // Camera looking up
-            else if ((camera->position.y < camera->target.y) && (CAMERA.targetDistance == CAMERA_FREE_DISTANCE_MAX_CLAMP) && (mouseWheelMove < 0))
-            {
-                camera->target.x += mouseWheelMove*(camera->target.x - camera->position.x)*CAMERA_MOUSE_SCROLL_SENSITIVITY/CAMERA.targetDistance;
-                camera->target.y += mouseWheelMove*(camera->target.y - camera->position.y)*CAMERA_MOUSE_SCROLL_SENSITIVITY/CAMERA.targetDistance;
-                camera->target.z += mouseWheelMove*(camera->target.z - camera->position.z)*CAMERA_MOUSE_SCROLL_SENSITIVITY/CAMERA.targetDistance;
-            }
-            else if ((camera->position.y < camera->target.y) && (camera->target.y <= 0))
-            {
-                camera->target.x += mouseWheelMove*(camera->target.x - camera->position.x)*CAMERA_MOUSE_SCROLL_SENSITIVITY/CAMERA.targetDistance;
-                camera->target.y += mouseWheelMove*(camera->target.y - camera->position.y)*CAMERA_MOUSE_SCROLL_SENSITIVITY/CAMERA.targetDistance;
-                camera->target.z += mouseWheelMove*(camera->target.z - camera->position.z)*CAMERA_MOUSE_SCROLL_SENSITIVITY/CAMERA.targetDistance;
-
-                // if (camera->target.y > 0) camera->target.y = 0.001;
-            }
-            else if ((camera->position.y < camera->target.y) && (camera->target.y > 0) && (mouseWheelMove > 0))
-            {
-                CAMERA.targetDistance -= (mouseWheelMove*CAMERA_MOUSE_SCROLL_SENSITIVITY);
-                if (CAMERA.targetDistance < CAMERA_FREE_DISTANCE_MIN_CLAMP) CAMERA.targetDistance = CAMERA_FREE_DISTANCE_MIN_CLAMP;
-            }
-
-            // Input keys checks
-            if (keyPan)
-            {
-                if (keyAlt)     // Alternative key behaviour
-                {
-                    if (szoomKey)
-                    {
-                        // Camera smooth zoom
-                        CAMERA.targetDistance += (mousePositionDelta.y*CAMERA_FREE_SMOOTH_ZOOM_SENSITIVITY);
-                    }
-                    else
-                    {
-                        // Camera rotation
-                        CAMERA.angle.x += mousePositionDelta.x*-CAMERA_FREE_MOUSE_SENSITIVITY;
-                        CAMERA.angle.y += mousePositionDelta.y*-CAMERA_FREE_MOUSE_SENSITIVITY;
-
-                        // Angle clamp
-                        if (CAMERA.angle.y > CAMERA_FREE_MIN_CLAMP*DEG2RAD) CAMERA.angle.y = CAMERA_FREE_MIN_CLAMP*DEG2RAD;
-                        else if (CAMERA.angle.y < CAMERA_FREE_MAX_CLAMP*DEG2RAD) CAMERA.angle.y = CAMERA_FREE_MAX_CLAMP*DEG2RAD;
-                    }
-                }
-                else
-                {
-                    // Camera panning
-                    camera->target.x += ((mousePositionDelta.x*CAMERA_FREE_MOUSE_SENSITIVITY)*cosf(CAMERA.angle.x) + (mousePositionDelta.y*-CAMERA_FREE_MOUSE_SENSITIVITY)*sinf(CAMERA.angle.x)*sinf(CAMERA.angle.y))*(CAMERA.targetDistance/CAMERA_FREE_PANNING_DIVIDER);
-                    camera->target.y += ((mousePositionDelta.y*CAMERA_FREE_MOUSE_SENSITIVITY)*cosf(CAMERA.angle.y))*(CAMERA.targetDistance/CAMERA_FREE_PANNING_DIVIDER);
-                    camera->target.z += ((mousePositionDelta.x*-CAMERA_FREE_MOUSE_SENSITIVITY)*sinf(CAMERA.angle.x) + (mousePositionDelta.y*-CAMERA_FREE_MOUSE_SENSITIVITY)*cosf(CAMERA.angle.x)*sinf(CAMERA.angle.y))*(CAMERA.targetDistance/CAMERA_FREE_PANNING_DIVIDER);
-                }
-            }
-
-            // Update camera position with changes
-            camera->position.x = -sinf(CAMERA.angle.x)*CAMERA.targetDistance*cosf(CAMERA.angle.y) + camera->target.x;
-            camera->position.y = -sinf(CAMERA.angle.y)*CAMERA.targetDistance + camera->target.y;
-            camera->position.z = -cosf(CAMERA.angle.x)*CAMERA.targetDistance*cosf(CAMERA.angle.y) + camera->target.z;
-
-        } break;
-        case CAMERA_ORBITAL:        // Camera just orbits around target, only zoom allowed
-        {
-            CAMERA.angle.x += CAMERA_ORBITAL_SPEED;      // Camera orbit angle
-            CAMERA.targetDistance -= (mouseWheelMove*CAMERA_MOUSE_SCROLL_SENSITIVITY);   // Camera zoom
-
-            // Camera distance clamp
-            if (CAMERA.targetDistance < CAMERA_THIRD_PERSON_DISTANCE_CLAMP) CAMERA.targetDistance = CAMERA_THIRD_PERSON_DISTANCE_CLAMP;
-
-            // Update camera position with changes
-            camera->position.x = sinf(CAMERA.angle.x)*CAMERA.targetDistance*cosf(CAMERA.angle.y) + camera->target.x;
-            camera->position.y = ((CAMERA.angle.y <= 0.0f)? 1 : -1)*sinf(CAMERA.angle.y)*CAMERA.targetDistance*sinf(CAMERA.angle.y) + camera->target.y;
-            camera->position.z = cosf(CAMERA.angle.x)*CAMERA.targetDistance*cosf(CAMERA.angle.y) + camera->target.z;
-
-        } break;
-        case CAMERA_FIRST_PERSON:   // Camera moves as in a first-person game, controls are configurable
-        {
-            camera->position.x += (sinf(CAMERA.angle.x)*direction[MOVE_BACK] -
-                                   sinf(CAMERA.angle.x)*direction[MOVE_FRONT] -
-                                   cosf(CAMERA.angle.x)*direction[MOVE_LEFT] +
-                                   cosf(CAMERA.angle.x)*direction[MOVE_RIGHT])/PLAYER_MOVEMENT_SENSITIVITY;
-
-            camera->position.y += (sinf(CAMERA.angle.y)*direction[MOVE_FRONT] -
-                                   sinf(CAMERA.angle.y)*direction[MOVE_BACK] +
-                                   1.0f*direction[MOVE_UP] - 1.0f*direction[MOVE_DOWN])/PLAYER_MOVEMENT_SENSITIVITY;
-
-            camera->position.z += (cosf(CAMERA.angle.x)*direction[MOVE_BACK] -
-                                   cosf(CAMERA.angle.x)*direction[MOVE_FRONT] +
-                                   sinf(CAMERA.angle.x)*direction[MOVE_LEFT] -
-                                   sinf(CAMERA.angle.x)*direction[MOVE_RIGHT])/PLAYER_MOVEMENT_SENSITIVITY;
-
-            // Camera orientation calculation
-            CAMERA.angle.x += (mousePositionDelta.x*-CAMERA_MOUSE_MOVE_SENSITIVITY);
-            CAMERA.angle.y += (mousePositionDelta.y*-CAMERA_MOUSE_MOVE_SENSITIVITY);
-
-            // Angle clamp
-            if (CAMERA.angle.y > CAMERA_FIRST_PERSON_MIN_CLAMP*DEG2RAD) CAMERA.angle.y = CAMERA_FIRST_PERSON_MIN_CLAMP*DEG2RAD;
-            else if (CAMERA.angle.y < CAMERA_FIRST_PERSON_MAX_CLAMP*DEG2RAD) CAMERA.angle.y = CAMERA_FIRST_PERSON_MAX_CLAMP*DEG2RAD;
-
-            // Calculate translation matrix
-            Matrix matTranslation = { 1.0f, 0.0f, 0.0f, 0.0f,
-                                      0.0f, 1.0f, 0.0f, 0.0f,
-                                      0.0f, 0.0f, 1.0f, (CAMERA.targetDistance/CAMERA_FREE_PANNING_DIVIDER),
-                                      0.0f, 0.0f, 0.0f, 1.0f };
-
-            // Calculate rotation matrix
-            Matrix matRotation = { 1.0f, 0.0f, 0.0f, 0.0f,
-                                   0.0f, 1.0f, 0.0f, 0.0f,
-                                   0.0f, 0.0f, 1.0f, 0.0f,
-                                   0.0f, 0.0f, 0.0f, 1.0f };
-
-            float cosz = cosf(0.0f);
-            float sinz = sinf(0.0f);
-            float cosy = cosf(-(PI*2 - CAMERA.angle.x));
-            float siny = sinf(-(PI*2 - CAMERA.angle.x));
-            float cosx = cosf(-(PI*2 - CAMERA.angle.y));
-            float sinx = sinf(-(PI*2 - CAMERA.angle.y));
-
-            matRotation.m0 = cosz*cosy;
-            matRotation.m4 = (cosz*siny*sinx) - (sinz*cosx);
-            matRotation.m8 = (cosz*siny*cosx) + (sinz*sinx);
-            matRotation.m1 = sinz*cosy;
-            matRotation.m5 = (sinz*siny*sinx) + (cosz*cosx);
-            matRotation.m9 = (sinz*siny*cosx) - (cosz*sinx);
-            matRotation.m2 = -siny;
-            matRotation.m6 = cosy*sinx;
-            matRotation.m10= cosy*cosx;
-
-            // Multiply translation and rotation matrices
-            Matrix matTransform = { 0 };
-            matTransform.m0 = matTranslation.m0*matRotation.m0 + matTranslation.m1*matRotation.m4 + matTranslation.m2*matRotation.m8 + matTranslation.m3*matRotation.m12;
-            matTransform.m1 = matTranslation.m0*matRotation.m1 + matTranslation.m1*matRotation.m5 + matTranslation.m2*matRotation.m9 + matTranslation.m3*matRotation.m13;
-            matTransform.m2 = matTranslation.m0*matRotation.m2 + matTranslation.m1*matRotation.m6 + matTranslation.m2*matRotation.m10 + matTranslation.m3*matRotation.m14;
-            matTransform.m3 = matTranslation.m0*matRotation.m3 + matTranslation.m1*matRotation.m7 + matTranslation.m2*matRotation.m11 + matTranslation.m3*matRotation.m15;
-            matTransform.m4 = matTranslation.m4*matRotation.m0 + matTranslation.m5*matRotation.m4 + matTranslation.m6*matRotation.m8 + matTranslation.m7*matRotation.m12;
-            matTransform.m5 = matTranslation.m4*matRotation.m1 + matTranslation.m5*matRotation.m5 + matTranslation.m6*matRotation.m9 + matTranslation.m7*matRotation.m13;
-            matTransform.m6 = matTranslation.m4*matRotation.m2 + matTranslation.m5*matRotation.m6 + matTranslation.m6*matRotation.m10 + matTranslation.m7*matRotation.m14;
-            matTransform.m7 = matTranslation.m4*matRotation.m3 + matTranslation.m5*matRotation.m7 + matTranslation.m6*matRotation.m11 + matTranslation.m7*matRotation.m15;
-            matTransform.m8 = matTranslation.m8*matRotation.m0 + matTranslation.m9*matRotation.m4 + matTranslation.m10*matRotation.m8 + matTranslation.m11*matRotation.m12;
-            matTransform.m9 = matTranslation.m8*matRotation.m1 + matTranslation.m9*matRotation.m5 + matTranslation.m10*matRotation.m9 + matTranslation.m11*matRotation.m13;
-            matTransform.m10 = matTranslation.m8*matRotation.m2 + matTranslation.m9*matRotation.m6 + matTranslation.m10*matRotation.m10 + matTranslation.m11*matRotation.m14;
-            matTransform.m11 = matTranslation.m8*matRotation.m3 + matTranslation.m9*matRotation.m7 + matTranslation.m10*matRotation.m11 + matTranslation.m11*matRotation.m15;
-            matTransform.m12 = matTranslation.m12*matRotation.m0 + matTranslation.m13*matRotation.m4 + matTranslation.m14*matRotation.m8 + matTranslation.m15*matRotation.m12;
-            matTransform.m13 = matTranslation.m12*matRotation.m1 + matTranslation.m13*matRotation.m5 + matTranslation.m14*matRotation.m9 + matTranslation.m15*matRotation.m13;
-            matTransform.m14 = matTranslation.m12*matRotation.m2 + matTranslation.m13*matRotation.m6 + matTranslation.m14*matRotation.m10 + matTranslation.m15*matRotation.m14;
-            matTransform.m15 = matTranslation.m12*matRotation.m3 + matTranslation.m13*matRotation.m7 + matTranslation.m14*matRotation.m11 + matTranslation.m15*matRotation.m15;
-
-            camera->target.x = camera->position.x - matTransform.m12;
-            camera->target.y = camera->position.y - matTransform.m13;
-            camera->target.z = camera->position.z - matTransform.m14;
-
-            // If movement detected (some key pressed), increase swinging
-            for (int i = 0; i < 6; i++) if (direction[i]) { swingCounter++; break; }
-
-            // Camera position update
-            // NOTE: On CAMERA_FIRST_PERSON player Y-movement is limited to player 'eyes position'
-            camera->position.y = CAMERA.playerEyesPosition - sinf(swingCounter/CAMERA_FIRST_PERSON_STEP_TRIGONOMETRIC_DIVIDER)/CAMERA_FIRST_PERSON_STEP_DIVIDER;
-
-            camera->up.x = sinf(swingCounter/(CAMERA_FIRST_PERSON_STEP_TRIGONOMETRIC_DIVIDER*2))/CAMERA_FIRST_PERSON_WAVING_DIVIDER;
-            camera->up.z = -sinf(swingCounter/(CAMERA_FIRST_PERSON_STEP_TRIGONOMETRIC_DIVIDER*2))/CAMERA_FIRST_PERSON_WAVING_DIVIDER;
-
-        } break;
-        case CAMERA_THIRD_PERSON:   // Camera moves as in a third-person game, following target at a distance, controls are configurable
-        {
-            camera->position.x += (sinf(CAMERA.angle.x)*direction[MOVE_BACK] -
-                                   sinf(CAMERA.angle.x)*direction[MOVE_FRONT] -
-                                   cosf(CAMERA.angle.x)*direction[MOVE_LEFT] +
-                                   cosf(CAMERA.angle.x)*direction[MOVE_RIGHT])/PLAYER_MOVEMENT_SENSITIVITY;
-
-            camera->position.y += (sinf(CAMERA.angle.y)*direction[MOVE_FRONT] -
-                                   sinf(CAMERA.angle.y)*direction[MOVE_BACK] +
-                                   1.0f*direction[MOVE_UP] - 1.0f*direction[MOVE_DOWN])/PLAYER_MOVEMENT_SENSITIVITY;
-
-            camera->position.z += (cosf(CAMERA.angle.x)*direction[MOVE_BACK] -
-                                   cosf(CAMERA.angle.x)*direction[MOVE_FRONT] +
-                                   sinf(CAMERA.angle.x)*direction[MOVE_LEFT] -
-                                   sinf(CAMERA.angle.x)*direction[MOVE_RIGHT])/PLAYER_MOVEMENT_SENSITIVITY;
-
-            // Camera orientation calculation
-            CAMERA.angle.x += (mousePositionDelta.x*-CAMERA_MOUSE_MOVE_SENSITIVITY);
-            CAMERA.angle.y += (mousePositionDelta.y*-CAMERA_MOUSE_MOVE_SENSITIVITY);
-
-            // Angle clamp
-            if (CAMERA.angle.y > CAMERA_THIRD_PERSON_MIN_CLAMP*DEG2RAD) CAMERA.angle.y = CAMERA_THIRD_PERSON_MIN_CLAMP*DEG2RAD;
-            else if (CAMERA.angle.y < CAMERA_THIRD_PERSON_MAX_CLAMP*DEG2RAD) CAMERA.angle.y = CAMERA_THIRD_PERSON_MAX_CLAMP*DEG2RAD;
-
-            // Camera zoom
-            CAMERA.targetDistance -= (mouseWheelMove*CAMERA_MOUSE_SCROLL_SENSITIVITY);
-
-            // Camera distance clamp
-            if (CAMERA.targetDistance < CAMERA_THIRD_PERSON_DISTANCE_CLAMP) CAMERA.targetDistance = CAMERA_THIRD_PERSON_DISTANCE_CLAMP;
-
-            camera->position.x = sinf(CAMERA.angle.x)*CAMERA.targetDistance*cosf(CAMERA.angle.y) + camera->target.x;
-
-            if (CAMERA.angle.y <= 0.0f) camera->position.y = sinf(CAMERA.angle.y)*CAMERA.targetDistance*sinf(CAMERA.angle.y) + camera->target.y;
-            else camera->position.y = -sinf(CAMERA.angle.y)*CAMERA.targetDistance*sinf(CAMERA.angle.y) + camera->target.y;
-
-            camera->position.z = cosf(CAMERA.angle.x)*CAMERA.targetDistance*cosf(CAMERA.angle.y) + camera->target.z;
-
-        } break;
-        case CAMERA_CUSTOM: break;
-        default: break;
-    }
-}
-
-// Set camera pan key to combine with mouse movement (free camera)
-void SetCameraPanControl(int keyPan) { CAMERA.panControl = keyPan; }
-
-// Set camera alt key to combine with mouse movement (free camera)
-void SetCameraAltControl(int keyAlt) { CAMERA.altControl = keyAlt; }
-
-// Set camera smooth zoom key to combine with mouse (free camera)
-void SetCameraSmoothZoomControl(int szoomKey) { CAMERA.smoothZoomControl = szoomKey; }
-
-// Set camera move controls (1st person and 3rd person cameras)
-void SetCameraMoveControls(int keyFront, int keyBack, int keyRight, int keyLeft, int keyUp, int keyDown)
-{
-    CAMERA.moveControl[MOVE_FRONT] = keyFront;
-    CAMERA.moveControl[MOVE_BACK] = keyBack;
-    CAMERA.moveControl[MOVE_RIGHT] = keyRight;
-    CAMERA.moveControl[MOVE_LEFT] = keyLeft;
-    CAMERA.moveControl[MOVE_UP] = keyUp;
-    CAMERA.moveControl[MOVE_DOWN] = keyDown;
-}
-
-#endif // CAMERA_IMPLEMENTATION