1 #ifndef TACOS_GRAPHICS_CAMERA_HPP_
2 #define TACOS_GRAPHICS_CAMERA_HPP_
9 /// Camera is facing a focus point. Its position is determined by
10 /// displacing said focus point by a distance in the direction indicated
12 /// The up direction is fixed to positive Y.
16 explicit Camera(const glm::vec3 &focus);
18 glm::mat4 View() const noexcept;
20 void Focus(const glm::vec3 &) noexcept;
23 const glm::vec3 *focus;