void Move(glm::vec3 delta) { position += delta; }
// all angles in radians (full circle = 2π)
+ float Pitch() const { return pitch; }
void Pitch(float p) { pitch = p; }
void RotatePitch(float delta) { pitch += delta; }
+ float Yaw() const { return yaw; }
void Yaw(float y) { yaw = y; }
void RotateYaw(float delta) { yaw += delta; }