}
}
+glm::mat4 Camera::Universe() const noexcept {
+ return glm::mat4(track_orient
+ ? ref->InverseTransform() * ref->ToUniverse()
+ : ref->ToUniverse());
+}
+
void Camera::UpdateProjection() noexcept {
projection = glm::infinitePerspective(fov, aspect, near);
}