-Camera &Camera::FirstPerson(int srf, const glm::vec3 &pos, const glm::vec3 &at) noexcept {
- track_orient = true;
-
- float dir = srf < 3 ? 1.0f : -1.0f;
-
- glm::vec3 position;
- position[(srf + 0) % 3] = pos.x;
- position[(srf + 1) % 3] = pos.y;
- position[(srf + 2) % 3] = dir * (pos.z + Reference().Radius());
-
- glm::vec3 up(0.0f);
- up[(srf + 2) % 3] = dir;
-
- glm::vec3 target;
- target[(srf + 0) % 3] = at.x;
- target[(srf + 1) % 3] = at.y;
- target[(srf + 2) % 3] = dir * (at.z + Reference().Radius());
-
- view = glm::lookAt(position, target, up);
-
- return *this;
-}
-
-Camera &Camera::MapView(int srf, const glm::vec3 &pos, float roll) noexcept {
- track_orient = true;
-
- float dir = srf < 3 ? 1.0f : -1.0f;
-
- glm::vec3 position;
- position[(srf + 0) % 3] = pos.x;
- position[(srf + 1) % 3] = pos.y;
- position[(srf + 2) % 3] = dir * (pos.z + Reference().Radius());
-
- glm::vec3 up(0.0f);
- up[(srf + 0) % 3] = std::cos(roll);
- up[(srf + 1) % 3] = std::sin(roll);
- up[(srf + 2) % 3] = 0.0f;
-
- glm::vec3 target = position;
- target[(srf + 2) % 3] -= dir;
-
- view = glm::lookAt(position, target, up);
-
- return *this;
-}
-
-Camera &Camera::Orbital(const glm::vec3 &pos) noexcept {
- track_orient = false;
- view = glm::lookAt(pos, glm::vec3(0.0f), glm::vec3(0.0f, 1.0f, 0.0f));