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- glm::vec3 v4tov3(glm::vec4 v1) {
- return glm::vec3(v1.x, v1.y, v1.z);
- }
- void CameraFP::calculate_view() {
- glm::vec4 forward = glm::vec4(0.0f, 0.0f, -1.0f, 0.0f);
- glm::vec4 forward_rotated = m_rotation * forward;
- target = position += glm::normalize(forward_rotated);
- m_view = glm::lookAt(v4tov3(position), v4tov3(target), v4tov3(up));
- }
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