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- #include "camera_controller.h"
- #include "../../render/gl/camera.h"
- namespace Game::Systems {
- void CameraController::move(Render::GL::Camera &camera, float dx, float dz) {
- camera.pan(dx, dz);
- if (camera.isFollowEnabled()) {
- camera.captureFollowOffset();
- }
- }
- void CameraController::elevate(Render::GL::Camera &camera, float dy) {
- camera.elevate(dy);
- if (camera.isFollowEnabled()) {
- camera.captureFollowOffset();
- }
- }
- void CameraController::moveUp(Render::GL::Camera &camera, float dy) {
- camera.moveUp(dy);
- if (camera.isFollowEnabled()) {
- camera.captureFollowOffset();
- }
- }
- void CameraController::yaw(Render::GL::Camera &camera, float degrees) {
- camera.yaw(degrees);
- if (camera.isFollowEnabled()) {
- camera.captureFollowOffset();
- }
- }
- void CameraController::orbit(Render::GL::Camera &camera, float yaw_deg,
- float pitch_deg) {
- camera.orbit(yaw_deg, pitch_deg);
- if (camera.isFollowEnabled()) {
- camera.captureFollowOffset();
- }
- }
- void CameraController::zoomDistance(Render::GL::Camera &camera, float delta) {
- camera.zoomDistance(delta);
- if (camera.isFollowEnabled()) {
- camera.captureFollowOffset();
- }
- }
- void CameraController::set_follow_enabled(Render::GL::Camera &camera,
- bool enable) {
- camera.set_follow_enabled(enable);
- }
- void CameraController::set_follow_lerp(Render::GL::Camera &camera,
- float alpha) {
- camera.setFollowLerp(alpha);
- }
- } // namespace Game::Systems
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