src/camera.cpp
// updates all of the camera vectors
updates all of the camera vectors
updates all of the camera vectors
void Camera::updateCamera() {
  front.x = cos(glm::radians(yaw)) * cos(glm::radians(pitch));
  front.y = sin(glm::radians(pitch));
  front.z = sin(glm::radians(yaw)) * cos(glm::radians(pitch));
  front = glm::normalize(front);
  right = glm::cross(front, worldUp);
  up = glm::cross(right, front);
}
void Camera :: updateCamera ( ) { front . x = cos ( glm :: radians ( yaw ) ) * cos ( glm :: radians ( pitch ) ) ; front . y = sin ( glm :: radians ( pitch ) ) ; front . z = sin ( glm :: radians ( yaw ) ) * cos ( glm :: radians ( pitch ) ) ; front = glm :: normalize ( front ) ; right = glm :: cross ( front , worldUp ) ; up = glm :: cross ( right , front ) ; }
updates all of the camera vectors
updates all of the camera vectors