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Camera.h
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#pragma once
#include<glad/glad.h>
#include<GLFW/glfw3.h>
#include<glm/glm.hpp>
#include<glm/gtc/matrix_transform.hpp>
#include<glm/gtc/type_ptr.hpp>
#include<glm/gtx/rotate_vector.hpp>
#include<glm/gtx/vector_angle.hpp>
#include"shaders.h"
class Camera
{
public:
// Stores the main vectors of the camera
glm::vec3 Position;
glm::vec3 Orientation = glm::vec3(0.0f, 0.0f, -1.0f);
glm::vec3 Up = glm::vec3(0.0f, 1.0f, 0.0f);
glm::mat4 cammat = glm::mat4(1.0f);
// Prevents the camera from jumping around when first clicking left click
bool firstClick = true;
int width;
int height;
//camera speed
float speed = 0.001f;
float sensitivity = 100.0f;
Camera(int width, int height, glm::vec3 position);
// Updates and exports the camera matrix to the Vertex Shader
void updateMatrix(float FOVdeg, float nearPlane, float farPlane);
void Matrix(Shader& shader, const char* uniform);
// Handles camera inputs
void Inputs(GLFWwindow* window);
};