/* Copyright (c) 2021 Alex Diener This software is provided 'as-is', without any express or implied warranty. In no event will the authors be held liable for any damages arising from the use of this software. Permission is granted to anyone to use this software for any purpose, including commercial applications, and to alter it and redistribute it freely, subject to the following restrictions: 1. The origin of this software must not be misrepresented; you must not claim that you wrote the original software. If you use this software in a product, an acknowledgment in the product documentation would be appreciated but is not required. 2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software. 3. This notice may not be removed or altered from any source distribution. Alex Diener alex@ludobloom.com */ #include "gamemath/Camera.h" #define stemobject_implementation Camera stemobject_vtable_begin(); stemobject_vtable_entry(dispose); stemobject_vtable_entry(getPosition); stemobject_vtable_entry(getOrientation); stemobject_vtable_entry(getTransform); stemobject_vtable_entry(update); stemobject_vtable_end(); Camera * Camera_create(void) { stemobject_create_implementation(init) } bool Camera_init(Camera * self) { call_super(init, self); return true; } void Camera_dispose(Camera * self) { call_super_virtual(dispose, self); } Vector3f Camera_getPosition(Camera * self) { return VECTOR3f_ZERO; } Quaternionf Camera_getOrientation(Camera * self) { return QUATERNIONf_IDENTITY; } Matrix4x4f Camera_getTransform(Camera * self) { return MATRIX4x4f_IDENTITY; } void Camera_update(Camera * self) { }