#pragma once#include "WorldManager.h"void InitWorld(VWorld * world) {  world->cameraPos.x = 0.0;  world->cameraPos.y = 0.0;  world->cameraPos.z = 0.0;  world->view.x = 0.0;  world->view.y = 0.0;  world->view.z = -1.0;  world->up.x = 0.0;  world->up.y = 1.0;  world->up.z = 0.0;}void CleanUpWorld(VWorld * world) {  #pragma unused(world) /* Nothing necessary to do here yet */}void OffsetCamera(VWorld * world, Vector * offset, float interval) {	world->cameraPos.x += offset->x / interval;	world->cameraPos.y += offset->y / interval;	world->cameraPos.z += offset->z / interval;		world->view.x += offset->x / interval;	world->view.y += offset->y / interval;	world->view.z += offset->z / interval;}void RotateCamera(VWorld * world, Vector * rotate) {  Quaternion Temp, QuatView, Result;    Temp.v.x = sin(rotate->x / 2);  Temp.v.y = sin(rotate->y / 2);  Temp.v.z = sin(rotate->z / 2);  Temp.w = cos(VectorMagnitude(rotate));    Vector2Quaternion(&world->view, &QuatView);    MultiplyQuaternion(&Temp, &QuatView, &Result);  ConjugateQuaternion(&Temp);  MultiplyQuaternion(&Result, &Temp, &Result);    Quaternion2Vector(&Result, &world->view);}void ForwardsVector(VWorld * w, float Distance, Vector * Forwards){  Forwards->x = (w->view.x - w->cameraPos.x) * Distance;  Forwards->y = (w->view.y - w->cameraPos.y) * Distance;  Forwards->z = (w->view.z - w->cameraPos.z) * Distance;}