Added some transitions.
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@ -17,6 +17,10 @@ typedef struct {
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matrix_t projection;
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} camera_t;
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typedef struct {
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float x, y, z, lookX, lookY, lookZ;
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} cameralookat_t;
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/**
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* Make a camera look at a position in world space while itself being positioned
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* within world space.
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@ -34,6 +38,14 @@ void cameraLookAt(camera_t *camera,
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float targetX, float targetY, float targetZ
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);
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/**
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* Shorthand for look at that uses the look struct.
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*
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* @param camera Camera to position.
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* @param look Look vectors.
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*/
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void cameraLookAtStruct(camera_t *camera, cameralookat_t look);
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/**
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* Make a camera look in a direction based on a rotation direction.
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*
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