From 4fb3a5ae0f53a6fa3f4901f92e64f1de8d2dbb17 Mon Sep 17 00:00:00 2001
From: Dan Goodliffe <dan@randomdan.homeip.net>
Date: Sat, 29 Apr 2023 18:50:02 +0100
Subject: Dunno how, but some DOS new lines got in here!

---
 gfx/gl/camera.h | 156 ++++++++++++++++++++++++++++----------------------------
 1 file changed, 78 insertions(+), 78 deletions(-)

(limited to 'gfx/gl')

diff --git a/gfx/gl/camera.h b/gfx/gl/camera.h
index b5611f8..5c168e7 100644
--- a/gfx/gl/camera.h
+++ b/gfx/gl/camera.h
@@ -1,78 +1,78 @@
-#pragma once
-
-#include <glm/glm.hpp>
-#include <maths.h>
-#include <ray.hpp>
-
-class Camera {
-public:
-	Camera(glm::vec3 pos, float fov, float aspect, float zNear, float zFar);
-
-	[[nodiscard]] glm::mat4
-	getViewProjection() const
-	{
-		return viewProjection;
-	}
-	[[nodiscard]] Ray unProject(const glm::vec2 &) const;
-
-	void
-	setPosition(const glm::vec3 & p)
-	{
-		position = p;
-		updateView();
-	}
-	void
-	setForward(const glm::vec3 & f)
-	{
-		setForward(f, upFromForward(f));
-	}
-	void
-	setForward(const glm::vec3 & f, const glm::vec3 & u)
-	{
-		forward = f;
-		up = u;
-		updateView();
-	}
-	void
-	setView(const glm::vec3 & p, const glm::vec3 & f)
-	{
-		position = p;
-		setForward(f);
-	}
-	void
-	setView(const glm::vec3 & p, const glm::vec3 & f, const glm::vec3 & u)
-	{
-		position = p;
-		setView(f, u);
-	}
-	void
-	lookAt(const glm::vec3 & target)
-	{
-		setForward(glm::normalize(target - position));
-	}
-	[[nodiscard]] auto
-	getForward() const
-	{
-		return forward;
-	}
-	[[nodiscard]] auto
-	getPosition() const
-	{
-		return position;
-	}
-
-	[[nodiscard]] std::array<glm::vec4, 4> extentsAtDist(float) const;
-
-	[[nodiscard]] static glm::vec3 upFromForward(const glm::vec3 & forward);
-
-private:
-	void updateView();
-
-	glm::vec3 position;
-	glm::vec3 forward;
-	glm::vec3 up;
-
-	float near, far;
-	glm::mat4 projection;
-	glm::mat4 viewProjection, inverseViewProjection;
-};
+#pragma once
+
+#include <glm/glm.hpp>
+#include <maths.h>
+#include <ray.hpp>
+
+class Camera {
+public:
+	Camera(glm::vec3 pos, float fov, float aspect, float zNear, float zFar);
+
+	[[nodiscard]] glm::mat4
+	getViewProjection() const
+	{
+		return viewProjection;
+	}
+	[[nodiscard]] Ray unProject(const glm::vec2 &) const;
+
+	void
+	setPosition(const glm::vec3 & p)
+	{
+		position = p;
+		updateView();
+	}
+	void
+	setForward(const glm::vec3 & f)
+	{
+		setForward(f, upFromForward(f));
+	}
+	void
+	setForward(const glm::vec3 & f, const glm::vec3 & u)
+	{
+		forward = f;
+		up = u;
+		updateView();
+	}
+	void
+	setView(const glm::vec3 & p, const glm::vec3 & f)
+	{
+		position = p;
+		setForward(f);
+	}
+	void
+	setView(const glm::vec3 & p, const glm::vec3 & f, const glm::vec3 & u)
+	{
+		position = p;
+		setView(f, u);
+	}
+	void
+	lookAt(const glm::vec3 & target)
+	{
+		setForward(glm::normalize(target - position));
+	}
+	[[nodiscard]] auto
+	getForward() const
+	{
+		return forward;
+	}
+	[[nodiscard]] auto
+	getPosition() const
+	{
+		return position;
+	}
+
+	[[nodiscard]] std::array<glm::vec4, 4> extentsAtDist(float) const;
+
+	[[nodiscard]] static glm::vec3 upFromForward(const glm::vec3 & forward);
+
+private:
+	void updateView();
+
+	glm::vec3 position;
+	glm::vec3 forward;
+	glm::vec3 up;
+
+	float near, far;
+	glm::mat4 projection;
+	glm::mat4 viewProjection, inverseViewProjection;
+};
-- 
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