position.y += dy
end
+ # Aim the camera at `x, y, z`
+ fun look_at(x, y, z: Float)
+ do
+ var dx = position.x
+ var dy = position.y
+ var dz = position.z
+
+ yaw = atan2(dx, dz)
+ pitch = atan2(-dy, dz)
+ end
+
# Rotation matrix produced by the current rotation of the camera
protected fun rotation_matrix: Matrix
do