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//! # Camera Module
//!
//! This module provides a camera implementation for 3D scenes, supporting both perspective and orthographic projections.
//!
//! ## Usage
//!
//! ```rust
//! use glwfr::scene::camera::{Camera, CameraProjection};
//! use glwfrcgmath::{Deg, Vector3};
//!
//! fn main() {
//! // Create a perspective camera
//! let camera = Camera {
//! position: Vector3::new(0.0, 0.0, 5.0),
//! target: Vector3::new(0.0, 0.0, 0.0),
//! up: Vector3::new(0.0, 1.0, 0.0),
//! projection: CameraProjection::Perspective {
//! fov: Deg(45.0),
//! aspect_ratio: 16.0 / 9.0,
//! near: 0.1,
//! far: 100.0,
//! },
//! };
//!
//! // Get the view and projection matrices
//! let view_matrix = camera.view_matrix();
//! let projection_matrix = camera.projection_matrix();
//! }
//! ```
use *;
/// Represents the type of projection used by the camera.
///
/// This enum supports two types of projections:
/// - **Perspective**: Simulates a realistic view with depth perception.
/// - **Orthographic**: Simulates a flat, 2D-like view without depth perception.
/// Represents a camera in a 3D scene.
///
/// The camera defines the view and projection matrices used to render the scene.