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asge::game::components::Camera

Marks an entity as a camera target for systems::CameraSystem.

#include <Camera.hpp>

Only takes effect once this entity is set as resources::ActiveCamera's m_Entity — CameraSystem then reads this entity's own Transform (m_WorldCoordinates) each frame as the world-space point to center the view on, and this component for how to get there. Camera itself carries no position of its own; the owning entity's Transform is the single source of truth for it.

Public Attributes

#float m_Zoom { 1.0f }
#float m_Smoothing { 0.0f }