remove camera methods from FilamentViewer
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@@ -76,7 +76,7 @@ namespace thermion_filament
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void removeEntity(EntityId asset);
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void clearEntities();
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void updateViewportAndCameraProjection(int height, int width, float scaleFactor);
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void updateViewport(uint32_t width, uint32_t height);
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void render(
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uint64_t frameTimeInNanos,
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void *pixelBuffer,
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@@ -87,6 +87,7 @@ namespace thermion_filament
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bool setCamera(EntityId asset, const char *nodeName);
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void setMainCamera();
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EntityId getMainCamera();
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Camera* getCamera(EntityId entity);
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float getCameraFov(bool horizontal);
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void setCameraFov(double fovDegrees, bool horizontal);
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@@ -103,24 +104,8 @@ namespace thermion_filament
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void clearBackgroundImage();
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void setBackgroundImagePosition(float x, float y, bool clamp);
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// Camera methods
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void moveCameraToAsset(EntityId entityId);
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void setViewFrustumCulling(bool enabled);
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void setCameraExposure(float aperture, float shutterSpeed, float sensitivity);
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void setCameraPosition(float x, float y, float z);
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void setCameraRotation(float w, float x, float y, float z);
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const math::mat4 getCameraModelMatrix();
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const math::mat4 getCameraViewMatrix();
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const math::mat4 getCameraProjectionMatrix();
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const math::mat4 getCameraCullingProjectionMatrix();
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const filament::Frustum getCameraFrustum();
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void setCameraModelMatrix(const float *const matrix);
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void setCameraProjectionMatrix(const double *const matrix, double near, double far);
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void setCameraFocalLength(float focalLength);
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void setCameraCulling(double near, double far);
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double getCameraCullingNear();
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double getCameraCullingFar();
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void setCameraFocusDistance(float focusDistance);
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void setCameraManipulatorOptions(filament::camutils::Mode mode, double orbitSpeedX, double orbitSpeedY, double zoomSpeed);
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void grabBegin(float x, float y, bool pan);
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void grabUpdate(float x, float y);
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@@ -198,18 +183,14 @@ namespace thermion_filament
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// Camera properties
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Camera *_mainCamera = nullptr; // the default camera added to every scene. If you want the *active* camera, access via View.
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float _cameraFocalLength = 28.0f;
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float _cameraFocusDistance = 0.0f;
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Manipulator<double> *_manipulator = nullptr;
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filament::camutils::Mode _manipulatorMode = filament::camutils::Mode::ORBIT;
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double _orbitSpeedX = 0.01;
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double _orbitSpeedY = 0.01;
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double _zoomSpeed = 0.01;
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math::mat4f _cameraPosition;
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math::mat4f _cameraRotation;
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void _createManipulator();
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double _near = 0.05;
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double _far = 1000.0;
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ColorGrading *colorGrading = nullptr;
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