text: #include "CameraCubemap.hpp"
  
  namespace OGL {
  
      CameraCubemap::CameraCubemap( 
          glm::vec3 position, 
          float near, 
          float far
      ) : BasicCamera { 
          position, 
          glm::vec3{1.0f, 0.0f, 0.0f}, 
          0.0f, 
          90.0f, 
          1.0f, 
          near, 
          far } {
  
      }
  
      void CameraCubemap::setSide( 
          int side
      ) {
          switch (side) {
          case 0: // POS_X
              m_pitch = 0.0f;
              m_yaw = 0.0f;
              break;
  
          case 1: // NEG_X
              m_pitch = 0.0f;
              m_yaw = 180.0f;
              break;
  
          case 2: // POS_Y
              m_pitch = -89.99f;
              m_yaw = -90.0f;
              break;
  
          case 3: // NEG_Y
              m_pitch = 89.99f;
              m_yaw = -90.0f;
              break;
  
          case 4: // POS_Z
              m_pitch = 0.0f; 
              m_yaw = -90.0f;
              break;
  
          case 5: // NEG_Z
              m_pitch = 0.0f;
              m_yaw = 90.0f;
              break;
  
          default:
              break;
          }
          updateVectors();
      }
  
      void CameraCubemap::processMoveInput(
          CameraMovementDirection dir, 
          float deltaTime
      ) {
      }
  
      void CameraCubemap::processRotateInput( 
          float xOffset, 
          float yOffset, 
          float sensitivity, 
          bool constrainPitch
      ) {
      }
  
  
  } // OGL