I tracked down the path of the createion for the FPS camera, and basically copied that class and interface and started to make it a 6DOF camera (find and replace FPS with 6DOF). But then I get up to the point where the camera is actually applied for rendering the scene, and it makes me pass target, up and position of the camera all as seperate parameters, or is there a way I can just pass the resulting view matrix?
Along this path I would also like to get the x y and z axii from the matrix, which could be easier but I think that these matrixes are oriented sideways (inverted) like Opengl transforms. Is it proper that <matrix[0][0], matrix[1][0], matrix[2][0]> represent the X axis, or is it <matrix[0][0], matrix[0][1], matrix[0][2]>?
Is the matrix class a clone of some other class, or could additional methods to get the axii from a matrix be a reasonable extension?