// @Will : you might want to use sin/cos to move the camera in a circle but you could do that by moving it along it’s tangent and then clamping the distance
voidapplyCamera(CAMERA*cam){
VECTORvec;// Vector that holds the output values of the following instructions
RotMatrix_gte(&cam->rot,&cam->mat);// Convert rotation angle in psx units (360° == 4096) to rotation matrix)
ApplyMatrixLV(&cam->mat,&cam->pos,&vec);// Multiply matrix by vector pos and output to vec