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more glm instead of Math3D in vehicle
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@@ -716,7 +716,7 @@ private:
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// TODO: check if scanning takes into account direction when selecting axle
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// if it does, replace the version above
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// if it doesn't, fix it so it does
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inline Math3D::vector3 AxlePositionGet() {
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inline glm::dvec3 AxlePositionGet() {
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return (
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iDirection ?
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( iAxleFirst ? Axle1.pPosition : Axle0.pPosition ) :
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@@ -834,8 +834,8 @@ public:
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std::pair<double, double> shake_angles() const;
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// members
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struct baseshake_config {
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Math3D::vector3 angle_scale { 0.05, 0.0, 0.1 }; // roll, yaw, pitch
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Math3D::vector3 jolt_scale { 0.2, 0.2, 0.1 };
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glm::dvec3 angle_scale { 0.05, 0.0, 0.1 }; // roll, yaw, pitch
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glm::dvec3 jolt_scale{0.2, 0.2, 0.1};
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double jolt_limit { 2.0f };
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} BaseShake;
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struct engineshake_config {
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