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use glm instead of Math3D in editormode

This commit is contained in:
docentYT
2026-04-26 22:41:54 +02:00
parent bdff45b584
commit 2ed1e63416

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@@ -512,7 +512,7 @@ void editor_mode::enter()
{
auto const cab = (vehicle->MoverParameters->CabOccupied == 0 ? 1 : vehicle->MoverParameters->CabOccupied);
auto const left = vehicle->VectorLeft() * cab;
Camera.Pos = Math3D::vector3(Camera.Pos.x, vehicle->GetPosition().y, Camera.Pos.z) + left * vehicle->GetWidth() + Math3D::vector3(1.25f * left.x, 1.6f, 1.25f * left.z);
Camera.Pos = glm::vec3(Camera.Pos.x, vehicle->GetPosition().y, Camera.Pos.z) + left * vehicle->GetWidth() + glm::vec3(1.25f * left.x, 1.6f, 1.25f * left.z);
Camera.m_owner = nullptr;
Camera.LookAt = vehicle->GetPosition();
Camera.RaLook(); // single camera reposition