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https://github.com/MaSzyna-EU07/maszyna.git
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use glm instead of Math3D in drivermode
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@@ -719,11 +719,11 @@ void driver_mode::update_camera(double const Deltatime)
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Camera.Angle.y = simulation::Train->pMechViewAngle.y;
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}
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auto const shakescale{FreeFlyModeFlag ? 5.0 : 1.0};
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float const shakescale{FreeFlyModeFlag ? 5.0f : 1.0f};
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auto shakencamerapos{Camera.m_owneroffset +
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shakescale * Math3D::vector3(1.5 * Camera.m_owner->ShakeState.offset.x, 2.0 * Camera.m_owner->ShakeState.offset.y, 1.5 * Camera.m_owner->ShakeState.offset.z)};
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shakescale * glm::vec3(1.5 * Camera.m_owner->ShakeState.offset.x, 2.0 * Camera.m_owner->ShakeState.offset.y, 1.5 * Camera.m_owner->ShakeState.offset.z)};
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Camera.Pos = (Camera.m_owner->GetWorldPosition(FreeFlyModeFlag ? shakencamerapos : // TODO: vehicle collision box for the external vehicle camera
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Camera.Pos = (Camera.m_owner->GetWorldPosition(FreeFlyModeFlag ? Math3D::vector3(shakencamerapos) : // TODO: vehicle collision box for the external vehicle camera
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simulation::Train->clamp_inside(shakencamerapos)));
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if (!Global.iPause)
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@@ -1058,12 +1058,12 @@ void driver_mode::DistantView(bool const Near)
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if (true == Near)
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{
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Camera.Pos = Math3D::vector3(Camera.Pos.x, vehicle->GetPosition().y, Camera.Pos.z) + left * vehicle->GetWidth() + Math3D::vector3(1.25 * left.x, 1.6, 1.25 * left.z);
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Camera.Pos = glm::vec3(Camera.Pos.x, vehicle->GetPosition().y, Camera.Pos.z) + left * vehicle->GetWidth() + glm::vec3(1.25 * left.x, 1.6, 1.25 * left.z);
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}
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else
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{
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Camera.Pos = vehicle->GetPosition() + vehicle->VectorFront() * vehicle->MoverParameters->CabOccupied * 50.0 + Math3D::vector3(-10.0 * left.x, 1.6, -10.0 * left.z);
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Camera.Pos = vehicle->GetPosition() + vehicle->VectorFront() * vehicle->MoverParameters->CabOccupied * 50.0 + glm::vec3(-10.0 * left.x, 1.6, -10.0 * left.z);
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}
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Camera.m_owner = nullptr;
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@@ -60,8 +60,8 @@ private:
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struct view_config {
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TDynamicObject const *owner { nullptr };
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Math3D::vector3 offset {};
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Math3D::vector3 angle {};
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glm::vec3 offset {};
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glm::vec3 angle {};
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};
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struct drivermode_input {
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