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Fix model rotation by changing glm::dmat4 BasisChange definition
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@@ -19,14 +19,7 @@ namespace Math3D
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inline glm::dmat4 BasisChange(glm::dvec3 u, glm::dvec3 v, glm::dvec3 n)
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{
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glm::dmat4 M(1.0);
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M[0] = glm::dvec4(u, 0.0); // kolumna 0
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M[1] = glm::dvec4(v, 0.0); // kolumna 1
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M[2] = glm::dvec4(n, 0.0); // kolumna 2
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M[3] = glm::dvec4(0.0, 0.0, 0.0, 1.0); // kolumna 3
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return M;
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return glm::dmat4{glm::dvec4(u.x, v.x, n.x, 0.0), glm::dvec4(u.y, v.y, n.y, 0.0), glm::dvec4(u.z, v.z, n.z, 0.0), glm::dvec4(0.0, 0.0, 0.0, 1.0)}; // 4 columns; first rows: u, v, n
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}
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inline glm::dmat4 BasisChange(glm::dvec3 v, glm::dvec3 n)
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@@ -9525,7 +9525,7 @@ glm::dvec3 TTrain::MirrorPosition(bool lewe)
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glm::dvec4(
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mvOccupied->Dim.W * ( 0.5 * shiftdirection ) + ( 0.2 * shiftdirection ),
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1.5 + Cabine[iCabn].CabPos1.y,
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interpolate( Cabine[ iCabn ].CabPos1.z , Cabine[ iCabn ].CabPos2.z, 0.5 ), 0.0 );
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interpolate( Cabine[ iCabn ].CabPos1.z , Cabine[ iCabn ].CabPos2.z, 0.5 ), 1.0);
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};
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void TTrain::DynamicSet(TDynamicObject *d)
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