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use glm instead of Math3D in vehicle
WARNING: Model rotation is broken
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@@ -34,6 +34,13 @@ glm::vec3 RotateY(glm::vec3 v, float angle)
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return glm::vec3(c * v.x + s * v.z, v.y, c * v.z - s * v.x);
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}
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glm::dvec3 RotateY(glm::dvec3 v, double angle)
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{
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double s = sin(angle);
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double c = cos(angle);
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return glm::vec3(c * v.x + s * v.z, v.y, c * v.z - s * v.x);
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}
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void vector3::RotateZ(double angle)
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{
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