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Fix
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parent
84885f6be3
commit
380f1c08ee
@ -128,7 +128,7 @@ Mx3DPointFloat LegoCameraController::GetWorldUp()
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{
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{
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if (m_lego3DView && m_lego3DView->GetPointOfView()) {
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if (m_lego3DView && m_lego3DView->GetPointOfView()) {
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Mx3DPointFloat vec;
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Mx3DPointFloat vec;
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vec = Vector3(m_lego3DView->GetPointOfView()->GetWorldUp());
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vec = m_lego3DView->GetPointOfView()->GetWorldUp();
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return Mx3DPointFloat(vec[0], vec[1], vec[2]);
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return Mx3DPointFloat(vec[0], vec[1], vec[2]);
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}
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}
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else {
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else {
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@ -141,7 +141,7 @@ Mx3DPointFloat LegoCameraController::GetWorldLocation()
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{
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{
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if (m_lego3DView && m_lego3DView->GetPointOfView()) {
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if (m_lego3DView && m_lego3DView->GetPointOfView()) {
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Mx3DPointFloat vec;
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Mx3DPointFloat vec;
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vec = Vector3(m_lego3DView->GetPointOfView()->GetWorldPosition());
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vec = m_lego3DView->GetPointOfView()->GetWorldPosition();
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return Mx3DPointFloat(vec[0], vec[1] - m_entityOffsetUp, vec[2]);
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return Mx3DPointFloat(vec[0], vec[1] - m_entityOffsetUp, vec[2]);
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}
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}
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else {
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else {
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@ -154,7 +154,7 @@ Mx3DPointFloat LegoCameraController::GetWorldDirection()
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{
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{
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if (m_lego3DView && m_lego3DView->GetPointOfView()) {
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if (m_lego3DView && m_lego3DView->GetPointOfView()) {
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Mx3DPointFloat vec;
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Mx3DPointFloat vec;
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vec = Vector3(m_lego3DView->GetPointOfView()->GetWorldDirection());
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vec = m_lego3DView->GetPointOfView()->GetWorldDirection();
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return Mx3DPointFloat(vec[0], vec[1], vec[2]);
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return Mx3DPointFloat(vec[0], vec[1], vec[2]);
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}
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}
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else {
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else {
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@ -20,7 +20,7 @@ class Mx3DPointFloat : public Vector3 {
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// FUNCTION: LEGO1 0x100343a0
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// FUNCTION: LEGO1 0x100343a0
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inline Mx3DPointFloat(const Mx3DPointFloat& p_other) : Vector3(m_elements) { EqualsImpl(p_other.m_data); }
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inline Mx3DPointFloat(const Mx3DPointFloat& p_other) : Vector3(m_elements) { EqualsImpl(p_other.m_data); }
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inline Mx3DPointFloat(const float* p_other) : Vector3(m_elements) { EqualsImpl((float*) p_other); }
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inline Mx3DPointFloat(const Vector3& p_other) : Vector3(m_elements) { EqualsImpl(p_other.m_data); }
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// SYNTHETIC: LEGO1 0x1001d170
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// SYNTHETIC: LEGO1 0x1001d170
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// Mx3DPointFloat::Mx3DPointFloat
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// Mx3DPointFloat::Mx3DPointFloat
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