better cam controls
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@@ -98,10 +98,11 @@ void Renderer::SetCamAngularMovement(const Vec2f& mov) {
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SetCamLook(m_Camera.CamLook);
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}
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void Renderer::SetCamMovement(const Vec2f& mov) {
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Vec2f cursor = { static_cast<float>(m_WindowSize.x) / 2.0f - mov.x, static_cast<float>(m_WindowSize.y) / 2.0f - mov.y };
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Vec2f worldMovement = GetCursorWorldPos(cursor, m_WindowSize.x, m_WindowSize.y);
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SetCamLook(worldMovement);
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void Renderer::SetCamMovement(const Vec2f& lastCursorPos, const Vec2f& currentCursorPos) {
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Vec2f worldLastCursorPos = GetCursorWorldPos(lastCursorPos, m_WindowSize.x, m_WindowSize.y);
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Vec2f worldCurrentCursorPos = GetCursorWorldPos(currentCursorPos, m_WindowSize.x, m_WindowSize.y);
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Vec2f movement = worldCurrentCursorPos - worldLastCursorPos;
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SetCamLook(m_Camera.CamLook - movement);
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}
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void Renderer::SetCamPos(const Vec3f& newPos) {
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