refactor: format
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@@ -93,13 +93,13 @@ void Renderer::SetZoom(float zoom) {
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}
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}
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void Renderer::SetCamAngularMovement(const Vec2f& mov) {
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void Renderer::SetCamAngularMovement(const Vec2f& mov) {
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m_Camera.m_Pitch = std::clamp(m_Camera.m_Pitch - mov.y / m_MouseSensitivity, -PI / 2.0f + 0.0000001f, -PI / 12.0f );
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m_Camera.m_Pitch = std::clamp(m_Camera.m_Pitch - mov.y / m_MouseSensitivity, -PI / 2.0f + 0.0000001f, -PI / 12.0f);
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m_Camera.m_Yaw += mov.x / m_MouseSensitivity;
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m_Camera.m_Yaw += mov.x / m_MouseSensitivity;
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SetCamLook(m_Camera.CamLook);
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SetCamLook(m_Camera.CamLook);
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}
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}
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void Renderer::SetCamMovement(const Vec2f& mov) {
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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 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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Vec2f worldMovement = GetCursorWorldPos(cursor, m_WindowSize.x, m_WindowSize.y);
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SetCamLook(worldMovement);
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SetCamLook(worldMovement);
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}
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}
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