UI editor work
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@@ -52,18 +52,18 @@ namespace Nuake
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glm::vec3 movement = glm::vec3(0, 0, 0);
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if (Input::IsKeyDown(GLFW_KEY_D))
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movement -= cameraRight * (Speed * ts);
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movement -= Right * (Speed * ts);
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if (Input::IsKeyDown(GLFW_KEY_A))
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movement += cameraRight * (Speed * ts);
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movement += Right * (Speed * ts);
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if (Input::IsKeyDown(GLFW_KEY_W))
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movement += cameraDirection * (Speed * ts);
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movement += Direction * (Speed * ts);
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if (Input::IsKeyDown(GLFW_KEY_S))
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movement -= cameraDirection * (Speed * ts);
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movement -= Direction * (Speed * ts);
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if (Input::IsKeyDown(GLFW_KEY_LEFT_SHIFT))
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movement -= up * (Speed * ts);
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movement -= Up * (Speed * ts);
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if (Input::IsKeyDown(GLFW_KEY_SPACE))
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movement += up * (Speed * ts);
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movement += Up * (Speed * ts);
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Translation += Vector3(movement);
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}
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@@ -93,10 +93,10 @@ namespace Nuake
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if (Pitch < -89.0f)
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Pitch = -89.0f;
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cameraDirection.x = cos(glm::radians(Yaw)) * cos(glm::radians(Pitch));
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cameraDirection.y = sin(glm::radians(Pitch));
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cameraDirection.z = sin(glm::radians(Yaw)) * cos(glm::radians(Pitch));
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cameraFront = glm::normalize(cameraDirection);
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cameraRight = glm::normalize(glm::cross(up, cameraFront));
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Direction.x = cos(glm::radians(Yaw)) * cos(glm::radians(Pitch));
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Direction.y = sin(glm::radians(Pitch));
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Direction.z = sin(glm::radians(Yaw)) * cos(glm::radians(Pitch));
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Direction = glm::normalize(Direction);
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Right = glm::normalize(glm::cross(Up, Direction));
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}
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}
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