Math: Remove NAZARA_MATH_ANGLE_RADIAN and functions using it
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@@ -214,7 +214,7 @@ int main()
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Nz::Vector2ui windowSize = window.GetSize();
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Nz::AccessByOffset<Nz::Matrix4f&>(viewerDataBuffer.data(), viewerUboOffsets.viewMatrixOffset) = Nz::Matrix4f::Translate(Nz::Vector3f::Backward() * 1);
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Nz::AccessByOffset<Nz::Matrix4f&>(viewerDataBuffer.data(), viewerUboOffsets.projMatrixOffset) = Nz::Matrix4f::Perspective(70.f, float(windowSize.x) / windowSize.y, 0.1f, 1000.f);
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Nz::AccessByOffset<Nz::Matrix4f&>(viewerDataBuffer.data(), viewerUboOffsets.projMatrixOffset) = Nz::Matrix4f::Perspective(Nz::DegreeAnglef(70.f), float(windowSize.x) / windowSize.y, 0.1f, 1000.f);
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Nz::AccessByOffset<Nz::Vector2f&>(viewerDataBuffer.data(), viewerUboOffsets.invTargetSizeOffset) = 1.f / Nz::Vector2f(window.GetSize().x, window.GetSize().y);
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std::vector<std::uint8_t> instanceDataBuffer(instanceUboOffsets.totalSize);
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@@ -770,7 +770,8 @@ int main()
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float sensitivity = 0.3f; // Sensibilité de la souris
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// On modifie l'angle de la caméra grâce au déplacement relatif sur X de la souris
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camAngles.yaw = Nz::NormalizeAngle(camAngles.yaw - event.mouseMove.deltaX*sensitivity);
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camAngles.yaw = camAngles.yaw - event.mouseMove.deltaX*sensitivity;
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camAngles.yaw.Normalize();
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// Idem, mais pour éviter les problèmes de calcul de la matrice de vue, on restreint les angles
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camAngles.pitch = Nz::Clamp(camAngles.pitch + event.mouseMove.deltaY*sensitivity, -89.f, 89.f);
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@@ -802,7 +803,7 @@ int main()
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case Nz::WindowEventType::Resized:
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{
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Nz::Vector2ui windowSize = window.GetSize();
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Nz::AccessByOffset<Nz::Matrix4f&>(viewerDataBuffer.data(), viewerUboOffsets.projMatrixOffset) = Nz::Matrix4f::Perspective(70.f, float(windowSize.x) / windowSize.y, 0.1f, 1000.f);
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Nz::AccessByOffset<Nz::Matrix4f&>(viewerDataBuffer.data(), viewerUboOffsets.projMatrixOffset) = Nz::Matrix4f::Perspective(Nz::DegreeAnglef(70.f), float(windowSize.x) / windowSize.y, 0.1f, 1000.f);
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viewerUboUpdate = true;
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break;
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}
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@@ -83,7 +83,7 @@ int main()
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Nz::Vector2ui windowSize = window.GetSize();
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Nz::AccessByOffset<Nz::Matrix4f&>(viewerDataBuffer.data(), viewerUboOffsets.viewMatrixOffset) = Nz::Matrix4f::Translate(Nz::Vector3f::Backward() * 1);
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Nz::AccessByOffset<Nz::Matrix4f&>(viewerDataBuffer.data(), viewerUboOffsets.projMatrixOffset) = Nz::Matrix4f::Perspective(70.f, float(windowSize.x) / windowSize.y, 0.1f, 1000.f);
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Nz::AccessByOffset<Nz::Matrix4f&>(viewerDataBuffer.data(), viewerUboOffsets.projMatrixOffset) = Nz::Matrix4f::Perspective(Nz::DegreeAnglef(70.f), float(windowSize.x) / windowSize.y, 0.1f, 1000.f);
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std::vector<std::uint8_t> instanceDataBuffer(instanceUboOffsets.totalSize);
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@@ -186,7 +186,8 @@ int main()
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float sensitivity = 0.3f; // Sensibilité de la souris
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// On modifie l'angle de la caméra grâce au déplacement relatif sur X de la souris
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camAngles.yaw = Nz::NormalizeAngle(camAngles.yaw - event.mouseMove.deltaX*sensitivity);
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camAngles.yaw = camAngles.yaw - event.mouseMove.deltaX * sensitivity;
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camAngles.yaw.Normalize();
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// Idem, mais pour éviter les problèmes de calcul de la matrice de vue, on restreint les angles
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camAngles.pitch = Nz::Clamp(camAngles.pitch + event.mouseMove.deltaY*sensitivity, -89.f, 89.f);
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@@ -200,7 +201,7 @@ int main()
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case Nz::WindowEventType::Resized:
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{
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Nz::Vector2ui windowSize = window.GetSize();
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Nz::AccessByOffset<Nz::Matrix4f&>(viewerDataBuffer.data(), viewerUboOffsets.projMatrixOffset) = Nz::Matrix4f::Perspective(70.f, float(windowSize.x) / windowSize.y, 0.1f, 1000.f);
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Nz::AccessByOffset<Nz::Matrix4f&>(viewerDataBuffer.data(), viewerUboOffsets.projMatrixOffset) = Nz::Matrix4f::Perspective(Nz::DegreeAnglef(70.f), float(windowSize.x) / windowSize.y, 0.1f, 1000.f);
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viewerUboUpdate = true;
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break;
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}
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@@ -145,7 +145,7 @@ int main()
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ubo;
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Nz::Vector2ui windowSize = window.GetSize();
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ubo.projectionMatrix = Nz::Matrix4f::Perspective(70.f, float(windowSize.x) / windowSize.y, 0.1f, 1000.f);
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ubo.projectionMatrix = Nz::Matrix4f::Perspective(Nz::DegreeAnglef(70.f), float(windowSize.x) / windowSize.y, 0.1f, 1000.f);
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ubo.viewMatrix = Nz::Matrix4f::Translate(Nz::Vector3f::Backward() * 1);
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ubo.modelMatrix = Nz::Matrix4f::Translate(Nz::Vector3f::Forward() * 2 + Nz::Vector3f::Right());
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@@ -291,7 +291,8 @@ int main()
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float sensitivity = 0.3f; // Sensibilité de la souris
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// On modifie l'angle de la caméra grâce au déplacement relatif sur X de la souris
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camAngles.yaw = Nz::NormalizeAngle(camAngles.yaw - event.mouseMove.deltaX*sensitivity);
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camAngles.yaw = camAngles.yaw - event.mouseMove.deltaX * sensitivity;
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camAngles.yaw.Normalize();
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// Idem, mais pour éviter les problèmes de calcul de la matrice de vue, on restreint les angles
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camAngles.pitch = Nz::Clamp(camAngles.pitch + event.mouseMove.deltaY*sensitivity, -89.f, 89.f);
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@@ -305,7 +306,7 @@ int main()
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case Nz::WindowEventType::Resized:
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{
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Nz::Vector2ui windowSize = window.GetSize();
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ubo.projectionMatrix = Nz::Matrix4f::Perspective(70.f, float(windowSize.x) / windowSize.y, 0.1f, 1000.f);
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ubo.projectionMatrix = Nz::Matrix4f::Perspective(Nz::DegreeAnglef(70.f), float(windowSize.x) / windowSize.y, 0.1f, 1000.f);
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uboUpdate = true;
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break;
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}
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