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Replace manual conversion with glm's function
Glm allows to use angle manipulation functions. One of them is conversion degrees to radians. It gives optimal precision and isn't strictly connected with float. https://glm.g-truc.net/0.9.4/api/a00136.html#ga4fb76e28851c9ff6653532566084e091 // Please close https://github.com/rwengine/openrw/pull/295 New pull request prevents trash in history, and it's easier to read.
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@ -264,7 +264,7 @@ void VehicleObject::tickPhysics(float dt) {
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if (wi.m_bIsFrontWheel) {
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if (wi.m_bIsFrontWheel) {
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float sign = std::signbit(steerAngle) ? -1.f : 1.f;
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float sign = std::signbit(steerAngle) ? -1.f : 1.f;
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physVehicle->setSteeringValue(
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physVehicle->setSteeringValue(
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std::min(info->handling.steeringLock * (3.141f / 180.f),
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std::min(glm::radians(info->handling.steeringLock),
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std::abs(steerAngle)) *
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std::abs(steerAngle)) *
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sign,
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sign,
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w);
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w);
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@ -294,7 +294,7 @@ void VehicleObject::tickPhysics(float dt) {
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if (isInWater()) {
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if (isInWater()) {
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float sign = std::signbit(steerAngle) ? -1.f : 1.f;
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float sign = std::signbit(steerAngle) ? -1.f : 1.f;
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float steer =
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float steer =
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std::min(info->handling.steeringLock * (3.141f / 180.f),
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std::min(glm::radians(info->handling.steeringLock),
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std::abs(steerAngle)) *
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std::abs(steerAngle)) *
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sign;
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sign;
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auto orient = collision->getBulletBody()->getOrientation();
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auto orient = collision->getBulletBody()->getOrientation();
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