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@@ -166,7 +166,6 @@ namespace omath
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return {x / fl, y / fl};
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return {x / fl, y / fl};
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}
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}
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// Normalize the vector
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// Normalize the vector
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[[nodiscard]] Vector2 Normalized() const;
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[[nodiscard]] Vector2 Normalized() const;
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@@ -27,11 +27,7 @@ namespace omath::projection
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Camera(const Vector3& position, const Vector3& viewAngles, const ViewPort& viewPort, float fov, float near, float far);
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Camera(const Vector3& position, const Vector3& viewAngles, const ViewPort& viewPort, float fov, float near, float far);
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void SetViewAngles(const Vector3& viewAngles);
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void SetViewAngles(const Vector3& viewAngles);
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[[nodiscard]] const Vector3& GetViewAngles() const;
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[[nodiscard]] Matrix GetViewMatrix() const;
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[[nodiscard]] Matrix GetViewMatrix() const;
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[[nodiscard]] Matrix GetProjectionMatrix() const;
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[[nodiscard]] Matrix GetTranslationMatrix() const;
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[[nodiscard]] Matrix GetOrientationMatrix() const;
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[[nodiscard]] std::expected<Vector3, std::string_view> WorldToScreen(const Vector3& worldPosition) const;
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[[nodiscard]] std::expected<Vector3, std::string_view> WorldToScreen(const Vector3& worldPosition) const;
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@@ -45,7 +45,7 @@ namespace omath::prediction
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const Vector3 &targetPosition) const
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const Vector3 &targetPosition) const
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{
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{
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const auto bulletGravity = m_gravityConstant * projectile.m_gravityScale;
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const auto bulletGravity = m_gravityConstant * projectile.m_gravityScale;
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const auto delta = targetPosition - projectile.m_origin;;
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const auto delta = targetPosition - projectile.m_origin;
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const auto distance2d = delta.Length2D();
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const auto distance2d = delta.Length2D();
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