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make sure that our up vector really is up in an axis before picking a world plane (#5459)
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@ -255,8 +255,8 @@ void CameraMoveForward(Camera *camera, float distance, bool moveInWorldPlane)
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if (moveInWorldPlane)
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if (moveInWorldPlane)
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{
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{
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// Project vector onto world plane (the plane defined by the up vector)
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// Project vector onto world plane (the plane defined by the up vector)
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if (fabsf(camera->up.z) > 0) forward.z = 0;
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if (fabsf(camera->up.z) > 0.7071f) forward.z = 0;
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else if (fabsf(camera->up.x) > 0) forward.x = 0;
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else if (fabsf(camera->up.x) > 0.7071f) forward.x = 0;
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else forward.y = 0;
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else forward.y = 0;
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forward = Vector3Normalize(forward);
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forward = Vector3Normalize(forward);
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@ -291,8 +291,8 @@ void CameraMoveRight(Camera *camera, float distance, bool moveInWorldPlane)
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if (moveInWorldPlane)
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if (moveInWorldPlane)
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{
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{
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// Project vector onto world plane (the plane defined by the up vector)
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// Project vector onto world plane (the plane defined by the up vector)
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if (fabsf(camera->up.z) > 0) right.z = 0;
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if (fabsf(camera->up.z) > 0.7071f) right.z = 0;
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else if (fabsf(camera->up.x) > 0) right.x = 0;
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else if (fabsf(camera->up.x) > 0.7071f) right.x = 0;
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else right.y = 0;
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else right.y = 0;
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right = Vector3Normalize(right);
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right = Vector3Normalize(right);
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