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@ -103,33 +103,39 @@ void RemotePlayer::Render(TextureAtlas& atlas, Shader& shader, Transformation tr
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Vector3f v4 = (playerPosition - CrossA * 0.5 * width - CrossB * 0.5 * height);
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Vector3f angleRemote = GetDirection();
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Vector3f angleCam = Vector3f(v2.z, 0, -v2.x);
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Vector3f angleCam = (v1 - v2).Cross(v3 - v2);
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angleCam.y = 0;
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angleRemote.y = 0;
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angleCam.Normalize();
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angleRemote.Normalize();
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float angle = angleRemote.Dot(angleCam);
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angle *= 100;
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//angle *= 100;
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//angle /= 57.2958;
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int index = 0;
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Vector3f side = angleRemote.Cross(angleCam);
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if (angle >= -0.125 && angle <= 0.125)
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//std::cout << "trying: " << trying.y << std::endl;
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bool isLeft = side.y > 0;
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if (angle >= 0.75 ) //Face //side positif
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index = 0;
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else if (angle >= 0.125 && angle <= 0.375)
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else if (angle >= 0.25 && isLeft) //Frontleft
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index = 1;
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else if (angle >= 0.375 && angle <= 0.625)
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else if (angle >= -0.25 && isLeft) //ProfileLeft
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index = 3;
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else if (angle >= 0.625 && angle <= 0.875)
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else if (angle >= -0.75 && isLeft) //BackLeft
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index = 5;
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else if (angle >= 0.875 && angle <= -0.875)
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else if (angle < -0.75) //Dos //side négatif
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index = 7;
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else if (angle >= -0.875 && angle <= -0.625)
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index = 6;
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else if (angle >= -0.625 && angle <= -0.375)
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index = 4;
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else if (angle >= -0.375 && angle <= -0.125)
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else if (angle >= 0.25 && !isLeft) //FrontRight
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index = 2;
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else if (angle >= -0.25 && !isLeft) //ProfileRight
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index = 4;
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else if (angle >= -0.75 && !isLeft) //BackRight
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index = 6;
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std::cout << index << std::endl;
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std::cout << "angle: " << angle << std::endl;
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