going to switch the lights over to using position, or maybe flesh out directional light more
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@@ -157,15 +157,16 @@ impl CameraController {
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(1.0 * camera.pitch.0.sin() * camera.yaw.0.cos()),
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);
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let yaw_offset = camera.yaw.0 - Rad(PI).0;
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let right_vector = Vector3::new(
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(1.0 * camera.pitch.0.sin() * yaw_offset.sin()),
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(1.0 * camera.pitch.0.cos()),
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(1.0 * camera.pitch.0.sin() * yaw_offset.cos()),
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let offset = camera.yaw.0 + PI/2.0;
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let pitch = PI/2.0;
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let left_vector = Vector3::new(
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(1.0 * pitch.sin() * offset.sin()),
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(1.0 * pitch.cos()),
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(1.0 * pitch.sin() * offset.cos()),
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);
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camera.position += view_vector * (self.amount_forward - self.amount_backward) * self.speed * dt;
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camera.position += right_vector * (self.amount_right - self.amount_left) * self.speed * dt;
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camera.position += left_vector * (self.amount_left - self.amount_right) * self.speed * dt;
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// I'm not a huge fan of this
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// // Move in/out (aka. "zoom")
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