67 const float angle_x = std::abs(glm::dot(vector_x, cameraDirection)); |
67 const float angle_x = std::abs(glm::dot(vector_x, cameraDirection)); |
68 const float angle_y = std::abs(glm::dot(vector_y, cameraDirection)); |
68 const float angle_y = std::abs(glm::dot(vector_y, cameraDirection)); |
69 if (angle_x < angle_y) |
69 if (angle_x < angle_y) |
70 { |
70 { |
71 this->newStatusText("rotate by X axis"); |
71 this->newStatusText("rotate by X axis"); |
72 this->gridMatrix = glm::rotate(this->gridMatrix, PIf / 2, glm::vec3{1, 0, 0}); |
72 this->gridMatrix = glm::rotate(this->gridMatrix, PI<float> / 2, glm::vec3{1, 0, 0}); |
73 } |
73 } |
74 else |
74 else |
75 { |
75 { |
76 this->newStatusText("rotate by Y axis"); |
76 this->newStatusText("rotate by Y axis"); |
77 this->gridMatrix = glm::rotate(this->gridMatrix, PIf / 2, glm::vec3{0, 1, 0}); |
77 this->gridMatrix = glm::rotate(this->gridMatrix, PI<float> / 2, glm::vec3{0, 1, 0}); |
78 } |
78 } |
79 this->updateGridMatrix(); |
79 this->updateGridMatrix(); |
80 this->update(); |
80 this->update(); |
81 } |
81 } |
82 else |
82 else |