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bx math API cleanup.
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@@ -166,16 +166,16 @@ struct Camera
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float direction[3] =
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{
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bx::fcos(m_verticalAngle) * bx::fsin(m_horizontalAngle),
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bx::fsin(m_verticalAngle),
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bx::fcos(m_verticalAngle) * bx::fcos(m_horizontalAngle),
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bx::cos(m_verticalAngle) * bx::sin(m_horizontalAngle),
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bx::sin(m_verticalAngle),
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bx::cos(m_verticalAngle) * bx::cos(m_horizontalAngle),
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};
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float right[3] =
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{
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bx::fsin(m_horizontalAngle - bx::kPiHalf),
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bx::sin(m_horizontalAngle - bx::kPiHalf),
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0,
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bx::fcos(m_horizontalAngle - bx::kPiHalf),
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bx::cos(m_horizontalAngle - bx::kPiHalf),
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};
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float up[3];
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