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Removed: Scale flipping, these should work now but they dont.
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@ -238,7 +238,7 @@ animation_transform ace::simulation::animation::animate(const float phase, const
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case 1: {
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scale = (scale / (max_value - min_value)) * (angle1 - angle0);
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glm::vec3 rotation_axis = glm::vec3(1.0f, 0.0f, 0.0f);
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animation_matrix = glm::rotate(animation_matrix, -scale, rotation_axis);
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animation_matrix = glm::rotate(animation_matrix, scale, rotation_axis);
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rotation_offset = this->lod_info[lod_id]->axis_position;
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break;
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}
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@ -246,7 +246,7 @@ animation_transform ace::simulation::animation::animate(const float phase, const
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case 2: {
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scale = (scale / (max_value - min_value)) * (angle1 - angle0);
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glm::vec3 rotation_axis = glm::vec3(0.0f, 1.0f, 0.0f);
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animation_matrix = glm::rotate(animation_matrix, -scale, rotation_axis);
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animation_matrix = glm::rotate(animation_matrix, scale, rotation_axis);
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rotation_offset = this->lod_info[lod_id]->axis_position;
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break;
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}
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@ -254,7 +254,7 @@ animation_transform ace::simulation::animation::animate(const float phase, const
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case 3: {
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scale = (scale / (max_value - min_value)) * (angle1 - angle0);
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glm::vec3 rotation_axis = glm::vec3(0.0f, 0.0f, 1.0f);
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animation_matrix = glm::rotate(animation_matrix, -scale, rotation_axis);
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animation_matrix = glm::rotate(animation_matrix, scale, rotation_axis);
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rotation_offset = this->lod_info[lod_id]->axis_position;
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break;
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}
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