update mat4.rotate to use degrees instead of radians
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@@ -96,19 +96,19 @@ inline int l_rotate(lua::State* L) {
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switch (argc) {
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switch (argc) {
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case 2: {
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case 2: {
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auto vec = lua::tovec3(L, 1);
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auto vec = lua::tovec3(L, 1);
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auto angle = static_cast<float>(lua::tonumber(L, 2));
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auto angle = glm::radians(static_cast<float>(lua::tonumber(L, 2)));
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return lua::pushmat4(L, glm::rotate(glm::mat4(1.0f), angle, vec));
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return lua::pushmat4(L, glm::rotate(glm::mat4(1.0f), angle, vec));
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}
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}
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case 3: {
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case 3: {
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auto matrix = lua::tomat4(L, 1);
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auto matrix = lua::tomat4(L, 1);
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auto vec = lua::tovec3(L, 2);
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auto vec = lua::tovec3(L, 2);
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auto angle = static_cast<float>(lua::tonumber(L, 3));
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auto angle = glm::radians(static_cast<float>(lua::tonumber(L, 3)));
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return lua::pushmat4(L, glm::rotate(matrix, angle, vec));
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return lua::pushmat4(L, glm::rotate(matrix, angle, vec));
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}
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}
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case 4: {
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case 4: {
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auto matrix = lua::tomat4(L, 1);
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auto matrix = lua::tomat4(L, 1);
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auto vec = lua::tovec3(L, 2);
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auto vec = lua::tovec3(L, 2);
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auto angle = static_cast<float>(lua::tonumber(L, 3));
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auto angle = glm::radians(static_cast<float>(lua::tonumber(L, 3)));
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return lua::setmat4(L, 3, glm::rotate(matrix, angle, vec));
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return lua::setmat4(L, 3, glm::rotate(matrix, angle, vec));
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}
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}
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default: {
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default: {
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