Snap sn = picking_track->get_snap_node(picking_entry);
- GL::MatrixStack::modelview() *= GL::Matrix::translation(sn.position.x, sn.position.y, sn.position.z+0.03);
- GL::MatrixStack::modelview() *= GL::Matrix::rotation(sn.rotation+M_PI, 0, 0, 1);
+ GL::MatrixStack::modelview() *= GL::Matrix::translation(sn.position+GL::Vector3(0, 0, 0.03));
+ GL::MatrixStack::modelview() *= GL::Matrix::rotation(sn.rotation+Angle::half_turn(), 0, 0, 1);
arrow_mesh.draw();
}
float best_score = 0;
GL::Vector3 pos;
GL::Vector3 up;
- for(float angle=0; angle<M_PI; angle+=0.01)
+ for(Angle angle; angle<Angle::half_turn(); angle+=Angle::from_radians(0.01))
{
float min_x = 0;
float max_x = 0;