Renamed some glm::vec3 to Vector3

This commit is contained in:
Antoine Pilote
2023-07-19 00:31:22 -04:00
parent 3800587c07
commit 4e4d203666
24 changed files with 59 additions and 96 deletions

View File

@@ -37,29 +37,12 @@ Quat Nuake::CreateFromAxisAngle(Vector3 axis, float angle)
Quat Nuake::QuatFromEuler(float x, float y, float z)
{
glm::quat pitchQuat = glm::angleAxis(Rad(x), glm::vec3(1.0f, 0.0f, 0.0f));
glm::quat yawQuat = glm::angleAxis(Rad(y), glm::vec3(0.0f, 1.0f, 0.0f));
glm::quat rollQuat = glm::angleAxis(Rad(z), glm::vec3(0.0f, 0.0f, -1.0f));
glm::quat orientation = yawQuat * pitchQuat * rollQuat;
Quat pitchQuat = glm::angleAxis(Rad(x), Vector3(1.0f, 0.0f, 0.0f));
Quat yawQuat = glm::angleAxis(Rad(y), Vector3(0.0f, 1.0f, 0.0f));
Quat rollQuat = glm::angleAxis(Rad(z), Vector3(0.0f, 0.0f, -1.0f));
Quat orientation = yawQuat * pitchQuat * rollQuat;
return glm::normalize(orientation);
return Quat(Vector3(Rad(x), Rad(y), Rad(z)));
Quat q;
float cr = cos(x * 0.5);
float sr = sin(x * 0.5);
float cp = cos(y * 0.5);
float sp = sin(y * 0.5);
float cy = cos(z * 0.5);
float sy = sin(z * 0.5);
q.w = cr * cp * cy + sr * sp * sy;
q.x = sr * cp * cy - cr * sp * sy;
q.y = cr * sp * cy + sr * cp * sy;
q.z = cr * cp * sy - sr * sp * cy;
return q;
}
Vector3 Nuake::QuatToDirection(const Quat& quat)
@@ -72,9 +55,9 @@ void Nuake::Decompose(const Matrix4& m, Vector3& pos, Quat& rot, Vector3& scale)
pos = m[3];
for (int i = 0; i < 3; i++)
scale[i] = glm::length(Vector3(m[i]));
const glm::mat3 rotMtx(
glm::vec3(m[0]) / scale[0],
glm::vec3(m[1]) / scale[1],
glm::vec3(m[2]) / scale[2]);
const Matrix3 rotMtx(
Vector3(m[0]) / scale[0],
Vector3(m[1]) / scale[1],
Vector3(m[2]) / scale[2]);
rot = glm::quat_cast(rotMtx);
}