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