Compilation succesful on Linux Ubuntu
Probably broke a lot of things
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@@ -2,7 +2,7 @@
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namespace Nuake
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{
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Quat Nuake::LookAt(Vector3 sourcePoint, Vector3 destPoint)
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Quat LookAt(Vector3 sourcePoint, Vector3 destPoint)
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{
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Vector3 forwardVector = glm::normalize(destPoint - sourcePoint);
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@@ -23,7 +23,7 @@ namespace Nuake
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}
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// just in case you need that function also
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Quat Nuake::CreateFromAxisAngle(Vector3 axis, float angle)
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Quat CreateFromAxisAngle(Vector3 axis, float angle)
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{
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float halfAngle = angle * .5f;
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float s = sin(halfAngle);
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@@ -35,7 +35,7 @@ namespace Nuake
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return q;
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}
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Quat Nuake::QuatFromEuler(float x, float y, float z)
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Quat QuatFromEuler(float x, float y, float z)
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{
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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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@@ -45,12 +45,12 @@ namespace Nuake
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return glm::normalize(orientation);
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}
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Vector3 Nuake::QuatToDirection(const Quat& quat)
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Vector3 QuatToDirection(const Quat& quat)
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{
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return glm::normalize(quat * Vector3(0, 0, -1));
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}
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void Nuake::Decompose(const Matrix4& m, Vector3& pos, Quat& rot, Vector3& scale)
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void Decompose(const Matrix4& m, Vector3& pos, Quat& rot, Vector3& scale)
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{
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pos = m[3];
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for (int i = 0; i < 3; i++)
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@@ -62,7 +62,7 @@ namespace Nuake
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rot = glm::quat_cast(rotMtx);
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}
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const Matrix4& Nuake::TransformToCameraTransform(const Matrix4& mat)
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const Matrix4& TransformToCameraTransform(const Matrix4& mat)
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{
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return mat;
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}
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