Reowrd transformations yet again
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83b5453088
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3 changed files with 105 additions and 28 deletions
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@ -41,22 +41,37 @@ namespace oglu
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recalculateMatrix = true;
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}
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void Transformable::SetRotation(float rotX, float rotY, float rotZ)
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void Transformable::SetRotation(float pitch, float yaw, float roll)
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{
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SetRotation(glm::vec3(rotX, rotY, rotZ));
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SetRotation(glm::vec3(pitch, yaw, roll));
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}
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void Transformable::SetRotation(const float* rotation)
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void Transformable::SetRotation(const float* pitchYawRoll)
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{
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SetRotation(glm::make_vec3(rotation));
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SetRotation(glm::make_vec3(pitchYawRoll));
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}
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void Transformable::SetRotation(const glm::vec3& rotation)
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void Transformable::SetRotation(const glm::vec3& pitchYawRoll)
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{
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orientation = glm::quat(glm::radians(rotation));
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orientation = glm::quat(glm::radians(pitchYawRoll));
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recalculateMatrix = true;
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}
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inline void Transformable::SetPitch(float angle)
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{
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SetRotation(glm::vec3(angle, 0.0f, 0.0f));
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}
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inline void Transformable::SetYaw(float angle)
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{
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SetRotation(glm::vec3(0.0f, angle, 0.0f));
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}
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inline void Transformable::SetRoll(float angle)
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{
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SetRotation(glm::vec3(0.0f, 0.0f, angle));
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}
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void Transformable::SetRotation(float angle, float xAxis, float yAxis, float zAxis)
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{
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SetRotation(angle, glm::vec3(xAxis, yAxis, zAxis));
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@ -105,22 +120,37 @@ namespace oglu
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recalculateMatrix = true;
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}
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void Transformable::Rotate(float rotX, float rotY, float rotZ)
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void Transformable::Rotate(float pitch, float yaw, float roll)
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{
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Rotate(glm::vec3(rotX, rotY, rotZ));
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Rotate(glm::vec3(pitch, yaw, roll));
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}
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void Transformable::Rotate(const float* rotation)
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void Transformable::Rotate(const float* pitchYawRoll)
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{
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Rotate(glm::make_vec3(rotation));
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Rotate(glm::make_vec3(pitchYawRoll));
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}
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void Transformable::Rotate(const glm::vec3& rotation)
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void Transformable::Rotate(const glm::vec3& pitchYawRoll)
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{
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orientation *= glm::quat(glm::radians(rotation));
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orientation *= glm::quat(glm::radians(pitchYawRoll));
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recalculateMatrix = true;
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}
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inline void Transformable::Pitch(float angle)
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{
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Rotate(glm::vec3(angle, 0.0f, 0.0f));
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}
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inline void Transformable::Yaw(float angle)
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{
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Rotate(glm::vec3(0.0f, angle, 0.0f));
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}
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inline void Transformable::Roll(float angle)
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{
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Rotate(glm::vec3(0.0f, 0.0f, angle));
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}
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void Transformable::Rotate(float angle, float xAxis, float yAxis, float zAxis)
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{
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Rotate(angle, glm::vec3(xAxis, yAxis, zAxis));
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