From 113e9cf43b9d18d68e01dd3894c856798e662515 Mon Sep 17 00:00:00 2001 From: Ryan Huffman Date: Fri, 12 Sep 2014 13:31:07 -0700 Subject: [PATCH] Remove use of Quat::rotate --- examples/gracefulControls.js | 2 +- libraries/script-engine/src/Quat.cpp | 4 ---- libraries/script-engine/src/Quat.h | 1 - 3 files changed, 1 insertion(+), 6 deletions(-) diff --git a/examples/gracefulControls.js b/examples/gracefulControls.js index 4d9e3e2f96..e2b603c5d7 100644 --- a/examples/gracefulControls.js +++ b/examples/gracefulControls.js @@ -150,7 +150,7 @@ function update(dt) { var maxSpeed = movementParameters.MAX_SPEED; velocity.x = Math.max(-maxSpeed, Math.min(maxSpeed, velocity.x)); velocity.z = Math.max(-maxSpeed, Math.min(maxSpeed, velocity.z)); - var v = Quat.rotate(MyAvatar.headOrientation, velocity); + var v = Vec3.multiplyQbyV(MyAvatar.headOrientation, velocity); if (targetVelocityVertical == 0) { targetVelocityVertical -= (velocityVertical * movementParameters.DRAG_COEFFICIENT * dt); diff --git a/libraries/script-engine/src/Quat.cpp b/libraries/script-engine/src/Quat.cpp index 4a0e4f8317..5985858026 100644 --- a/libraries/script-engine/src/Quat.cpp +++ b/libraries/script-engine/src/Quat.cpp @@ -42,10 +42,6 @@ glm::quat Quat::inverse(const glm::quat& q) { return glm::inverse(q); } -glm::vec3 Quat::rotate(const glm::quat& q, const glm::vec3& v) { - return glm::rotate(q, v); -} - glm::vec3 Quat::getFront(const glm::quat& orientation) { return orientation * IDENTITY_FRONT; } diff --git a/libraries/script-engine/src/Quat.h b/libraries/script-engine/src/Quat.h index 74e80a825b..faae636f02 100644 --- a/libraries/script-engine/src/Quat.h +++ b/libraries/script-engine/src/Quat.h @@ -30,7 +30,6 @@ public slots: glm::quat fromPitchYawRollDegrees(float pitch, float yaw, float roll); // degrees glm::quat fromPitchYawRollRadians(float pitch, float yaw, float roll); // radians glm::quat inverse(const glm::quat& q); - glm::vec3 rotate(const glm::quat& q, const glm::vec3& v); glm::vec3 getFront(const glm::quat& orientation); glm::vec3 getRight(const glm::quat& orientation); glm::vec3 getUp(const glm::quat& orientation);