cleaned up some spacing issues in Orientarion class

This commit is contained in:
Jeffrey Ventrella 2013-05-07 18:32:56 -07:00
parent d99eef8c99
commit 2d8c15e0cb
2 changed files with 40 additions and 40 deletions

View file

@ -20,25 +20,25 @@ Orientation::Orientation() {
void Orientation::setToIdentity() {
quat = glm::quat();
right = glm::vec3( IDENTITY_RIGHT );
up = glm::vec3( IDENTITY_UP );
front = glm::vec3( IDENTITY_FRONT );
right = glm::vec3(IDENTITY_RIGHT);
up = glm::vec3(IDENTITY_UP );
front = glm::vec3(IDENTITY_FRONT);
}
void Orientation::set( Orientation o ) {
void Orientation::set(Orientation o) {
quat = o.quat;
right = o.right;
up = o.up;
front = o.front;
quat = o.quat;
right = o.right;
up = o.up;
front = o.front;
}
void Orientation::yaw( float angle ) {
void Orientation::yaw(float angle) {
float radian = angle * PI_OVER_180;
if ( USING_QUATERNIONS ) {
rotateAndGenerateDirections( glm::quat( glm::vec3( 0.0f, -radian, 0.0f )) );
if (USING_QUATERNIONS) {
rotateAndGenerateDirections(glm::quat(glm::vec3(0.0f, -radian, 0.0f)));
} else {
float s = sin(radian);
float c = cos(radian);
@ -53,12 +53,12 @@ void Orientation::yaw( float angle ) {
}
}
void Orientation::pitch( float angle ) {
void Orientation::pitch(float angle) {
float radian = angle * PI_OVER_180;
if ( USING_QUATERNIONS ) {
rotateAndGenerateDirections( glm::quat( glm::vec3( radian, 0.0f, 0.0f ) ) );
if (USING_QUATERNIONS) {
rotateAndGenerateDirections(glm::quat(glm::vec3(radian, 0.0f, 0.0f)));
} else {
float s = sin(radian);
float c = cos(radian);
@ -73,12 +73,12 @@ void Orientation::pitch( float angle ) {
}
}
void Orientation::roll( float angle ) {
void Orientation::roll(float angle) {
float radian = angle * PI_OVER_180;
if ( USING_QUATERNIONS ) {
rotateAndGenerateDirections( glm::quat( glm::vec3( 0.0f, 0.0f, radian )) );
if (USING_QUATERNIONS) {
rotateAndGenerateDirections(glm::quat(glm::vec3(0.0f, 0.0f, radian)));
} else {
float s = sin(radian);
float c = cos(radian);
@ -93,13 +93,13 @@ void Orientation::roll( float angle ) {
}
}
void Orientation::rotate( float p, float y, float r ) {
void Orientation::rotate(float p, float y, float r) {
pitch(p);
yaw (y);
roll (r);
}
void Orientation::rotate( glm::vec3 eulerAngles ) {
void Orientation::rotate(glm::vec3 eulerAngles) {
//this needs to be optimized!
pitch(eulerAngles.x);
@ -112,13 +112,13 @@ void Orientation::rotate( glm::quat rotation ) {
}
void Orientation::rotateAndGenerateDirections( glm::quat rotation ) {
void Orientation::rotateAndGenerateDirections(glm::quat rotation) {
quat = quat * rotation;
glm::mat4 rotationMatrix = glm::mat4_cast(quat);
right = glm::vec3( glm::vec4( IDENTITY_RIGHT, 0.0f ) * rotationMatrix );
up = glm::vec3( glm::vec4( IDENTITY_UP, 0.0f ) * rotationMatrix );
front = glm::vec3( glm::vec4( IDENTITY_FRONT, 0.0f ) * rotationMatrix );
right = glm::vec3(glm::vec4(IDENTITY_RIGHT, 0.0f) * rotationMatrix);
up = glm::vec3(glm::vec4(IDENTITY_UP, 0.0f) * rotationMatrix);
front = glm::vec3(glm::vec4(IDENTITY_FRONT, 0.0f) * rotationMatrix);
}

View file

@ -12,33 +12,33 @@
#include <glm/gtc/quaternion.hpp>
// this is where the coordinate system is represented
const glm::vec3 IDENTITY_RIGHT = glm::vec3( -1.0f, 0.0f, 0.0f );
const glm::vec3 IDENTITY_UP = glm::vec3( 0.0f, 1.0f, 0.0f );
const glm::vec3 IDENTITY_FRONT = glm::vec3( 0.0f, 0.0f, 1.0f );
const glm::vec3 IDENTITY_RIGHT = glm::vec3(-1.0f, 0.0f, 0.0f);
const glm::vec3 IDENTITY_UP = glm::vec3( 0.0f, 1.0f, 0.0f);
const glm::vec3 IDENTITY_FRONT = glm::vec3( 0.0f, 0.0f, 1.0f);
class Orientation
{
public:
Orientation();
void set( Orientation );
void set(Orientation);
void setToIdentity();
void pitch( float p );
void yaw ( float y );
void roll ( float r );
void pitch(float p);
void yaw (float y);
void roll (float r);
void rotate( float pitch, float yaw, float roll );
void rotate( glm::vec3 EulerAngles );
void rotate( glm::quat quaternion );
void rotate(float pitch, float yaw, float roll);
void rotate(glm::vec3 EulerAngles);
void rotate(glm::quat quaternion);
const glm::vec3 & getRight() const { return right; }
const glm::vec3 & getUp () const { return up; }
const glm::vec3 & getFront() const { return front; }
const glm::vec3 & getRight() const {return right;}
const glm::vec3 & getUp () const {return up; }
const glm::vec3 & getFront() const {return front;}
const glm::vec3 & getIdentityRight() const { return IDENTITY_RIGHT; }
const glm::vec3 & getIdentityUp () const { return IDENTITY_UP; }
const glm::vec3 & getIdentityFront() const { return IDENTITY_FRONT; }
const glm::vec3 & getIdentityRight() const {return IDENTITY_RIGHT;}
const glm::vec3 & getIdentityUp () const {return IDENTITY_UP;}
const glm::vec3 & getIdentityFront() const {return IDENTITY_FRONT;}
private:
@ -47,7 +47,7 @@ private:
glm::vec3 up;
glm::vec3 front;
void rotateAndGenerateDirections( glm::quat rotation );
void rotateAndGenerateDirections(glm::quat rotation);
};
#endif