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Moved IDENTITY_FRONT/UP/RIGHT to GLMHelpers
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5 changed files with 8 additions and 7 deletions
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@ -48,8 +48,7 @@ glm::quat HeadData::getOrientation() const {
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void HeadData::setOrientation(const glm::quat& orientation) {
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// rotate body about vertical axis
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glm::quat bodyOrientation = _owningAvatar->getOrientation();
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const glm::vec3 front = glm::vec3( 0.0f, 0.0f, -1.0f);
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glm::vec3 newFront = glm::inverse(bodyOrientation) * (orientation * front);
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glm::vec3 newFront = glm::inverse(bodyOrientation) * (orientation * IDENTITY_FRONT);
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bodyOrientation = bodyOrientation * glm::angleAxis(atan2f(-newFront.x, -newFront.z), glm::vec3(0.0f, 1.0f, 0.0f));
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_owningAvatar->setOrientation(bodyOrientation);
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@ -14,6 +14,7 @@
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#include <gpu/GPUConfig.h>
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#include <DeferredLightingEffect.h>
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#include <GLMHelpers.h>
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#include <PerfStat.h>
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#include "RenderableLightEntityItem.h"
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@ -15,11 +15,6 @@
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#include <QtGlobal> // for quint64
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#include <glm/glm.hpp>
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// this is where the coordinate system is represented
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const glm::vec3 IDENTITY_RIGHT = glm::vec3( 1.0f, 0.0f, 0.0f);
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const glm::vec3 IDENTITY_UP = glm::vec3( 0.0f, 1.0f, 0.0f);
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const glm::vec3 IDENTITY_FRONT = glm::vec3( 0.0f, 0.0f,-1.0f);
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const quint64 CHANGE_FUDGE = 1000 * 200; // useconds of fudge in determining if we want to resend changed voxels
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const int TREE_SCALE = 16384; // ~10 miles.. This is the number of meters of the 0.0 to 1.0 voxel universe
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@ -18,6 +18,7 @@
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#include <QtCore/QDebug>
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#include "GeometryUtil.h"
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#include "GLMHelpers.h"
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#include "SharedUtil.h"
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#include "ViewFrustum.h"
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#include "OctreeConstants.h"
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@ -21,6 +21,11 @@
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#include "SharedUtil.h"
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// this is where the coordinate system is represented
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const glm::vec3 IDENTITY_RIGHT = glm::vec3( 1.0f, 0.0f, 0.0f);
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const glm::vec3 IDENTITY_UP = glm::vec3( 0.0f, 1.0f, 0.0f);
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const glm::vec3 IDENTITY_FRONT = glm::vec3( 0.0f, 0.0f,-1.0f);
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glm::quat safeMix(const glm::quat& q1, const glm::quat& q2, float alpha);
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// These pack/unpack functions are designed to start specific known types in as efficient a manner
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