Merge pull request #2268 from AndrewMeadows/radians

prefer radians over degrees
This commit is contained in:
Andrzej Kapolka 2014-03-12 12:10:29 -07:00
commit e249b29b45
51 changed files with 302 additions and 306 deletions

View file

@ -5,6 +5,7 @@ if (WIN32)
endif (WIN32)
project(hifi)
add_definitions(-DGLM_FORCE_RADIANS)
if (WIN32)
add_definitions(-DNOMINMAX -D_CRT_SECURE_NO_WARNINGS)

View file

@ -78,9 +78,9 @@ glm::vec3 bugDirection = glm::vec3(0, 0, 1);
const int VOXELS_PER_BUG = 18;
glm::vec3 bugPathCenter = glm::vec3(0.25f,0.15f,0.25f); // glm::vec3(BUG_VOXEL_SIZE * 150.0, BUG_VOXEL_SIZE * 30.0, BUG_VOXEL_SIZE * 150.0);
float bugPathRadius = 0.2f; //BUG_VOXEL_SIZE * 140.0;
float bugPathTheta = 0.0 * PI_OVER_180;
float bugRotation = 0.0 * PI_OVER_180;
float bugAngleDelta = 0.2 * PI_OVER_180;
float bugPathTheta = 0.0f * RADIANS_PER_DEGREE;
float bugRotation = 0.0f * RADIANS_PER_DEGREE;
float bugAngleDelta = 0.2f * RADIANS_PER_DEGREE;
bool moveBugInLine = false;
class BugPart {
@ -160,11 +160,11 @@ static void renderMovingBug() {
bugPosition.z += (bugDirection.z * BUG_VOXEL_SIZE);
// Check boundaries
if (bugPosition.z > 1.0) {
bugDirection.z = -1;
if (bugPosition.z > 1.0f) {
bugDirection.z = -1.f;
}
if (bugPosition.z < BUG_VOXEL_SIZE) {
bugDirection.z = 1;
bugDirection.z = 1.f;
}
} else {
@ -174,9 +174,9 @@ static void renderMovingBug() {
bugRotation -= bugAngleDelta; // rotate slightly
// If we loop past end of circle, just reset back into normal range
if (bugPathTheta > (360.0f * PI_OVER_180)) {
bugPathTheta = 0;
bugRotation = 0;
if (bugPathTheta > TWO_PI) {
bugPathTheta = 0.f;
bugRotation = 0.f;
}
float x = bugPathCenter.x + bugPathRadius * cos(bugPathTheta);
@ -225,7 +225,7 @@ static void sendVoxelBlinkMessage() {
VoxelDetail detail;
detail.s = BEACON_SIZE;
glm::vec3 position = glm::vec3(0, 0, detail.s);
glm::vec3 position = glm::vec3(0.f, 0.f, detail.s);
detail.x = detail.s * floor(position.x / detail.s);
detail.y = detail.s * floor(position.y / detail.s);

View file

@ -114,7 +114,7 @@ void AudioMixer::addBufferToMixForListeningNodeWithBuffer(PositionalAudioRingBuf
const float OFF_AXIS_ATTENUATION_FORMULA_STEP = (1 - MAX_OFF_AXIS_ATTENUATION) / 2.0f;
float offAxisCoefficient = MAX_OFF_AXIS_ATTENUATION +
(OFF_AXIS_ATTENUATION_FORMULA_STEP * (angleOfDelivery / 90.0f));
(OFF_AXIS_ATTENUATION_FORMULA_STEP * (angleOfDelivery / PI_OVER_TWO));
// multiply the current attenuation coefficient by the calculated off axis coefficient
attenuationCoefficient *= offAxisCoefficient;
@ -148,7 +148,7 @@ void AudioMixer::addBufferToMixForListeningNodeWithBuffer(PositionalAudioRingBuf
// figure out the number of samples of delay and the ratio of the amplitude
// in the weak channel for audio spatialization
float sinRatio = fabsf(sinf(glm::radians(bearingRelativeAngleToSource)));
float sinRatio = fabsf(sinf(bearingRelativeAngleToSource));
numSamplesDelay = PHASE_DELAY_AT_90 * sinRatio;
weakChannelAmplitudeRatio = 1 - (PHASE_AMPLITUDE_RATIO_AT_90 * sinRatio);
}

View file

@ -506,7 +506,7 @@ void Application::paintGL() {
float headHeight = _myAvatar->getHead()->calculateAverageEyePosition().y - _myAvatar->getPosition().y;
_myCamera.setDistance(MIRROR_FULLSCREEN_DISTANCE * _myAvatar->getScale());
_myCamera.setTargetPosition(_myAvatar->getPosition() + glm::vec3(0, headHeight, 0));
_myCamera.setTargetRotation(_myAvatar->getWorldAlignedOrientation() * glm::quat(glm::vec3(0.0f, PIf, 0.0f)));
_myCamera.setTargetRotation(_myAvatar->getWorldAlignedOrientation() * glm::quat(glm::vec3(0.0f, PI, 0.0f)));
}
// Update camera position
@ -728,7 +728,7 @@ void Application::keyPressEvent(QKeyEvent* event) {
if (!_myAvatar->getDriveKeys(UP)) {
_myAvatar->jump();
}
_myAvatar->setDriveKeys(UP, 1);
_myAvatar->setDriveKeys(UP, 1.f);
break;
case Qt::Key_Asterisk:
@ -736,11 +736,11 @@ void Application::keyPressEvent(QKeyEvent* event) {
break;
case Qt::Key_C:
_myAvatar->setDriveKeys(DOWN, 1);
_myAvatar->setDriveKeys(DOWN, 1.f);
break;
case Qt::Key_W:
_myAvatar->setDriveKeys(FWD, 1);
_myAvatar->setDriveKeys(FWD, 1.f);
break;
case Qt::Key_S:
@ -749,7 +749,7 @@ void Application::keyPressEvent(QKeyEvent* event) {
} else if (!isShifted && isMeta) {
takeSnapshot();
} else {
_myAvatar->setDriveKeys(BACK, 1);
_myAvatar->setDriveKeys(BACK, 1.f);
}
break;
@ -767,12 +767,12 @@ void Application::keyPressEvent(QKeyEvent* event) {
if (isShifted) {
Menu::getInstance()->triggerOption(MenuOption::Atmosphere);
} else {
_myAvatar->setDriveKeys(ROT_LEFT, 1);
_myAvatar->setDriveKeys(ROT_LEFT, 1.f);
}
break;
case Qt::Key_D:
_myAvatar->setDriveKeys(ROT_RIGHT, 1);
_myAvatar->setDriveKeys(ROT_RIGHT, 1.f);
break;
case Qt::Key_Return:
@ -781,19 +781,19 @@ void Application::keyPressEvent(QKeyEvent* event) {
break;
case Qt::Key_Up:
_myAvatar->setDriveKeys(isShifted ? UP : FWD, 1);
_myAvatar->setDriveKeys(isShifted ? UP : FWD, 1.f);
break;
case Qt::Key_Down:
_myAvatar->setDriveKeys(isShifted ? DOWN : BACK, 1);
_myAvatar->setDriveKeys(isShifted ? DOWN : BACK, 1.f);
break;
case Qt::Key_Left:
_myAvatar->setDriveKeys(isShifted ? LEFT : ROT_LEFT, 1);
_myAvatar->setDriveKeys(isShifted ? LEFT : ROT_LEFT, 1.f);
break;
case Qt::Key_Right:
_myAvatar->setDriveKeys(isShifted ? RIGHT : ROT_RIGHT, 1);
_myAvatar->setDriveKeys(isShifted ? RIGHT : ROT_RIGHT, 1.f);
break;
case Qt::Key_I:
@ -922,47 +922,47 @@ void Application::keyReleaseEvent(QKeyEvent* event) {
if (activeWindow() == _window) {
switch (event->key()) {
case Qt::Key_E:
_myAvatar->setDriveKeys(UP, 0);
_myAvatar->setDriveKeys(UP, 0.f);
break;
case Qt::Key_C:
_myAvatar->setDriveKeys(DOWN, 0);
_myAvatar->setDriveKeys(DOWN, 0.f);
break;
case Qt::Key_W:
_myAvatar->setDriveKeys(FWD, 0);
_myAvatar->setDriveKeys(FWD, 0.f);
break;
case Qt::Key_S:
_myAvatar->setDriveKeys(BACK, 0);
_myAvatar->setDriveKeys(BACK, 0.f);
break;
case Qt::Key_A:
_myAvatar->setDriveKeys(ROT_LEFT, 0);
_myAvatar->setDriveKeys(ROT_LEFT, 0.f);
break;
case Qt::Key_D:
_myAvatar->setDriveKeys(ROT_RIGHT, 0);
_myAvatar->setDriveKeys(ROT_RIGHT, 0.f);
break;
case Qt::Key_Up:
_myAvatar->setDriveKeys(FWD, 0);
_myAvatar->setDriveKeys(UP, 0);
_myAvatar->setDriveKeys(FWD, 0.f);
_myAvatar->setDriveKeys(UP, 0.f);
break;
case Qt::Key_Down:
_myAvatar->setDriveKeys(BACK, 0);
_myAvatar->setDriveKeys(DOWN, 0);
_myAvatar->setDriveKeys(BACK, 0.f);
_myAvatar->setDriveKeys(DOWN, 0.f);
break;
case Qt::Key_Left:
_myAvatar->setDriveKeys(LEFT, 0);
_myAvatar->setDriveKeys(ROT_LEFT, 0);
_myAvatar->setDriveKeys(LEFT, 0.f);
_myAvatar->setDriveKeys(ROT_LEFT, 0.f);
break;
case Qt::Key_Right:
_myAvatar->setDriveKeys(RIGHT, 0);
_myAvatar->setDriveKeys(ROT_RIGHT, 0);
_myAvatar->setDriveKeys(RIGHT, 0.f);
_myAvatar->setDriveKeys(ROT_RIGHT, 0.f);
break;
default:
@ -1464,7 +1464,7 @@ void Application::init() {
3.0f * TREE_SCALE / 2.0f));
_sharedVoxelSystemViewFrustum.setNearClip(TREE_SCALE / 2.0f);
_sharedVoxelSystemViewFrustum.setFarClip(3.0f * TREE_SCALE / 2.0f);
_sharedVoxelSystemViewFrustum.setFieldOfView(90);
_sharedVoxelSystemViewFrustum.setFieldOfView(90.f);
_sharedVoxelSystemViewFrustum.setOrientation(glm::quat());
_sharedVoxelSystemViewFrustum.calculate();
_sharedVoxelSystem.setViewFrustum(&_sharedVoxelSystemViewFrustum);
@ -2094,7 +2094,7 @@ void Application::queryOctree(NodeType_t serverType, PacketType packetType, Node
void Application::loadViewFrustum(Camera& camera, ViewFrustum& viewFrustum) {
// We will use these below, from either the camera or head vectors calculated above
glm::vec3 position(camera.getPosition());
float fov = camera.getFieldOfView();
float fov = camera.getFieldOfView(); // degrees
float nearClip = camera.getNearClip();
float farClip = camera.getFarClip();
float aspectRatio = camera.getAspectRatio();
@ -2107,7 +2107,7 @@ void Application::loadViewFrustum(Camera& camera, ViewFrustum& viewFrustum) {
// Also make sure it's got the correct lens details from the camera
viewFrustum.setAspectRatio(aspectRatio);
viewFrustum.setFieldOfView(fov);
viewFrustum.setFieldOfView(fov); // degrees
viewFrustum.setNearClip(nearClip);
viewFrustum.setFarClip(farClip);
viewFrustum.setEyeOffsetPosition(camera.getEyeOffsetPosition());
@ -2169,7 +2169,7 @@ void Application::updateShadowMap() {
glPushMatrix();
glLoadIdentity();
glm::vec3 axis = glm::axis(rotation);
glRotatef(glm::angle(rotation), axis.x, axis.y, axis.z);
glRotatef(glm::degrees(glm::angle(rotation)), axis.x, axis.y, axis.z);
// store view matrix without translation, which we'll use for precision-sensitive objects
glGetFloatv(GL_MODELVIEW_MATRIX, (GLfloat*)&_untranslatedViewMatrix);
@ -2248,7 +2248,7 @@ void Application::displaySide(Camera& whichCamera, bool selfAvatarOnly) {
glm::vec3 eyeOffsetPos = whichCamera.getEyeOffsetPosition();
glm::quat eyeOffsetOrient = whichCamera.getEyeOffsetOrientation();
glm::vec3 eyeOffsetAxis = glm::axis(eyeOffsetOrient);
glRotatef(-glm::angle(eyeOffsetOrient), eyeOffsetAxis.x, eyeOffsetAxis.y, eyeOffsetAxis.z);
glRotatef(-glm::degrees(glm::angle(eyeOffsetOrient)), eyeOffsetAxis.x, eyeOffsetAxis.y, eyeOffsetAxis.z);
glTranslatef(-eyeOffsetPos.x, -eyeOffsetPos.y, -eyeOffsetPos.z);
// transform view according to whichCamera
@ -2257,7 +2257,7 @@ void Application::displaySide(Camera& whichCamera, bool selfAvatarOnly) {
glm::quat rotation = whichCamera.getRotation();
glm::vec3 axis = glm::axis(rotation);
glRotatef(-glm::angle(rotation), axis.x, axis.y, axis.z);
glRotatef(-glm::degrees(glm::angle(rotation)), axis.x, axis.y, axis.z);
// store view matrix without translation, which we'll use for precision-sensitive objects
glGetFloatv(GL_MODELVIEW_MATRIX, (GLfloat*)&_untranslatedViewMatrix);
@ -2470,7 +2470,7 @@ void Application::displayOverlay() {
(Menu::getInstance()->isOptionChecked(MenuOption::Stats) &&
Menu::getInstance()->isOptionChecked(MenuOption::Bandwidth))
? 80 : 20;
drawText(_glWidget->width() - 100, _glWidget->height() - timerBottom, 0.30f, 1.0f, 0, frameTimer, WHITE_TEXT);
drawText(_glWidget->width() - 100, _glWidget->height() - timerBottom, 0.30f, 1.0f, 0.f, frameTimer, WHITE_TEXT);
}
_overlays.render2D();
@ -2525,11 +2525,11 @@ void Application::displayStats() {
sprintf(framesPerSecond, "Framerate: %3.0f FPS", _fps);
verticalOffset += STATS_PELS_PER_LINE;
drawText(horizontalOffset, verticalOffset, 0.10f, 0, 2, serverNodes, WHITE_TEXT);
drawText(horizontalOffset, verticalOffset, 0.10f, 0.f, 2.f, serverNodes, WHITE_TEXT);
verticalOffset += STATS_PELS_PER_LINE;
drawText(horizontalOffset, verticalOffset, 0.10f, 0, 2, avatarNodes, WHITE_TEXT);
drawText(horizontalOffset, verticalOffset, 0.10f, 0.f, 2.f, avatarNodes, WHITE_TEXT);
verticalOffset += STATS_PELS_PER_LINE;
drawText(horizontalOffset, verticalOffset, 0.10f, 0, 2, framesPerSecond, WHITE_TEXT);
drawText(horizontalOffset, verticalOffset, 0.10f, 0.f, 2.f, framesPerSecond, WHITE_TEXT);
if (_statsExpanded) {
char packetsPerSecond[30];
@ -2538,9 +2538,9 @@ void Application::displayStats() {
sprintf(averageMegabitsPerSecond, "Mbps: %3.2f", (float)_bytesPerSecond * 8.f / 1000000.f);
verticalOffset += STATS_PELS_PER_LINE;
drawText(horizontalOffset, verticalOffset, 0.10f, 0, 2, packetsPerSecond, WHITE_TEXT);
drawText(horizontalOffset, verticalOffset, 0.10f, 0.f, 2.f, packetsPerSecond, WHITE_TEXT);
verticalOffset += STATS_PELS_PER_LINE;
drawText(horizontalOffset, verticalOffset, 0.10f, 0, 2, averageMegabitsPerSecond, WHITE_TEXT);
drawText(horizontalOffset, verticalOffset, 0.10f, 0.f, 2.f, averageMegabitsPerSecond, WHITE_TEXT);
}
verticalOffset = 0;
@ -2583,7 +2583,7 @@ void Application::displayStats() {
"Buffer msecs %.1f",
(float) (_audio.getNetworkBufferLengthSamplesPerChannel() + (float) _audio.getJitterBufferSamples()) /
(float)_audio.getNetworkSampleRate() * 1000.f);
drawText(30, _glWidget->height() - 22, 0.10f, 0, 2, audioJitter, WHITE_TEXT);
drawText(30, _glWidget->height() - 22, 0.10f, 0.f, 2.f, audioJitter, WHITE_TEXT);
char audioPing[30];
@ -2596,18 +2596,18 @@ void Application::displayStats() {
sprintf(voxelAvgPing, "Voxel avg ping: %d", pingVoxel);
verticalOffset += STATS_PELS_PER_LINE;
drawText(horizontalOffset, verticalOffset, 0.10f, 0, 2, audioPing, WHITE_TEXT);
drawText(horizontalOffset, verticalOffset, 0.10f, 0.f, 2.f, audioPing, WHITE_TEXT);
verticalOffset += STATS_PELS_PER_LINE;
drawText(horizontalOffset, verticalOffset, 0.10f, 0, 2, avatarPing, WHITE_TEXT);
drawText(horizontalOffset, verticalOffset, 0.10f, 0.f, 2.f, avatarPing, WHITE_TEXT);
verticalOffset += STATS_PELS_PER_LINE;
drawText(horizontalOffset, verticalOffset, 0.10f, 0, 2, voxelAvgPing, WHITE_TEXT);
drawText(horizontalOffset, verticalOffset, 0.10f, 0.f, 2.f, voxelAvgPing, WHITE_TEXT);
if (_statsExpanded) {
char voxelMaxPing[30];
sprintf(voxelMaxPing, "Voxel max ping: %d", pingVoxelMax);
verticalOffset += STATS_PELS_PER_LINE;
drawText(horizontalOffset, verticalOffset, 0.10f, 0, 2, voxelMaxPing, WHITE_TEXT);
drawText(horizontalOffset, verticalOffset, 0.10f, 0.f, 2.f, voxelMaxPing, WHITE_TEXT);
}
verticalOffset = 0;
@ -2635,11 +2635,11 @@ void Application::displayStats() {
char avatarMixerStats[200];
verticalOffset += STATS_PELS_PER_LINE;
drawText(horizontalOffset, verticalOffset, 0.10f, 0, 2, avatarPosition, WHITE_TEXT);
drawText(horizontalOffset, verticalOffset, 0.10f, 0.f, 2.f, avatarPosition, WHITE_TEXT);
verticalOffset += STATS_PELS_PER_LINE;
drawText(horizontalOffset, verticalOffset, 0.10f, 0, 2, avatarVelocity, WHITE_TEXT);
drawText(horizontalOffset, verticalOffset, 0.10f, 0.f, 2.f, avatarVelocity, WHITE_TEXT);
verticalOffset += STATS_PELS_PER_LINE;
drawText(horizontalOffset, verticalOffset, 0.10f, 0, 2, avatarBodyYaw, WHITE_TEXT);
drawText(horizontalOffset, verticalOffset, 0.10f, 0.f, 2.f, avatarBodyYaw, WHITE_TEXT);
if (_statsExpanded) {
SharedNodePointer avatarMixer = NodeList::getInstance()->soloNodeOfType(NodeType::AvatarMixer);
@ -2652,7 +2652,7 @@ void Application::displayStats() {
}
verticalOffset += STATS_PELS_PER_LINE;
drawText(horizontalOffset, verticalOffset, 0.10f, 0, 2, avatarMixerStats, WHITE_TEXT);
drawText(horizontalOffset, verticalOffset, 0.10f, 0.f, 2.f, avatarMixerStats, WHITE_TEXT);
}
verticalOffset = 0;
@ -2667,7 +2667,7 @@ void Application::displayStats() {
voxelStats.str("");
voxelStats << "Voxels Memory Nodes: " << VoxelTreeElement::getTotalMemoryUsage() / 1000000.f << "MB";
verticalOffset += STATS_PELS_PER_LINE;
drawText(horizontalOffset, verticalOffset, 0.10f, 0, 2, (char*)voxelStats.str().c_str(), WHITE_TEXT);
drawText(horizontalOffset, verticalOffset, 0.10f, 0.f, 2.f, (char*)voxelStats.str().c_str(), WHITE_TEXT);
voxelStats.str("");
voxelStats <<
@ -2677,14 +2677,14 @@ void Application::displayStats() {
voxelStats << " / GPU: " << _voxels.getVoxelMemoryUsageGPU() / 1000000.f << "MB";
}
verticalOffset += STATS_PELS_PER_LINE;
drawText(horizontalOffset, verticalOffset, 0.10f, 0, 2, (char*)voxelStats.str().c_str(), WHITE_TEXT);
drawText(horizontalOffset, verticalOffset, 0.10f, 0.f, 2.f, (char*)voxelStats.str().c_str(), WHITE_TEXT);
// Voxel Rendering
voxelStats.str("");
voxelStats.precision(4);
voxelStats << "Voxel Rendering Slots Max: " << _voxels.getMaxVoxels() / 1000.f << "K";
verticalOffset += STATS_PELS_PER_LINE;
drawText(horizontalOffset, verticalOffset, 0.10f, 0, 2, (char*)voxelStats.str().c_str(), WHITE_TEXT);
drawText(horizontalOffset, verticalOffset, 0.10f, 0.f, 2.f, (char*)voxelStats.str().c_str(), WHITE_TEXT);
}
voxelStats.str("");
@ -2692,7 +2692,7 @@ void Application::displayStats() {
voxelStats << "Drawn: " << _voxels.getVoxelsWritten() / 1000.f << "K " <<
"Abandoned: " << _voxels.getAbandonedVoxels() / 1000.f << "K ";
verticalOffset += STATS_PELS_PER_LINE;
drawText(horizontalOffset, verticalOffset, 0.10f, 0, 2, (char*)voxelStats.str().c_str(), WHITE_TEXT);
drawText(horizontalOffset, verticalOffset, 0.10f, 0.f, 2.f, (char*)voxelStats.str().c_str(), WHITE_TEXT);
// iterate all the current voxel stats, and list their sending modes, and total voxel counts
std::stringstream sendingMode("");
@ -2736,7 +2736,7 @@ void Application::displayStats() {
sendingMode << " <SCENE STABLE>";
}
verticalOffset += STATS_PELS_PER_LINE;
drawText(horizontalOffset, verticalOffset, 0.10f, 0, 2, (char*)sendingMode.str().c_str(), WHITE_TEXT);
drawText(horizontalOffset, verticalOffset, 0.10f, 0.f, 2.f, (char*)sendingMode.str().c_str(), WHITE_TEXT);
}
// Incoming packets
@ -2748,7 +2748,7 @@ void Application::displayStats() {
voxelStats << "Voxel Packets to Process: " << packetsString.toLocal8Bit().constData()
<< " [Recent Max: " << maxString.toLocal8Bit().constData() << "]";
verticalOffset += STATS_PELS_PER_LINE;
drawText(horizontalOffset, verticalOffset, 0.10f, 0, 2, (char*)voxelStats.str().c_str(), WHITE_TEXT);
drawText(horizontalOffset, verticalOffset, 0.10f, 0.f, 2.f, (char*)voxelStats.str().c_str(), WHITE_TEXT);
}
if (_resetRecentMaxPacketsSoon && voxelPacketsToProcess > 0) {
@ -2771,7 +2771,7 @@ void Application::displayStats() {
voxelStats.str("");
voxelStats << "Server voxels: " << serversTotalString.toLocal8Bit().constData();
verticalOffset += STATS_PELS_PER_LINE;
drawText(horizontalOffset, verticalOffset, 0.10f, 0, 2, (char*)voxelStats.str().c_str(), WHITE_TEXT);
drawText(horizontalOffset, verticalOffset, 0.10f, 0.f, 2.f, (char*)voxelStats.str().c_str(), WHITE_TEXT);
if (_statsExpanded) {
QString serversInternalString = locale.toString((uint)totalInternal);
@ -2782,7 +2782,7 @@ void Application::displayStats() {
"Internal: " << serversInternalString.toLocal8Bit().constData() << " " <<
"Leaves: " << serversLeavesString.toLocal8Bit().constData() << "";
verticalOffset += STATS_PELS_PER_LINE;
drawText(horizontalOffset, verticalOffset, 0.10f, 0, 2, (char*)voxelStats.str().c_str(), WHITE_TEXT);
drawText(horizontalOffset, verticalOffset, 0.10f, 0.f, 2.f, (char*)voxelStats.str().c_str(), WHITE_TEXT);
}
unsigned long localTotal = VoxelTreeElement::getNodeCount();
@ -2792,7 +2792,7 @@ void Application::displayStats() {
voxelStats.str("");
voxelStats << "Local voxels: " << localTotalString.toLocal8Bit().constData();
verticalOffset += STATS_PELS_PER_LINE;
drawText(horizontalOffset, verticalOffset, 0.10f, 0, 2, (char*)voxelStats.str().c_str(), WHITE_TEXT);
drawText(horizontalOffset, verticalOffset, 0.10f, 0.f, 2.f, (char*)voxelStats.str().c_str(), WHITE_TEXT);
if (_statsExpanded) {
unsigned long localInternal = VoxelTreeElement::getInternalNodeCount();
@ -2805,7 +2805,7 @@ void Application::displayStats() {
"Internal: " << localInternalString.toLocal8Bit().constData() << " " <<
"Leaves: " << localLeavesString.toLocal8Bit().constData() << "";
verticalOffset += STATS_PELS_PER_LINE;
drawText(horizontalOffset, verticalOffset, 0.10f, 0, 2, (char*)voxelStats.str().c_str(), WHITE_TEXT);
drawText(horizontalOffset, verticalOffset, 0.10f, 0.f, 2.f, (char*)voxelStats.str().c_str(), WHITE_TEXT);
}
}
@ -2896,17 +2896,17 @@ glm::vec2 Application::getScaledScreenPoint(glm::vec2 projectedPoint) {
void Application::renderRearViewMirror(const QRect& region, bool billboard) {
bool eyeRelativeCamera = false;
if (billboard) {
_mirrorCamera.setFieldOfView(BILLBOARD_FIELD_OF_VIEW);
_mirrorCamera.setFieldOfView(BILLBOARD_FIELD_OF_VIEW); // degees
_mirrorCamera.setDistance(BILLBOARD_DISTANCE * _myAvatar->getScale());
_mirrorCamera.setTargetPosition(_myAvatar->getPosition());
} else if (_rearMirrorTools->getZoomLevel() == BODY) {
_mirrorCamera.setFieldOfView(MIRROR_FIELD_OF_VIEW);
_mirrorCamera.setFieldOfView(MIRROR_FIELD_OF_VIEW); // degrees
_mirrorCamera.setDistance(MIRROR_REARVIEW_BODY_DISTANCE * _myAvatar->getScale());
_mirrorCamera.setTargetPosition(_myAvatar->getChestPosition());
} else { // HEAD zoom level
_mirrorCamera.setFieldOfView(MIRROR_FIELD_OF_VIEW);
_mirrorCamera.setFieldOfView(MIRROR_FIELD_OF_VIEW); // degrees
_mirrorCamera.setDistance(MIRROR_REARVIEW_DISTANCE * _myAvatar->getScale());
if (_myAvatar->getSkeletonModel().isActive() && _myAvatar->getHead()->getFaceModel().isActive()) {
// as a hack until we have a better way of dealing with coordinate precision issues, reposition the
@ -2920,7 +2920,7 @@ void Application::renderRearViewMirror(const QRect& region, bool billboard) {
}
_mirrorCamera.setAspectRatio((float)region.width() / region.height());
_mirrorCamera.setTargetRotation(_myAvatar->getWorldAlignedOrientation() * glm::quat(glm::vec3(0.0f, PIf, 0.0f)));
_mirrorCamera.setTargetRotation(_myAvatar->getWorldAlignedOrientation() * glm::quat(glm::vec3(0.0f, PI, 0.0f)));
_mirrorCamera.update(1.0f/_fps);
// set the bounds of rear mirror view

View file

@ -94,8 +94,8 @@ static const float NODE_KILLED_BLUE = 0.0f;
static const QString SNAPSHOT_EXTENSION = ".jpg";
static const float BILLBOARD_FIELD_OF_VIEW = 30.0f;
static const float BILLBOARD_DISTANCE = 5.0f;
static const float BILLBOARD_FIELD_OF_VIEW = 30.0f; // degrees
static const float BILLBOARD_DISTANCE = 5.0f; // meters
class Application : public QApplication {
Q_OBJECT

View file

@ -20,7 +20,6 @@
#include <QtMultimedia/QAudioOutput>
#include <QSvgRenderer>
#include <AngleUtil.h>
#include <NodeList.h>
#include <PacketHeaders.h>
#include <SharedUtil.h>
@ -653,7 +652,7 @@ void Audio::addProceduralSounds(int16_t* monoInput, int numSamples) {
const float MAX_DURATION = 2.f;
const float MIN_AUDIBLE_VOLUME = 0.001f;
const float NOISE_MAGNITUDE = 0.02f;
float frequency = (_drumSoundFrequency / SAMPLE_RATE) * PI_TIMES_TWO;
float frequency = (_drumSoundFrequency / SAMPLE_RATE) * TWO_PI;
if (_drumSoundVolume > 0.f) {
for (int i = 0; i < numSamples; i++) {
t = (float) _drumSoundSample + (float) i;

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@ -81,7 +81,7 @@ void Camera::updateFollowMode(float deltaTime) {
_distance = _newDistance;
_tightness = _newTightness;
} else {
_modeShift = ONE_HALF - ONE_HALF * cosf(_linearModeShift * PIE );
_modeShift = ONE_HALF - ONE_HALF * cosf(_linearModeShift * PI );
_upShift = _previousUpShift * (1.0f - _modeShift) + _newUpShift * _modeShift;
_distance = _previousDistance * (1.0f - _modeShift) + _newDistance * _modeShift;
_tightness = _previousTightness * (1.0f - _modeShift) + _newTightness * _modeShift;

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@ -89,7 +89,7 @@ private:
glm::vec3 _position;
glm::vec3 _idealPosition;
glm::vec3 _targetPosition;
float _fieldOfView;
float _fieldOfView; // degrees
float _aspectRatio;
float _nearClip;
float _farClip;

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@ -237,8 +237,8 @@ void Environment::renderAtmosphere(Camera& camera, const EnvironmentData& data)
program->setUniformValue(locations[INNER_RADIUS_LOCATION], data.getAtmosphereInnerRadius());
program->setUniformValue(locations[KR_ESUN_LOCATION], data.getRayleighScattering() * data.getSunBrightness());
program->setUniformValue(locations[KM_ESUN_LOCATION], data.getMieScattering() * data.getSunBrightness());
program->setUniformValue(locations[KR_4PI_LOCATION], data.getRayleighScattering() * 4.0f * PIf);
program->setUniformValue(locations[KM_4PI_LOCATION], data.getMieScattering() * 4.0f * PIf);
program->setUniformValue(locations[KR_4PI_LOCATION], data.getRayleighScattering() * 4.0f * PI);
program->setUniformValue(locations[KM_4PI_LOCATION], data.getMieScattering() * 4.0f * PI);
program->setUniformValue(locations[SCALE_LOCATION], 1.0f / (data.getAtmosphereOuterRadius() - data.getAtmosphereInnerRadius()));
program->setUniformValue(locations[SCALE_DEPTH_LOCATION], 0.25f);
program->setUniformValue(locations[SCALE_OVER_SCALE_DEPTH_LOCATION],

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@ -713,8 +713,8 @@ void Menu::editPreferences() {
form->addRow("Faceshift Eye Deflection:", faceshiftEyeDeflection);
QSpinBox* fieldOfView = new QSpinBox();
fieldOfView->setMaximum(180);
fieldOfView->setMinimum(1);
fieldOfView->setMaximum(180.f);
fieldOfView->setMinimum(1.f);
fieldOfView->setValue(_fieldOfView);
form->addRow("Vertical Field of View (Degrees):", fieldOfView);

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@ -168,7 +168,7 @@ public:
private slots:
void applyTranslation(const glm::vec3& translation);
void applyRotation(const glm::vec3& rotation);
void applyRotation(const glm::vec3& eulerAngles); // eulerAngles are in degrees
void applyScale(float scale);
void applyURL(const QUrl& url);

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@ -30,9 +30,8 @@ bool Stars::setResolution(unsigned k) {
}
void Stars::render(float fovY, float aspect, float nearZ, float alpha) {
// determine length of screen diagonal from quadrant height and aspect ratio
float quadrantHeight = nearZ * tan(angleConvert<Degrees,Radians>(fovY) * 0.5f);
float quadrantHeight = nearZ * tan(RADIANS_PER_DEGREE * fovY * 0.5f);
float halfDiagonal = sqrt(quadrantHeight * quadrantHeight * (1.0f + aspect * aspect));
// determine fov angle in respect to the diagonal

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@ -68,19 +68,21 @@ void printVector(glm::vec3 vec) {
printf("%4.2f, %4.2f, %4.2f\n", vec.x, vec.y, vec.z);
}
// Return the azimuth angle in degrees between two points.
// Return the azimuth angle (in radians) between two points.
float azimuth_to(glm::vec3 head_pos, glm::vec3 source_pos) {
return atan2(head_pos.x - source_pos.x, head_pos.z - source_pos.z) * 180.0f / PIf;
return atan2(head_pos.x - source_pos.x, head_pos.z - source_pos.z);
}
// Return the angle in degrees between the head and an object in the scene. The value is zero if you are looking right at it. The angle is negative if the object is to your right.
// Return the angle (in radians) between the head and an object in the scene.
// The value is zero if you are looking right at it.
// The angle is negative if the object is to your right.
float angle_to(glm::vec3 head_pos, glm::vec3 source_pos, float render_yaw, float head_yaw) {
return atan2(head_pos.x - source_pos.x, head_pos.z - source_pos.z) * 180.0f / PIf + render_yaw + head_yaw;
return atan2(head_pos.x - source_pos.x, head_pos.z - source_pos.z) + render_yaw + head_yaw;
}
// Helper function returns the positive angle in degrees between two 3D vectors
// Helper function returns the positive angle (in radians) between two 3D vectors
float angleBetween(const glm::vec3& v1, const glm::vec3& v2) {
return acos((glm::dot(v1, v2)) / (glm::length(v1) * glm::length(v2))) * 180.f / PIf;
return acosf((glm::dot(v1, v2)) / (glm::length(v1) * glm::length(v2)));
}
// Helper function return the rotation from the first vector onto the second
@ -90,7 +92,7 @@ glm::quat rotationBetween(const glm::vec3& v1, const glm::vec3& v2) {
return glm::quat();
}
glm::vec3 axis;
if (angle > 179.99f) { // 180 degree rotation; must use another axis
if (angle > 179.99f * RADIANS_PER_DEGREE) { // 180 degree rotation; must use another axis
axis = glm::cross(v1, glm::vec3(1.0f, 0.0f, 0.0f));
float axisLength = glm::length(axis);
if (axisLength < EPSILON) { // parallel to x; y will work
@ -314,7 +316,7 @@ float widthChar(float scale, int mono, char ch) {
return textRenderer(mono)->computeWidth(ch) * (scale / 0.10);
}
void drawText(int x, int y, float scale, float rotate, int mono,
void drawText(int x, int y, float scale, float radians, int mono,
char const* string, const float* color) {
//
// Draws text on screen as stroked so it can be resized
@ -322,16 +324,16 @@ void drawText(int x, int y, float scale, float rotate, int mono,
glPushMatrix();
glTranslatef(static_cast<float>(x), static_cast<float>(y), 0.0f);
glColor3fv(color);
glRotated(rotate,0,0,1);
glScalef(scale / 0.10, scale / 0.10, 1.0);
glRotated(double(radians * DEGREES_PER_RADIAN), 0.0, 0.0, 1.0);
glScalef(scale / 0.1f, scale / 0.1f, 1.f);
textRenderer(mono)->draw(0, 0, string);
glPopMatrix();
}
void drawvec3(int x, int y, float scale, float rotate, float thick, int mono, glm::vec3 vec, float r, float g, float b) {
void drawvec3(int x, int y, float scale, float radians, float thick, int mono, glm::vec3 vec, float r, float g, float b) {
//
// Draws text on screen as stroked so it can be resized
// Draws vec3 on screen as stroked so it can be resized
//
char vectext[20];
sprintf(vectext,"%3.1f,%3.1f,%3.1f", vec.x, vec.y, vec.z);
@ -339,10 +341,10 @@ void drawvec3(int x, int y, float scale, float rotate, float thick, int mono, gl
glPushMatrix();
glTranslatef(static_cast<float>(x), static_cast<float>(y), 0);
glColor3f(r,g,b);
glRotated(180+rotate,0,0,1);
glRotated(180,0,1,0);
glRotated(180.0 + double(radians * DEGREES_PER_RADIAN), 0.0, 0.0, 1.0);
glRotated(180.0, 0.0, 1.0, 0.0);
glLineWidth(thick);
glScalef(scale, scale, 1.0);
glScalef(scale, scale, 1.f);
len = (int) strlen(vectext);
for (i = 0; i < len; i++) {
if (!mono) glutStrokeCharacter(GLUT_STROKE_ROMAN, int(vectext[i]));
@ -371,9 +373,9 @@ void renderSphereOutline(glm::vec3 position, float radius, int numSides, glm::ve
glBegin(GL_LINE_STRIP);
for (int i=0; i<numSides+1; i++) {
float r = ((float)i / (float)numSides) * PIf * 2.0;
float s = radius * sin(r);
float c = radius * cos(r);
float r = ((float)i / (float)numSides) * TWO_PI;
float s = radius * sinf(r);
float c = radius * cosf(r);
glVertex3f
(
@ -394,9 +396,9 @@ void renderCircle(glm::vec3 position, float radius, glm::vec3 surfaceNormal, int
glBegin(GL_LINE_STRIP);
for (int i=0; i<numSides+1; i++) {
float r = ((float)i / (float)numSides) * PIf * 2.0;
float s = radius * sin(r);
float c = radius * cos(r);
float r = ((float)i / (float)numSides) * TWO_PI;
float s = radius * sinf(r);
float c = radius * cosf(r);
glVertex3f
(
position.x + perp1.x * s + perp2.x * c,
@ -440,12 +442,12 @@ void renderRoundedCornersRect(int x, int y, int width, int height, int radius, i
numPointsCorner = MAX_POINTS_CORNER;
}
// Precompute sin and cos for [0, pi/2) for the number of points (numPointCorner)
// Precompute sin and cos for [0, PI/2) for the number of points (numPointCorner)
double radiusTimesSin[MAX_POINTS_CORNER];
double radiusTimesCos[MAX_POINTS_CORNER];
int i = 0;
for (int i = 0; i < numPointsCorner; i++) {
double t = i * PIf / (2.0f * (numPointsCorner - 1));
double t = (double)i * (double)PI_OVER_TWO / (double)(numPointsCorner - 1);
radiusTimesSin[i] = radius * sin(t);
radiusTimesCos[i] = radius * cos(t);
}

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@ -31,10 +31,10 @@ void renderWorldBox();
int widthText(float scale, int mono, char const* string);
float widthChar(float scale, int mono, char ch);
void drawText(int x, int y, float scale, float rotate, int mono,
void drawText(int x, int y, float scale, float radians, int mono,
char const* string, const float* color);
void drawvec3(int x, int y, float scale, float rotate, float thick, int mono, glm::vec3 vec,
void drawvec3(int x, int y, float scale, float radians, float thick, int mono, glm::vec3 vec,
float r=1.0, float g=1.0, float b=1.0);
void drawVector(glm::vec3* vector);

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@ -207,8 +207,8 @@ void Avatar::render(bool forShadowMap) {
}
// render voice intensity sphere for avatars that are farther away
const float MAX_SPHERE_ANGLE = 10.f;
const float MIN_SPHERE_ANGLE = 1.f;
const float MAX_SPHERE_ANGLE = 10.f * RADIANS_PER_DEGREE;
const float MIN_SPHERE_ANGLE = 1.f * RADIANS_PER_DEGREE;
const float MIN_SPHERE_SIZE = 0.01f;
const float SPHERE_LOUDNESS_SCALING = 0.0005f;
const float SPHERE_COLOR[] = { 0.5f, 0.8f, 0.8f };
@ -245,12 +245,12 @@ void Avatar::render(bool forShadowMap) {
glTranslatef(chatPosition.x, chatPosition.y, chatPosition.z);
glm::quat chatRotation = Application::getInstance()->getCamera()->getRotation();
glm::vec3 chatAxis = glm::axis(chatRotation);
glRotatef(glm::angle(chatRotation), chatAxis.x, chatAxis.y, chatAxis.z);
glRotatef(glm::degrees(glm::angle(chatRotation)), chatAxis.x, chatAxis.y, chatAxis.z);
glColor3f(0, 0.8f, 0);
glRotatef(180, 0, 1, 0);
glRotatef(180, 0, 0, 1);
glColor3f(0.f, 0.8f, 0.f);
glRotatef(180.f, 0.f, 1.f, 0.f);
glRotatef(180.f, 0.f, 0.f, 1.f);
glScalef(_scale * CHAT_MESSAGE_SCALE, _scale * CHAT_MESSAGE_SCALE, 1.0f);
glDisable(GL_LIGHTING);
@ -266,7 +266,7 @@ void Avatar::render(bool forShadowMap) {
_chatMessage[lastIndex] = '\0';
textRenderer(CHAT)->draw(-width / 2.0f, 0, _chatMessage.c_str());
_chatMessage[lastIndex] = lastChar;
glColor3f(0, 1, 0);
glColor3f(0.f, 1.f, 0.f);
textRenderer(CHAT)->draw(width / 2.0f - lastWidth, 0, _chatMessage.c_str() + lastIndex);
}
glEnable(GL_LIGHTING);
@ -279,12 +279,12 @@ void Avatar::render(bool forShadowMap) {
glm::quat Avatar::computeRotationFromBodyToWorldUp(float proportion) const {
glm::quat orientation = getOrientation();
glm::vec3 currentUp = orientation * IDENTITY_UP;
float angle = glm::degrees(acosf(glm::clamp(glm::dot(currentUp, _worldUpDirection), -1.0f, 1.0f)));
float angle = acosf(glm::clamp(glm::dot(currentUp, _worldUpDirection), -1.0f, 1.0f));
if (angle < EPSILON) {
return glm::quat();
}
glm::vec3 axis;
if (angle > 179.99f) { // 180 degree rotation; must use another axis
if (angle > 179.99f * RADIANS_PER_DEGREE) { // 180 degree rotation; must use another axis
axis = orientation * IDENTITY_RIGHT;
} else {
axis = glm::normalize(glm::cross(currentUp, _worldUpDirection));
@ -334,9 +334,9 @@ void Avatar::renderBillboard() {
// rotate about vertical to face the camera
glm::quat rotation = getOrientation();
glm::vec3 cameraVector = glm::inverse(rotation) * (Application::getInstance()->getCamera()->getPosition() - _position);
rotation = rotation * glm::angleAxis(glm::degrees(atan2f(-cameraVector.x, -cameraVector.z)), glm::vec3(0.0f, 1.0f, 0.0f));
rotation = rotation * glm::angleAxis(atan2f(-cameraVector.x, -cameraVector.z), glm::vec3(0.0f, 1.0f, 0.0f));
glm::vec3 axis = glm::axis(rotation);
glRotatef(glm::angle(rotation), axis.x, axis.y, axis.z);
glRotatef(glm::degrees(glm::angle(rotation)), axis.x, axis.y, axis.z);
// compute the size from the billboard camera parameters and scale
float size = _scale * BILLBOARD_DISTANCE * tanf(glm::radians(BILLBOARD_FIELD_OF_VIEW / 2.0f));
@ -382,7 +382,7 @@ void Avatar::renderDisplayName() {
// we need "always facing camera": we must remove the camera rotation from the stack
glm::quat rotation = Application::getInstance()->getCamera()->getRotation();
glm::vec3 axis = glm::axis(rotation);
glRotatef(glm::angle(rotation), axis.x, axis.y, axis.z);
glRotatef(glm::degrees(glm::angle(rotation)), axis.x, axis.y, axis.z);
// We need to compute the scale factor such as the text remains with fixed size respect to window coordinates
// We project a unit vector and check the difference in screen coordinates, to check which is the
@ -640,15 +640,15 @@ void Avatar::renderJointConnectingCone(glm::vec3 position1, glm::vec3 position2,
glm::vec3 perpCos = glm::normalize(glm::cross(axis, perpSin));
perpSin = glm::cross(perpCos, axis);
float anglea = 0.0;
float angleb = 0.0;
float anglea = 0.f;
float angleb = 0.f;
for (int i = 0; i < NUM_BODY_CONE_SIDES; i ++) {
// the rectangles that comprise the sides of the cone section are
// referenced by "a" and "b" in one dimension, and "1", and "2" in the other dimension.
anglea = angleb;
angleb = ((float)(i+1) / (float)NUM_BODY_CONE_SIDES) * PIf * 2.0f;
angleb = ((float)(i+1) / (float)NUM_BODY_CONE_SIDES) * TWO_PI;
float sa = sinf(anglea);
float sb = sinf(angleb);

View file

@ -56,9 +56,10 @@ void FaceModel::maybeUpdateNeckRotation(const JointState& parentState, const FBX
glm::mat3 axes = glm::mat3_cast(_rotation);
glm::mat3 inverse = glm::mat3(glm::inverse(parentState.transform * glm::translate(state.translation) *
joint.preTransform * glm::mat4_cast(joint.preRotation)));
state.rotation = glm::angleAxis(-_owningHead->getTweakedRoll(), glm::normalize(inverse * axes[2])) *
glm::angleAxis(_owningHead->getTweakedYaw(), glm::normalize(inverse * axes[1])) *
glm::angleAxis(-_owningHead->getTweakedPitch(), glm::normalize(inverse * axes[0])) * joint.rotation;
state.rotation = glm::angleAxis(- RADIANS_PER_DEGREE * _owningHead->getTweakedRoll(), glm::normalize(inverse * axes[2]))
* glm::angleAxis(RADIANS_PER_DEGREE * _owningHead->getTweakedYaw(), glm::normalize(inverse * axes[1]))
* glm::angleAxis(- RADIANS_PER_DEGREE * _owningHead->getTweakedPitch(), glm::normalize(inverse * axes[0]))
* joint.rotation;
}
void FaceModel::maybeUpdateEyeRotation(const JointState& parentState, const FBXJoint& joint, JointState& state) {
@ -69,7 +70,7 @@ void FaceModel::maybeUpdateEyeRotation(const JointState& parentState, const FBXJ
glm::vec3 lookAt = glm::vec3(inverse * glm::vec4(_owningHead->getLookAtPosition() +
_owningHead->getSaccade() - _translation, 1.0f));
glm::quat between = rotationBetween(front, lookAt);
const float MAX_ANGLE = 30.0f;
const float MAX_ANGLE = 30.0f * RADIANS_PER_DEGREE;
state.rotation = glm::angleAxis(glm::clamp(glm::angle(between), -MAX_ANGLE, MAX_ANGLE), glm::axis(between)) *
joint.rotation;
}

View file

@ -183,13 +183,13 @@ void Head::setScale (float scale) {
}
glm::quat Head::getTweakedOrientation() const {
return _owningAvatar->getOrientation() * glm::quat(glm::radians(glm::vec3(getTweakedPitch(), getTweakedYaw(), getTweakedRoll() )));
return _owningAvatar->getOrientation() * glm::quat(glm::radians(
glm::vec3(getTweakedPitch(), getTweakedYaw(), getTweakedRoll() )));
}
glm::quat Head::getCameraOrientation () const {
Avatar* owningAvatar = static_cast<Avatar*>(_owningAvatar);
return owningAvatar->getWorldAlignedOrientation()
* glm::quat(glm::radians(glm::vec3(_pitch, 0.f, 0.0f)));
return owningAvatar->getWorldAlignedOrientation() * glm::quat(glm::radians(glm::vec3(_pitch, 0.f, 0.0f)));
}
glm::quat Head::getEyeRotation(const glm::vec3& eyePosition) const {

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@ -34,8 +34,8 @@
using namespace std;
const glm::vec3 DEFAULT_UP_DIRECTION(0.0f, 1.0f, 0.0f);
const float YAW_MAG = 500.0f;
const float PITCH_MAG = 100.0f;
const float YAW_SPEED = 500.0f; // degrees/sec
const float PITCH_SPEED = 100.0f; // degrees/sec
const float COLLISION_RADIUS_SCALAR = 1.2f; // pertains to avatar-to-avatar collisions
const float COLLISION_RADIUS_SCALE = 0.125f;
@ -113,12 +113,13 @@ void MyAvatar::update(float deltaTime) {
Head* head = getHead();
if (OculusManager::isConnected()) {
float yaw, pitch, roll;
float yaw, pitch, roll; // these angles will be in radians
OculusManager::getEulerAngles(yaw, pitch, roll);
head->setYaw(yaw);
head->setPitch(pitch);
head->setRoll(roll);
// but these euler angles are stored in degrees
head->setYaw(yaw * DEGREES_PER_RADIAN);
head->setPitch(pitch * DEGREES_PER_RADIAN);
head->setRoll(roll * DEGREES_PER_RADIAN);
}
// Get audio loudness data from audio input device
@ -181,7 +182,7 @@ void MyAvatar::simulate(float deltaTime) {
float radius = getSkeletonHeight() * COLLISION_RADIUS_SCALE;
if (myCamera->getMode() == CAMERA_MODE_FIRST_PERSON && !OculusManager::isConnected()) {
radius = myCamera->getAspectRatio() * (myCamera->getNearClip() / cos(myCamera->getFieldOfView() / 2.f));
radius = myCamera->getAspectRatio() * (myCamera->getNearClip() / cosf(0.5f * RADIANS_PER_DEGREE * myCamera->getFieldOfView()));
radius *= COLLISION_RADIUS_SCALAR;
}
@ -201,11 +202,11 @@ void MyAvatar::simulate(float deltaTime) {
// update body yaw by body yaw delta
orientation = orientation * glm::quat(glm::radians(
glm::vec3(_bodyPitchDelta, _bodyYawDelta, _bodyRollDelta) * deltaTime));
glm::vec3(_bodyPitchDelta, _bodyYawDelta, _bodyRollDelta) * deltaTime));
// decay body rotation momentum
const float BODY_SPIN_FRICTION = 7.5f;
float bodySpinMomentum = 1.0 - BODY_SPIN_FRICTION * deltaTime;
float bodySpinMomentum = 1.f - BODY_SPIN_FRICTION * deltaTime;
if (bodySpinMomentum < 0.0f) { bodySpinMomentum = 0.0f; }
_bodyPitchDelta *= bodySpinMomentum;
_bodyYawDelta *= bodySpinMomentum;
@ -333,12 +334,12 @@ void MyAvatar::updateFromGyros(float deltaTime) {
bool trackerActive = false;
if (faceshift->isActive()) {
estimatedPosition = faceshift->getHeadTranslation();
estimatedRotation = safeEulerAngles(faceshift->getHeadRotation());
estimatedRotation = glm::degrees(safeEulerAngles(faceshift->getHeadRotation()));
trackerActive = true;
} else if (visage->isActive()) {
estimatedPosition = visage->getHeadTranslation();
estimatedRotation = safeEulerAngles(visage->getHeadRotation());
estimatedRotation = glm::degrees(safeEulerAngles(visage->getHeadRotation()));
trackerActive = true;
}
@ -485,12 +486,11 @@ void MyAvatar::render(bool forShadowMapOrMirror) {
glTranslatef(chatPosition.x, chatPosition.y, chatPosition.z);
glm::quat chatRotation = Application::getInstance()->getCamera()->getRotation();
glm::vec3 chatAxis = glm::axis(chatRotation);
glRotatef(glm::angle(chatRotation), chatAxis.x, chatAxis.y, chatAxis.z);
glRotatef(glm::degrees(glm::angle(chatRotation)), chatAxis.x, chatAxis.y, chatAxis.z);
glColor3f(0, 0.8f, 0);
glRotatef(180, 0, 1, 0);
glRotatef(180, 0, 0, 1);
glColor3f(0.f, 0.8f, 0.f);
glRotatef(180.f, 0.f, 1.f, 0.f);
glRotatef(180.f, 0.f, 0.f, 1.f);
glScalef(_scale * CHAT_MESSAGE_SCALE, _scale * CHAT_MESSAGE_SCALE, 1.0f);
glDisable(GL_LIGHTING);
@ -506,7 +506,7 @@ void MyAvatar::render(bool forShadowMapOrMirror) {
_chatMessage[lastIndex] = '\0';
textRenderer()->draw(-width / 2.0f, 0, _chatMessage.c_str());
_chatMessage[lastIndex] = lastChar;
glColor3f(0, 1, 0);
glColor3f(0.f, 1.f, 0.f);
textRenderer()->draw(width / 2.0f - lastWidth, 0, _chatMessage.c_str() + lastIndex);
}
glEnable(GL_LIGHTING);
@ -520,7 +520,7 @@ void MyAvatar::renderHeadMouse() const {
// TODO? resurrect headMouse stuff?
/*
// Display small target box at center or head mouse target that can also be used to measure LOD
glColor3f(1.0, 1.0, 1.0);
glColor3f(1.f, 1.f, 1.f);
glDisable(GL_LINE_SMOOTH);
const int PIXEL_BOX = 16;
glBegin(GL_LINES);
@ -542,7 +542,7 @@ void MyAvatar::renderHeadMouse() const {
int eyeTargetX = (_glWidget->width() / 2) - _faceshift.getEstimatedEyeYaw() * EYE_TARGET_PIXELS_PER_DEGREE;
int eyeTargetY = (_glWidget->height() / 2) - _faceshift.getEstimatedEyePitch() * EYE_TARGET_PIXELS_PER_DEGREE;
glColor3f(0.0, 1.0, 1.0);
glColor3f(0.f, 1.f, 1.f);
glDisable(GL_LINE_SMOOTH);
glBegin(GL_LINES);
glVertex2f(eyeTargetX - PIXEL_BOX/2, eyeTargetY);
@ -617,15 +617,15 @@ void MyAvatar::orbit(const glm::vec3& position, int deltaX, int deltaY) {
// first orbit horizontally
glm::quat orientation = getOrientation();
const float ANGULAR_SCALE = 0.5f;
glm::quat rotation = glm::angleAxis(deltaX * -ANGULAR_SCALE, orientation * IDENTITY_UP);
glm::quat rotation = glm::angleAxis(glm::radians(- deltaX * ANGULAR_SCALE), orientation * IDENTITY_UP);
setPosition(position + rotation * (getPosition() - position));
orientation = rotation * orientation;
setOrientation(orientation);
// then vertically
float oldPitch = getHead()->getPitch();
getHead()->setPitch(oldPitch + deltaY * -ANGULAR_SCALE);
rotation = glm::angleAxis(getHead()->getPitch() - oldPitch, orientation * IDENTITY_RIGHT);
getHead()->setPitch(oldPitch - deltaY * ANGULAR_SCALE);
rotation = glm::angleAxis(glm::radians((getHead()->getPitch() - oldPitch)), orientation * IDENTITY_RIGHT);
setPosition(position + rotation * (getPosition() - position));
}
@ -730,9 +730,9 @@ void MyAvatar::updateThrust(float deltaTime) {
_thrust -= _driveKeys[LEFT] * _scale * THRUST_MAG_LATERAL * _thrustMultiplier * deltaTime * right;
_thrust += _driveKeys[UP] * _scale * THRUST_MAG_UP * _thrustMultiplier * deltaTime * up;
_thrust -= _driveKeys[DOWN] * _scale * THRUST_MAG_DOWN * _thrustMultiplier * deltaTime * up;
_bodyYawDelta -= _driveKeys[ROT_RIGHT] * YAW_MAG * deltaTime;
_bodyYawDelta += _driveKeys[ROT_LEFT] * YAW_MAG * deltaTime;
getHead()->setPitch(getHead()->getPitch() + (_driveKeys[ROT_UP] - _driveKeys[ROT_DOWN]) * PITCH_MAG * deltaTime);
_bodyYawDelta -= _driveKeys[ROT_RIGHT] * YAW_SPEED * deltaTime;
_bodyYawDelta += _driveKeys[ROT_LEFT] * YAW_SPEED * deltaTime;
getHead()->setPitch(getHead()->getPitch() + (_driveKeys[ROT_UP] - _driveKeys[ROT_DOWN]) * PITCH_SPEED * deltaTime);
// If thrust keys are being held down, slowly increase thrust to allow reaching great speeds
if (_driveKeys[FWD] || _driveKeys[BACK] || _driveKeys[RIGHT] || _driveKeys[LEFT] || _driveKeys[UP] || _driveKeys[DOWN]) {
@ -1030,7 +1030,7 @@ void MyAvatar::updateChatCircle(float deltaTime) {
const float CIRCLE_INFLUENCE_SCALE = 2.0f;
const float MIN_RADIUS = 0.3f;
for (int i = sortedAvatars.size() - 1; i >= 0; i--) {
float radius = qMax(MIN_RADIUS, (CIRCUMFERENCE_PER_MEMBER * (i + 2)) / PI_TIMES_TWO);
float radius = qMax(MIN_RADIUS, (CIRCUMFERENCE_PER_MEMBER * (i + 2)) / TWO_PI);
if (glm::distance(_position, sortedAvatars[i].accumulatedCenter) > radius * CIRCLE_INFLUENCE_SCALE) {
sortedAvatars.remove(i);
} else {
@ -1041,7 +1041,7 @@ void MyAvatar::updateChatCircle(float deltaTime) {
return;
}
center = sortedAvatars.last().accumulatedCenter;
float radius = qMax(MIN_RADIUS, (CIRCUMFERENCE_PER_MEMBER * (sortedAvatars.size() + 1)) / PI_TIMES_TWO);
float radius = qMax(MIN_RADIUS, (CIRCUMFERENCE_PER_MEMBER * (sortedAvatars.size() + 1)) / TWO_PI);
// compute the average up vector
glm::vec3 up = getWorldAlignedOrientation() * IDENTITY_UP;
@ -1062,18 +1062,18 @@ void MyAvatar::updateChatCircle(float deltaTime) {
glm::vec3 delta = _position - center;
glm::vec3 projected = glm::vec3(glm::dot(right, delta), glm::dot(front, delta), 0.0f);
float myAngle = glm::length(projected) > EPSILON ? atan2f(projected.y, projected.x) : 0.0f;
float leftDistance = PI_TIMES_TWO;
float rightDistance = PI_TIMES_TWO;
float leftDistance = TWO_PI;
float rightDistance = TWO_PI;
foreach (const SortedAvatar& sortedAvatar, sortedAvatars) {
delta = sortedAvatar.avatar->getPosition() - center;
projected = glm::vec3(glm::dot(right, delta), glm::dot(front, delta), 0.0f);
float angle = glm::length(projected) > EPSILON ? atan2f(projected.y, projected.x) : 0.0f;
if (angle < myAngle) {
leftDistance = min(myAngle - angle, leftDistance);
rightDistance = min(PI_TIMES_TWO - (myAngle - angle), rightDistance);
rightDistance = min(TWO_PI - (myAngle - angle), rightDistance);
} else {
leftDistance = min(PI_TIMES_TWO - (angle - myAngle), leftDistance);
leftDistance = min(TWO_PI - (angle - myAngle), leftDistance);
rightDistance = min(angle - myAngle, rightDistance);
}
}
@ -1119,13 +1119,6 @@ void MyAvatar::setGravity(glm::vec3 gravity) {
}
}
void MyAvatar::setOrientation(const glm::quat& orientation) {
glm::vec3 eulerAngles = safeEulerAngles(orientation);
_bodyPitch = eulerAngles.x;
_bodyYaw = eulerAngles.y;
_bodyRoll = eulerAngles.z;
}
void MyAvatar::goHome() {
qDebug("Going Home!");
setPosition(START_LOCATION);
@ -1162,7 +1155,7 @@ void MyAvatar::updateLocationInDataServer() {
if (accountManager.isLoggedIn()) {
QString positionString(createByteArray(_position));
QString orientationString(createByteArray(safeEulerAngles(getOrientation())));
QString orientationString(createByteArray(glm::degrees(safeEulerAngles(getOrientation()))));
// construct the json to put the user's location
QString locationPutJson = QString() + "{\"address\":{\"position\":\""
@ -1195,10 +1188,10 @@ void MyAvatar::goToLocationFromResponse(const QJsonObject& jsonObject) {
NodeList::getInstance()->getDomainInfo().setHostname(domainHostnameString);
// orient the user to face the target
glm::quat newOrientation = glm::quat(glm::radians(glm::vec3(orientationItems[0].toFloat(),
orientationItems[1].toFloat(),
orientationItems[2].toFloat())))
* glm::angleAxis(180.0f, glm::vec3(0.0f, 1.0f, 0.0f));
glm::quat newOrientation = glm::quat(glm::vec3(orientationItems[0].toFloat(),
orientationItems[1].toFloat(),
orientationItems[2].toFloat()))
* glm::angleAxis(PI, glm::vec3(0.0f, 1.0f, 0.0f));
setOrientation(newOrientation);
// move the user a couple units away

View file

@ -44,10 +44,8 @@ public:
void setVelocity(const glm::vec3 velocity) { _velocity = velocity; }
void setLeanScale(float scale) { _leanScale = scale; }
void setGravity(glm::vec3 gravity);
void setOrientation(const glm::quat& orientation);
void setMoveTarget(const glm::vec3 moveTarget);
void setShouldRenderLocally(bool shouldRender) { _shouldRender = shouldRender; }
// getters
float getSpeed() const { return _speed; }
@ -55,7 +53,7 @@ public:
float getLeanScale() const { return _leanScale; }
float getElapsedTimeStopped() const { return _elapsedTimeStopped; }
float getElapsedTimeMoving() const { return _elapsedTimeMoving; }
float getAbsoluteHeadYaw() const;
float getAbsoluteHeadYaw() const; // degrees
const glm::vec3& getMouseRayOrigin() const { return _mouseRayOrigin; }
const glm::vec3& getMouseRayDirection() const { return _mouseRayDirection; }
glm::vec3 getGravity() const { return _gravity; }
@ -68,7 +66,7 @@ public:
// Set what driving keys are being pressed to control thrust levels
void setDriveKeys(int key, float val) { _driveKeys[key] = val; };
bool getDriveKeys(int key) { return _driveKeys[key]; };
bool getDriveKeys(int key) { return _driveKeys[key] != 0.f; };
void jump() { _shouldJump = true; };
bool isMyAvatar() { return true; }
@ -101,8 +99,8 @@ public slots:
private:
bool _mousePressed;
float _bodyPitchDelta;
float _bodyRollDelta;
float _bodyPitchDelta; // degrees
float _bodyRollDelta; // degrees
bool _shouldJump;
float _driveKeys[MAX_DRIVE_KEYS];
glm::vec3 _gravity;

View file

@ -20,7 +20,7 @@ SkeletonModel::SkeletonModel(Avatar* owningAvatar) :
void SkeletonModel::simulate(float deltaTime, bool delayLoad) {
setTranslation(_owningAvatar->getPosition());
setRotation(_owningAvatar->getOrientation() * glm::angleAxis(180.0f, glm::vec3(0.0f, 1.0f, 0.0f)));
setRotation(_owningAvatar->getOrientation() * glm::angleAxis(PI, glm::vec3(0.0f, 1.0f, 0.0f)));
const float MODEL_SCALE = 0.0006f;
setScale(glm::vec3(1.0f, 1.0f, 1.0f) * _owningAvatar->getScale() * MODEL_SCALE);
@ -195,8 +195,9 @@ void SkeletonModel::maybeUpdateLeanRotation(const JointState& parentState, const
glm::mat3 axes = glm::mat3_cast(_rotation);
glm::mat3 inverse = glm::mat3(glm::inverse(parentState.transform * glm::translate(state.translation) *
joint.preTransform * glm::mat4_cast(joint.preRotation * joint.rotation)));
state.rotation = glm::angleAxis(-_owningAvatar->getHead()->getLeanSideways(), glm::normalize(inverse * axes[2])) *
glm::angleAxis(-_owningAvatar->getHead()->getLeanForward(), glm::normalize(inverse * axes[0])) * joint.rotation;
state.rotation = glm::angleAxis(- RADIANS_PER_DEGREE * _owningAvatar->getHead()->getLeanSideways(),
glm::normalize(inverse * axes[2])) * glm::angleAxis(- RADIANS_PER_DEGREE * _owningAvatar->getHead()->getLeanForward(),
glm::normalize(inverse * axes[0])) * joint.rotation;
}
void SkeletonModel::stretchArm(int jointIndex, const glm::vec3& position) {

View file

@ -65,8 +65,8 @@ void Faceshift::update() {
return;
}
// get the euler angles relative to the window
glm::vec3 eulers = safeEulerAngles(_headRotation * glm::quat(glm::radians(glm::vec3(
(_eyeGazeLeftPitch + _eyeGazeRightPitch) / 2.0f, (_eyeGazeLeftYaw + _eyeGazeRightYaw) / 2.0f, 0.0f))));
glm::vec3 eulers = glm::degrees(safeEulerAngles(_headRotation * glm::quat(glm::radians(glm::vec3(
(_eyeGazeLeftPitch + _eyeGazeRightPitch) / 2.0f, (_eyeGazeLeftYaw + _eyeGazeRightYaw) / 2.0f, 0.0f)))));
// compute and subtract the long term average
const float LONG_TERM_AVERAGE_SMOOTHING = 0.999f;

View file

@ -33,6 +33,7 @@ public:
const glm::vec3& getHeadAngularVelocity() const { return _headAngularVelocity; }
const glm::vec3& getHeadTranslation() const { return _headTranslation; }
// these pitch/yaw angles are in degrees
float getEyeGazeLeftPitch() const { return _eyeGazeLeftPitch; }
float getEyeGazeLeftYaw() const { return _eyeGazeLeftYaw; }
@ -96,9 +97,9 @@ private:
glm::vec3 _headAngularVelocity;
glm::vec3 _headTranslation;
// degrees
float _eyeGazeLeftPitch;
float _eyeGazeLeftYaw;
float _eyeGazeRightPitch;
float _eyeGazeRightYaw;
@ -121,10 +122,12 @@ private:
int _jawOpenIndex;
// degrees
float _longTermAverageEyePitch;
float _longTermAverageEyeYaw;
bool _longTermAverageInitialized;
// degrees
float _estimatedEyePitch;
float _estimatedEyeYaw;
};

View file

@ -27,7 +27,7 @@ int OculusManager::_scaleLocation;
int OculusManager::_scaleInLocation;
int OculusManager::_hmdWarpParamLocation;
bool OculusManager::_isConnected = false;
float OculusManager::_yawOffset = 0;
float OculusManager::_yawOffset = 0.0f; // radians
#ifdef HAVE_LIBOVR
using namespace OVR;
@ -198,12 +198,7 @@ void OculusManager::updateYawOffset() {
void OculusManager::getEulerAngles(float& yaw, float& pitch, float& roll) {
#ifdef HAVE_LIBOVR
_sensorFusion->GetOrientation().GetEulerAngles<Axis_Y, Axis_X, Axis_Z, Rotate_CCW, Handed_R>(&yaw, &pitch, &roll);
// convert each angle to degrees
// remove the yaw offset from the returned yaw
yaw = glm::degrees(yaw - _yawOffset);
pitch = glm::degrees(pitch);
roll = glm::degrees(roll);
yaw = yaw - _yawOffset;
#endif
}

View file

@ -32,6 +32,9 @@ public:
static void reset();
/// param \yaw[out] yaw in radians
/// param \pitch[out] pitch in radians
/// param \roll[out] roll in radians
static void getEulerAngles(float& yaw, float& pitch, float& roll);
static void updateYawOffset();

View file

@ -89,7 +89,7 @@ void SixenseManager::update(float deltaTime) {
// Rotation of Palm
glm::quat rotation(data.rot_quat[3], -data.rot_quat[0], data.rot_quat[1], -data.rot_quat[2]);
rotation = glm::angleAxis(180.0f, glm::vec3(0.f, 1.f, 0.f)) * rotation;
rotation = glm::angleAxis(PI, glm::vec3(0.f, 1.f, 0.f)) * rotation;
const glm::vec3 PALM_VECTOR(0.0f, -1.0f, 0.0f);
glm::vec3 newNormal = rotation * PALM_VECTOR;
palm->setRawNormal(newNormal);

View file

@ -52,7 +52,7 @@ void TV3DManager::setFrustum(Camera& whichCamera) {
double nearZ = whichCamera.getNearClip(); // near clipping plane
double screenZ = Application::getInstance()->getViewFrustum()->getFocalLength(); // screen projection plane
double top = nearZ * tan(DTR * fovy / 2); //sets top of frustum based on fovy and near clipping plane
double top = nearZ * tan(DTR * fovy / 2.0); //sets top of frustum based on fovy and near clipping plane
double right = _aspect * top; // sets right of frustum based on aspect ratio
double frustumshift = (IOD / 2) * nearZ / screenZ;
@ -136,4 +136,4 @@ void TV3DManager::display(Camera& whichCamera) {
// reset the viewport to how we started
glViewport(0, 0, Application::getInstance()->getGLWidget()->width(), Application::getInstance()->getGLWidget()->height());
}
}

View file

@ -533,8 +533,8 @@ public:
glm::quat postRotation;
glm::mat4 postTransform;
glm::vec3 rotationMin;
glm::vec3 rotationMax;
glm::vec3 rotationMin; // radians
glm::vec3 rotationMax; // radians
};
glm::mat4 getGlobalTransform(const QMultiHash<QString, QString>& parentMap,
@ -806,7 +806,7 @@ void setTangents(FBXMesh& mesh, int firstIndex, int secondIndex) {
}
glm::vec2 texCoordDelta = mesh.texCoords.at(secondIndex) - mesh.texCoords.at(firstIndex);
mesh.tangents[firstIndex] += glm::cross(glm::angleAxis(
-glm::degrees(atan2f(-texCoordDelta.t, texCoordDelta.s)), normal) * glm::normalize(bitangent), normal);
- atan2f(-texCoordDelta.t, texCoordDelta.s), normal) * glm::normalize(bitangent), normal);
}
QVector<int> getIndices(const QVector<QString> ids, QVector<QString> modelIDs) {
@ -1000,6 +1000,7 @@ FBXGeometry extractFBXGeometry(const FBXNode& node, const QVariantHash& mapping)
jointRightFingertipIDs[index] = getID(object.properties);
}
glm::vec3 translation;
// NOTE: the euler angles as supplied by the FBX file are in degrees
glm::vec3 rotationOffset;
glm::vec3 preRotation, rotation, postRotation;
glm::vec3 scale = glm::vec3(1.0f, 1.0f, 1.0f);
@ -1054,7 +1055,9 @@ FBXGeometry extractFBXGeometry(const FBXNode& node, const QVariantHash& mapping)
} else if (property.properties.at(0) == "RotationMin") {
rotationMin = getVec3(property.properties, index);
} else if (property.properties.at(0) == "RotationMax") {
}
// NOTE: these rotation limits are stored in degrees (NOT radians)
else if (property.properties.at(0) == "RotationMax") {
rotationMax = getVec3(property.properties, index);
} else if (property.properties.at(0) == "RotationMinX") {
@ -1104,10 +1107,12 @@ FBXGeometry extractFBXGeometry(const FBXNode& node, const QVariantHash& mapping)
model.postRotation = glm::quat(glm::radians(postRotation));
model.postTransform = glm::translate(-rotationPivot) * glm::translate(scalePivot) *
glm::scale(scale) * glm::translate(-scalePivot);
model.rotationMin = glm::vec3(rotationMinX ? rotationMin.x : -180.0f,
rotationMinY ? rotationMin.y : -180.0f, rotationMinZ ? rotationMin.z : -180.0f);
model.rotationMax = glm::vec3(rotationMaxX ? rotationMax.x : 180.0f,
rotationMaxY ? rotationMax.y : 180.0f, rotationMaxZ ? rotationMax.z : 180.0f);
// NOTE: anbgles from the FBX file are in degrees
// so we convert them to radians for the FBXModel class
model.rotationMin = glm::radians(glm::vec3(rotationMinX ? rotationMin.x : -180.0f,
rotationMinY ? rotationMin.y : -180.0f, rotationMinZ ? rotationMin.z : -180.0f));
model.rotationMax = glm::radians(glm::vec3(rotationMaxX ? rotationMax.x : 180.0f,
rotationMaxY ? rotationMax.y : 180.0f, rotationMaxZ ? rotationMax.z : 180.0f));
models.insert(getID(object.properties), model);
} else if (object.name == "Texture") {

View file

@ -76,8 +76,8 @@ public:
glm::quat postRotation;
glm::mat4 postTransform;
glm::mat4 transform;
glm::vec3 rotationMin;
glm::vec3 rotationMax;
glm::vec3 rotationMin; // radians
glm::vec3 rotationMax; // radians
glm::quat inverseDefaultRotation;
glm::quat inverseBindRotation;
glm::mat4 bindTransform;

View file

@ -30,11 +30,11 @@ void GeometryCache::renderHemisphere(int slices, int stacks) {
GLfloat* vertexData = new GLfloat[vertices * 3];
GLfloat* vertex = vertexData;
for (int i = 0; i < stacks - 1; i++) {
float phi = PIf * 0.5f * i / (stacks - 1);
float phi = PI_OVER_TWO * float(i) / float(stacks - 1);
float z = sinf(phi), radius = cosf(phi);
for (int j = 0; j < slices; j++) {
float theta = PIf * 2.0f * j / slices;
float theta = TWO_PI * float(j) / float(slices);
*(vertex++) = sinf(theta) * radius;
*(vertex++) = cosf(theta) * radius;
@ -180,7 +180,7 @@ void GeometryCache::renderHalfCylinder(int slices, int stacks) {
float y = (float)i / (stacks - 1);
for (int j = 0; j <= slices; j++) {
float theta = 3 * PIf / 2 + PIf * j / slices;
float theta = 3.f * PI_OVER_TWO + PI * float(j) / float(slices);
//normals
*(vertex++) = sinf(theta);

View file

@ -756,15 +756,15 @@ float Model::getLimbLength(int jointIndex) const {
void Model::applyRotationDelta(int jointIndex, const glm::quat& delta, bool constrain) {
JointState& state = _jointStates[jointIndex];
const FBXJoint& joint = _geometry->getFBXGeometry().joints[jointIndex];
if (!constrain || (joint.rotationMin == glm::vec3(-180.0f, -180.0f, -180.0f) &&
joint.rotationMax == glm::vec3(180.0f, 180.0f, 180.0f))) {
if (!constrain || (joint.rotationMin == glm::vec3(-PI, -PI, -PI) &&
joint.rotationMax == glm::vec3(PI, PI, PI))) {
// no constraints
state.rotation = state.rotation * glm::inverse(state.combinedRotation) * delta * state.combinedRotation;
state.combinedRotation = delta * state.combinedRotation;
return;
}
glm::quat newRotation = glm::quat(glm::radians(glm::clamp(safeEulerAngles(state.rotation *
glm::inverse(state.combinedRotation) * delta * state.combinedRotation), joint.rotationMin, joint.rotationMax)));
glm::quat newRotation = glm::quat(glm::clamp(safeEulerAngles(state.rotation *
glm::inverse(state.combinedRotation) * delta * state.combinedRotation), joint.rotationMin, joint.rotationMax));
state.combinedRotation = state.combinedRotation * glm::inverse(state.rotation) * newRotation;
state.rotation = newRotation;
}
@ -785,7 +785,7 @@ void Model::renderCollisionProxies(float alpha) {
glTranslatef(position.x, position.y, position.z);
const glm::quat& rotation = shape->getRotation();
glm::vec3 axis = glm::axis(rotation);
glRotatef(glm::angle(rotation), axis.x, axis.y, axis.z);
glRotatef(glm::degrees(glm::angle(rotation)), axis.x, axis.y, axis.z);
// draw a grey sphere at shape position
glColor4f(0.75f, 0.75f, 0.75f, alpha);
@ -860,7 +860,7 @@ void Model::applyCollision(CollisionInfo& collision) {
axis = glm::normalize(axis);
glm::vec3 end;
getJointPosition(jointIndex, end);
glm::vec3 newEnd = start + glm::angleAxis(glm::degrees(angle), axis) * (end - start);
glm::vec3 newEnd = start + glm::angleAxis(angle, axis) * (end - start);
// try to move it
setJointPosition(jointIndex, newEnd, -1, true);
}

View file

@ -16,6 +16,7 @@
using namespace starfield;
const float Generator::STAR_COLORIZATION = 0.1f;
const float PI_OVER_180 = 3.14159265358979f / 180.f;
void Generator::computeStarPositions(InputVertices& destination, unsigned limit, unsigned seed) {
InputVertices* vertices = & destination;
@ -89,4 +90,4 @@ unsigned Generator::computeStarColor(float colorization) {
red = green = blue = 2 + (rand() % 128);
}
return red | (green << 8) | (blue << 16);
}
}

View file

@ -308,4 +308,4 @@ bool Renderer::TileSelection::deferred(Renderer::TileSelection::Cursor& cursor)
return true;
}
return false;
}
}

View file

@ -139,11 +139,11 @@ glm::quat MetavoxelEditor::getGridRotation() const {
return glm::quat();
case GRID_PLANE_XZ:
return glm::angleAxis(-90.0f, glm::vec3(1.0f, 0.0f, 0.0f));
return glm::angleAxis(-PI_OVER_TWO, glm::vec3(1.0f, 0.0f, 0.0f));
case GRID_PLANE_YZ:
default:
return glm::angleAxis(90.0f, glm::vec3(0.0f, 1.0f, 0.0f));
return glm::angleAxis(PI_OVER_TWO, glm::vec3(0.0f, 1.0f, 0.0f));
}
}
@ -282,7 +282,7 @@ void MetavoxelEditor::render() {
glm::quat rotation = getGridRotation();
glm::vec3 axis = glm::axis(rotation);
glRotatef(glm::angle(rotation), axis.x, axis.y, axis.z);
glRotatef(glm::degrees(glm::angle(rotation)), axis.x, axis.y, axis.z);
glLineWidth(1.0f);

View file

@ -9,10 +9,6 @@
#ifndef __interface__world__
#define __interface__world__
#ifndef PIf
#define PIf 3.14159265f
#endif
const float GRAVITY_EARTH = 9.80665f;
const float EDGE_SIZE_GROUND_PLANE = 20.f;

View file

@ -41,7 +41,7 @@ Sound::Sound(float volume, float frequency, float duration, float decay, QObject
int numSamples = NETWORK_BUFFER_LENGTH_SAMPLES_PER_CHANNEL; // we add sounds in chunks of this many samples
int chunkStartingSample = 0;
float waveFrequency = (frequency / SAMPLE_RATE) * PI_TIMES_TWO;
float waveFrequency = (frequency / SAMPLE_RATE) * TWO_PI;
while (volume > 0.f) {
for (int i = 0; i < numSamples; i++) {
t = (float)chunkStartingSample + (float)i;

View file

@ -31,9 +31,9 @@ QNetworkAccessManager* AvatarData::networkAccessManager = NULL;
AvatarData::AvatarData() :
NodeData(),
_handPosition(0,0,0),
_bodyYaw(-90.0),
_bodyPitch(0.0),
_bodyRoll(0.0),
_bodyYaw(-90.f),
_bodyPitch(0.0f),
_bodyRoll(0.0f),
_targetScale(1.0f),
_handState(0),
_keyState(NO_KEY_DOWN),
@ -508,7 +508,7 @@ void AvatarData::setClampedTargetScale(float targetScale) {
}
void AvatarData::setOrientation(const glm::quat& orientation) {
glm::vec3 eulerAngles = safeEulerAngles(orientation);
glm::vec3 eulerAngles = glm::degrees(safeEulerAngles(orientation));
_bodyPitch = eulerAngles.x;
_bodyYaw = eulerAngles.y;
_bodyRoll = eulerAngles.z;

View file

@ -108,7 +108,7 @@ public:
QByteArray toByteArray();
int parseData(const QByteArray& packet);
// Body Rotation
// Body Rotation (degrees)
float getBodyYaw() const { return _bodyYaw; }
void setBodyYaw(float bodyYaw) { _bodyYaw = bodyYaw; }
float getBodyPitch() const { return _bodyPitch; }
@ -122,7 +122,7 @@ public:
glm::quat getHeadOrientation() const { return _headData->getOrientation(); }
void setHeadOrientation(const glm::quat& orientation) { _headData->setOrientation(orientation); }
// access to Head().set/getMousePitch
// access to Head().set/getMousePitch (degrees)
float getHeadPitch() const { return _headData->getPitch(); }
void setHeadPitch(float value) { _headData->setPitch(value); };
@ -217,9 +217,9 @@ protected:
glm::vec3 _handPosition;
// Body rotation
float _bodyYaw;
float _bodyPitch;
float _bodyRoll;
float _bodyYaw; // degrees
float _bodyPitch; // degrees
float _bodyRoll; // degrees
// Body scale
float _targetScale;

View file

@ -17,9 +17,9 @@ HeadData::HeadData(AvatarData* owningAvatar) :
_yaw(0.0f),
_pitch(0.0f),
_roll(0.0f),
_lookAtPosition(0.0f, 0.0f, 0.0f),
_leanSideways(0.0f),
_leanForward(0.0f),
_lookAtPosition(0.0f, 0.0f, 0.0f),
_audioLoudness(0.0f),
_isFaceshiftConnected(false),
_leftEyeBlink(0.0f),
@ -39,12 +39,11 @@ void HeadData::setOrientation(const glm::quat& orientation) {
// rotate body about vertical axis
glm::quat bodyOrientation = _owningAvatar->getOrientation();
glm::vec3 newFront = glm::inverse(bodyOrientation) * (orientation * IDENTITY_FRONT);
bodyOrientation = bodyOrientation * glm::angleAxis(glm::degrees(atan2f(-newFront.x, -newFront.z)),
glm::vec3(0.0f, 1.0f, 0.0f));
bodyOrientation = bodyOrientation * glm::angleAxis(atan2f(-newFront.x, -newFront.z), glm::vec3(0.0f, 1.0f, 0.0f));
_owningAvatar->setOrientation(bodyOrientation);
// the rest goes to the head
glm::vec3 eulers = safeEulerAngles(glm::inverse(bodyOrientation) * orientation);
glm::vec3 eulers = glm::degrees(safeEulerAngles(glm::inverse(bodyOrientation) * orientation));
_pitch = eulers.x;
_yaw = eulers.y;
_roll = eulers.z;

View file

@ -15,12 +15,13 @@
#include <glm/glm.hpp>
#include <glm/gtc/quaternion.hpp>
const float MIN_HEAD_YAW = -110;
const float MAX_HEAD_YAW = 110;
const float MIN_HEAD_PITCH = -60;
const float MAX_HEAD_PITCH = 60;
const float MIN_HEAD_ROLL = -50;
const float MAX_HEAD_ROLL = 50;
// degrees
const float MIN_HEAD_YAW = -110.f;
const float MAX_HEAD_YAW = 110.f;
const float MIN_HEAD_PITCH = -60.f;
const float MAX_HEAD_PITCH = 60.f;
const float MIN_HEAD_ROLL = -50.f;
const float MAX_HEAD_ROLL = 50.f;
class AvatarData;
@ -29,21 +30,17 @@ public:
HeadData(AvatarData* owningAvatar);
virtual ~HeadData() { };
// degrees
float getLeanSideways() const { return _leanSideways; }
void setLeanSideways(float leanSideways) { _leanSideways = leanSideways; }
float getLeanForward() const { return _leanForward; }
void setLeanForward(float leanForward) { _leanForward = leanForward; }
float getYaw() const { return _yaw; }
void setYaw(float yaw) { _yaw = glm::clamp(yaw, MIN_HEAD_YAW, MAX_HEAD_YAW); }
float getPitch() const { return _pitch; }
void setPitch(float pitch) { _pitch = glm::clamp(pitch, MIN_HEAD_PITCH, MAX_HEAD_PITCH); }
float getRoll() const { return _roll; }
void setRoll(float roll) { _roll = glm::clamp(roll, MIN_HEAD_ROLL, MAX_HEAD_ROLL); }
virtual float getTweakedYaw() const { return _yaw; }
virtual float getTweakedPitch() const { return _pitch; }
virtual float getTweakedRoll() const { return _roll; }
@ -62,6 +59,7 @@ public:
float getPupilDilation() const { return _pupilDilation; }
void setPupilDilation(float pupilDilation) { _pupilDilation = pupilDilation; }
// degrees
void addYaw(float yaw);
void addPitch(float pitch);
void addRoll(float roll);
@ -73,12 +71,14 @@ public:
friend class AvatarData;
protected:
// degrees
float _yaw;
float _pitch;
float _roll;
glm::vec3 _lookAtPosition;
float _leanSideways;
float _leanForward;
glm::vec3 _lookAtPosition;
float _audioLoudness;
bool _isFaceshiftConnected;
float _leftEyeBlink;

View file

@ -504,7 +504,7 @@ signals:
private:
glm::vec3 _translation;
glm::vec3 _rotation;
glm::vec3 _rotation; // Euler Angles in degrees
float _scale;
};

View file

@ -384,14 +384,14 @@ bool ViewFrustum::isVerySimilar(const ViewFrustum& compareTo, bool debug) const
// Compute the angular distance between the two orientations
const float ORIENTATION_SIMILAR_ENOUGH = 10.0f; // 10 degrees in any direction
glm::quat dQOrientation = _orientation * glm::inverse(compareTo._orientation);
float angleOrientation = compareTo._orientation == _orientation ? 0.0f : glm::angle(dQOrientation);
float angleOrientation = compareTo._orientation == _orientation ? 0.0f : glm::degrees(glm::angle(dQOrientation));
if (isNaN(angleOrientation)) {
angleOrientation = 0.0f;
}
glm::quat dQEyeOffsetOrientation = _eyeOffsetOrientation * glm::inverse(compareTo._eyeOffsetOrientation);
float angleEyeOffsetOrientation = compareTo._eyeOffsetOrientation == _eyeOffsetOrientation
? 0.0f : glm::angle(dQEyeOffsetOrientation);
? 0.0f : glm::degrees(glm::angle(dQEyeOffsetOrientation));
if (isNaN(angleEyeOffsetOrientation)) {
angleOrientation = 0.0f;
}
@ -463,7 +463,7 @@ void ViewFrustum::computePickRay(float x, float y, glm::vec3& origin, glm::vec3&
void ViewFrustum::computeOffAxisFrustum(float& left, float& right, float& bottom, float& top, float& nearValue, float& farValue,
glm::vec4& nearClipPlane, glm::vec4& farClipPlane) const {
// compute our dimensions the usual way
float hheight = _nearClip * tanf(_fieldOfView * 0.5f * PI_OVER_180);
float hheight = _nearClip * tanf(_fieldOfView * 0.5f * RADIANS_PER_DEGREE);
float hwidth = _aspectRatio * hheight;
// get our frustum corners in view space

View file

@ -120,7 +120,7 @@ private:
glm::vec3 _right;
// Lens attributes
float _fieldOfView;
float _fieldOfView; // degrees
float _aspectRatio;
float _nearClip;
float _farClip;

View file

@ -387,11 +387,10 @@ TouchEvent::TouchEvent(const QTouchEvent& event, const TouchEvent& other) {
calculateMetaAttributes(other);
}
// returns the degrees between two points (note: 0 degrees is 'east')
// returns the angle (in degrees) between two points (note: 0 degrees is 'east')
float angleBetweenPoints(const glm::vec2& a, const glm::vec2& b ) {
glm::vec2 length = b - a;
float radian = std::atan2(length.y, length.x);
float angle = radian * 180.0f / PIE;
float angle = DEGREES_PER_RADIAN * std::atan2(length.y, length.x);
if (angle < 0) {
angle += 360.0f;
};

View file

@ -74,6 +74,8 @@ public:
float radius;
bool isPinching;
bool isPinchOpening;
// angles are in degrees
QVector<float> angles; // angle from center to each point
float angle; // the average of the angles
float deltaAngle; // the change in average angle from last event

View file

@ -22,8 +22,8 @@ glm::quat Quat::multiply(const glm::quat& q1, const glm::quat& q2) {
return q1 * q2;
}
glm::quat Quat::fromVec3(const glm::vec3& vec3) {
return glm::quat(vec3);
glm::quat Quat::fromVec3(const glm::vec3& eulerAngles) {
return glm::quat(glm::radians(eulerAngles));
}
glm::quat Quat::fromPitchYawRoll(float pitch, float yaw, float roll) {
@ -47,11 +47,11 @@ glm::vec3 Quat::getUp(const glm::quat& orientation) {
}
glm::vec3 Quat::safeEulerAngles(const glm::quat& orientation) {
return ::safeEulerAngles(orientation);
return glm::degrees(::safeEulerAngles(orientation));
}
glm::quat Quat::angleAxis(float angle, const glm::vec3& v) {
return glm::angleAxis(angle, v);
return glm::angleAxis(glm::radians(angle), v);
}
glm::quat Quat::mix(const glm::quat& q1, const glm::quat& q2, float alpha) {

View file

@ -24,13 +24,13 @@ class Quat : public QObject {
public slots:
glm::quat multiply(const glm::quat& q1, const glm::quat& q2);
glm::quat fromVec3(const glm::vec3& vec3);
glm::quat fromPitchYawRoll(float pitch, float yaw, float roll);
glm::quat fromPitchYawRoll(float pitch, float yaw, float roll); // degrees
glm::quat inverse(const glm::quat& q);
glm::vec3 getFront(const glm::quat& orientation);
glm::vec3 getRight(const glm::quat& orientation);
glm::vec3 getUp(const glm::quat& orientation);
glm::vec3 safeEulerAngles(const glm::quat& orientation);
glm::quat angleAxis(float angle, const glm::vec3& v);
glm::vec3 safeEulerAngles(const glm::quat& orientation); // degrees
glm::quat angleAxis(float angle, const glm::vec3& v); // degrees
glm::quat mix(const glm::quat& q1, const glm::quat& q2, float alpha);
void print(const QString& lable, const glm::quat& q);
};

View file

@ -501,27 +501,27 @@ int unpackFloatVec3FromSignedTwoByteFixed(const unsigned char* sourceBuffer, glm
}
int packFloatAngleToTwoByte(unsigned char* buffer, float angle) {
const float ANGLE_CONVERSION_RATIO = (std::numeric_limits<uint16_t>::max() / 360.0);
int packFloatAngleToTwoByte(unsigned char* buffer, float degrees) {
const float ANGLE_CONVERSION_RATIO = (std::numeric_limits<uint16_t>::max() / 360.f);
uint16_t angleHolder = floorf((angle + 180) * ANGLE_CONVERSION_RATIO);
uint16_t angleHolder = floorf((degrees + 180.f) * ANGLE_CONVERSION_RATIO);
memcpy(buffer, &angleHolder, sizeof(uint16_t));
return sizeof(uint16_t);
}
int unpackFloatAngleFromTwoByte(const uint16_t* byteAnglePointer, float* destinationPointer) {
*destinationPointer = (*byteAnglePointer / (float) std::numeric_limits<uint16_t>::max()) * 360.0 - 180;
*destinationPointer = (*byteAnglePointer / (float) std::numeric_limits<uint16_t>::max()) * 360.f - 180.f;
return sizeof(uint16_t);
}
int packOrientationQuatToBytes(unsigned char* buffer, const glm::quat& quatInput) {
const float QUAT_PART_CONVERSION_RATIO = (std::numeric_limits<uint16_t>::max() / 2.0);
const float QUAT_PART_CONVERSION_RATIO = (std::numeric_limits<uint16_t>::max() / 2.f);
uint16_t quatParts[4];
quatParts[0] = floorf((quatInput.x + 1.0) * QUAT_PART_CONVERSION_RATIO);
quatParts[1] = floorf((quatInput.y + 1.0) * QUAT_PART_CONVERSION_RATIO);
quatParts[2] = floorf((quatInput.z + 1.0) * QUAT_PART_CONVERSION_RATIO);
quatParts[3] = floorf((quatInput.w + 1.0) * QUAT_PART_CONVERSION_RATIO);
quatParts[0] = floorf((quatInput.x + 1.f) * QUAT_PART_CONVERSION_RATIO);
quatParts[1] = floorf((quatInput.y + 1.f) * QUAT_PART_CONVERSION_RATIO);
quatParts[2] = floorf((quatInput.z + 1.f) * QUAT_PART_CONVERSION_RATIO);
quatParts[3] = floorf((quatInput.w + 1.f) * QUAT_PART_CONVERSION_RATIO);
memcpy(buffer, &quatParts, sizeof(quatParts));
return sizeof(quatParts);
@ -531,16 +531,16 @@ int unpackOrientationQuatFromBytes(const unsigned char* buffer, glm::quat& quatO
uint16_t quatParts[4];
memcpy(&quatParts, buffer, sizeof(quatParts));
quatOutput.x = ((quatParts[0] / (float) std::numeric_limits<uint16_t>::max()) * 2.0) - 1.0;
quatOutput.y = ((quatParts[1] / (float) std::numeric_limits<uint16_t>::max()) * 2.0) - 1.0;
quatOutput.z = ((quatParts[2] / (float) std::numeric_limits<uint16_t>::max()) * 2.0) - 1.0;
quatOutput.w = ((quatParts[3] / (float) std::numeric_limits<uint16_t>::max()) * 2.0) - 1.0;
quatOutput.x = ((quatParts[0] / (float) std::numeric_limits<uint16_t>::max()) * 2.f) - 1.f;
quatOutput.y = ((quatParts[1] / (float) std::numeric_limits<uint16_t>::max()) * 2.f) - 1.f;
quatOutput.z = ((quatParts[2] / (float) std::numeric_limits<uint16_t>::max()) * 2.f) - 1.f;
quatOutput.w = ((quatParts[3] / (float) std::numeric_limits<uint16_t>::max()) * 2.f) - 1.f;
return sizeof(quatParts);
}
float SMALL_LIMIT = 10.0;
float LARGE_LIMIT = 1000.0;
float SMALL_LIMIT = 10.f;
float LARGE_LIMIT = 1000.f;
int packFloatRatioToTwoByte(unsigned char* buffer, float ratio) {
// if the ratio is less than 10, then encode it as a positive number scaled from 0 to int16::max()
@ -642,24 +642,24 @@ glm::vec3 safeEulerAngles(const glm::quat& q) {
float sy = 2.0f * (q.y * q.w - q.x * q.z);
if (sy < 1.0f - EPSILON) {
if (sy > -1.0f + EPSILON) {
return glm::degrees(glm::vec3(
return glm::vec3(
atan2f(q.y * q.z + q.x * q.w, 0.5f - (q.x * q.x + q.y * q.y)),
asinf(sy),
atan2f(q.x * q.y + q.z * q.w, 0.5f - (q.y * q.y + q.z * q.z))));
atan2f(q.x * q.y + q.z * q.w, 0.5f - (q.y * q.y + q.z * q.z)));
} else {
// not a unique solution; x + z = atan2(-m21, m11)
return glm::degrees(glm::vec3(
return glm::vec3(
0.0f,
PIf * -0.5f,
atan2f(q.x * q.w - q.y * q.z, 0.5f - (q.x * q.x + q.z * q.z))));
- PI_OVER_TWO,
atan2f(q.x * q.w - q.y * q.z, 0.5f - (q.x * q.x + q.z * q.z)));
}
} else {
// not a unique solution; x - z = atan2(-m21, m11)
return glm::degrees(glm::vec3(
return glm::vec3(
0.0f,
PIf * 0.5f,
-atan2f(q.x * q.w - q.y * q.z, 0.5f - (q.x * q.x + q.z * q.z))));
PI_OVER_TWO,
-atan2f(q.x * q.w - q.y * q.z, 0.5f - (q.x * q.x + q.z * q.z)));
}
}

View file

@ -47,9 +47,13 @@ static const float ZERO = 0.0f;
static const float ONE = 1.0f;
static const float ONE_HALF = 0.5f;
static const float ONE_THIRD = 0.333333f;
static const float PIE = 3.141592f;
static const float PI_TIMES_TWO = 3.141592f * 2.0f;
static const float PI_OVER_180 = 3.141592f / 180.0f;
static const float PI = 3.14159265358979f;
static const float TWO_PI = 2.f * PI;
static const float PI_OVER_TWO = ONE_HALF * PI;
static const float RADIANS_PER_DEGREE = PI / 180.0f;
static const float DEGREES_PER_RADIAN = 180.0f / PI;
static const float EPSILON = 0.000001f; //smallish positive number - used as margin of error for some computations
static const float SQUARE_ROOT_OF_2 = (float)sqrt(2.f);
static const float SQUARE_ROOT_OF_3 = (float)sqrt(3.f);
@ -133,8 +137,8 @@ bool isBetween(int64_t value, int64_t max, int64_t min);
// These pack/unpack functions are designed to start specific known types in as efficient a manner
// as possible. Taking advantage of the known characteristics of the semantic types.
// Angles are known to be between 0 and 360deg, this allows us to encode in 16bits with great accuracy
int packFloatAngleToTwoByte(unsigned char* buffer, float angle);
// Angles are known to be between 0 and 360 degrees, this allows us to encode in 16bits with great accuracy
int packFloatAngleToTwoByte(unsigned char* buffer, float degrees);
int unpackFloatAngleFromTwoByte(const uint16_t* byteAnglePointer, float* destinationPointer);
// Orientation Quats are known to have 4 normalized components be between -1.0 and 1.0
@ -164,10 +168,7 @@ int unpackFloatScalarFromSignedTwoByteFixed(const int16_t* byteFixedPointer, flo
int packFloatVec3ToSignedTwoByteFixed(unsigned char* destBuffer, const glm::vec3& srcVector, int radix);
int unpackFloatVec3FromSignedTwoByteFixed(const unsigned char* sourceBuffer, glm::vec3& destination, int radix);
#ifndef PIf
#define PIf 3.14159265f
#endif
/// \return vec3 with euler angles in radians
glm::vec3 safeEulerAngles(const glm::quat& q);
#endif /* defined(__hifi__SharedUtil__) */

View file

@ -25,7 +25,7 @@ void CollisionInfoTests::rotateThenTranslate() {
collision._contactPoint = yAxis;
collision._addedVelocity = xAxis + yAxis + zAxis;
glm::quat rotation = glm::angleAxis(rightAngle, zAxis);
glm::quat rotation = glm::angleAxis(PI_OVER_TWO, zAxis);
float distance = 3.f;
glm::vec3 translation = distance * yAxis;
@ -64,7 +64,7 @@ void CollisionInfoTests::translateThenRotate() {
collision._contactPoint = yAxis;
collision._addedVelocity = xAxis + yAxis + zAxis;
glm::quat rotation = glm::angleAxis( -rightAngle, zAxis);
glm::quat rotation = glm::angleAxis( -PI_OVER_TWO, zAxis);
float distance = 3.f;
glm::vec3 translation = distance * yAxis;

View file

@ -18,8 +18,6 @@ const glm::vec3 xAxis(1.f, 0.f, 0.f);
const glm::vec3 yAxis(0.f, 1.f, 0.f);
const glm::vec3 zAxis(0.f, 0.f, 1.f);
const float rightAngle = 90.f; // degrees
std::ostream& operator<<(std::ostream& s, const glm::vec3& v);
std::ostream& operator<<(std::ostream& s, const glm::quat& q);
std::ostream& operator<<(std::ostream& s, const glm::mat4& m);

View file

@ -485,7 +485,7 @@ void ShapeColliderTests::capsuleMissesCapsule() {
}
// rotate B and move it to the side
glm::quat rotation = glm::angleAxis(rightAngle, zAxis);
glm::quat rotation = glm::angleAxis(PI_OVER_TWO, zAxis);
capsuleB.setRotation(rotation);
capsuleB.setPosition((1.01f * (totalRadius + capsuleB.getHalfHeight())) * xAxis);
if (ShapeCollider::shapeShape(&capsuleA, &capsuleB, collisions))
@ -566,7 +566,7 @@ void ShapeColliderTests::capsuleTouchesCapsule() {
}
{ // rotate B and move it to the side
glm::quat rotation = glm::angleAxis(rightAngle, zAxis);
glm::quat rotation = glm::angleAxis(PI_OVER_TWO, zAxis);
capsuleB.setRotation(rotation);
capsuleB.setPosition((0.99f * (totalRadius + capsuleB.getHalfHeight())) * xAxis);
@ -590,7 +590,7 @@ void ShapeColliderTests::capsuleTouchesCapsule() {
{ // again, but this time check collision details
float overlap = 0.1f;
glm::quat rotation = glm::angleAxis(rightAngle, zAxis);
glm::quat rotation = glm::angleAxis(PI_OVER_TWO, zAxis);
capsuleB.setRotation(rotation);
glm::vec3 positionB = ((totalRadius + capsuleB.getHalfHeight()) - overlap) * xAxis;
capsuleB.setPosition(positionB);
@ -657,7 +657,7 @@ void ShapeColliderTests::capsuleTouchesCapsule() {
{ // collide cylinder wall against cylinder wall
float overlap = 0.137f;
float shift = 0.317f * halfHeightA;
glm::quat rotation = glm::angleAxis(rightAngle, zAxis);
glm::quat rotation = glm::angleAxis(PI_OVER_TWO, zAxis);
capsuleB.setRotation(rotation);
glm::vec3 positionB = (totalRadius - overlap) * zAxis + shift * yAxis;
capsuleB.setPosition(positionB);