Merge pull request #6236 from thoys/js-vec3-fixes

Scripting - Fix Vec3 properties and added multiplyVbyV function
This commit is contained in:
Brad Davis 2015-10-29 22:45:25 -07:00
commit d9c534f404

View file

@ -23,6 +23,25 @@
/// Scriptable interface a Vec3ernion helper class object. Used exclusively in the JavaScript API
class Vec3 : public QObject {
Q_OBJECT
Q_PROPERTY(glm::vec3 UNIT_X READ UNIT_X CONSTANT)
Q_PROPERTY(glm::vec3 UNIT_Y READ UNIT_Y CONSTANT)
Q_PROPERTY(glm::vec3 UNIT_Z READ UNIT_Z CONSTANT)
Q_PROPERTY(glm::vec3 UNIT_NEG_X READ UNIT_NEG_X CONSTANT)
Q_PROPERTY(glm::vec3 UNIT_NEG_Y READ UNIT_NEG_Y CONSTANT)
Q_PROPERTY(glm::vec3 UNIT_NEG_Z READ UNIT_NEG_Z CONSTANT)
Q_PROPERTY(glm::vec3 UNIT_XY READ UNIT_XY CONSTANT)
Q_PROPERTY(glm::vec3 UNIT_XZ READ UNIT_XZ CONSTANT)
Q_PROPERTY(glm::vec3 UNIT_YZ READ UNIT_YZ CONSTANT)
Q_PROPERTY(glm::vec3 UNIT_XYZ READ UNIT_XYZ CONSTANT)
Q_PROPERTY(glm::vec3 FLOAT_MAX READ FLOAT_MAX CONSTANT)
Q_PROPERTY(glm::vec3 FLOAT_MIN READ FLOAT_MIN CONSTANT)
Q_PROPERTY(glm::vec3 ZERO READ ZERO CONSTANT)
Q_PROPERTY(glm::vec3 ONE READ ONE CONSTANT)
Q_PROPERTY(glm::vec3 TWO READ TWO CONSTANT)
Q_PROPERTY(glm::vec3 HALF READ HALF CONSTANT)
Q_PROPERTY(glm::vec3 RIGHT READ RIGHT CONSTANT)
Q_PROPERTY(glm::vec3 UP READ UP CONSTANT)
Q_PROPERTY(glm::vec3 FRONT READ FRONT CONSTANT)
public slots:
glm::vec3 reflect(const glm::vec3& v1, const glm::vec3& v2) { return glm::reflect(v1, v2); }
@ -30,6 +49,7 @@ public slots:
float dot(const glm::vec3& v1, const glm::vec3& v2) { return glm::dot(v1, v2); }
glm::vec3 multiply(const glm::vec3& v1, float f) { return v1 * f; }
glm::vec3 multiply(float f, const glm::vec3& v1) { return v1 * f; }
glm::vec3 multiplyVbyV(const glm::vec3& v1, const glm::vec3& v2) { return v1 * v2; }
glm::vec3 multiplyQbyV(const glm::quat& q, const glm::vec3& v) { return q * v; }
glm::vec3 sum(const glm::vec3& v1, const glm::vec3& v2) { return v1 + v2; }
glm::vec3 subtract(const glm::vec3& v1, const glm::vec3& v2) { return v1 - v2; }
@ -45,6 +65,8 @@ public slots:
glm::vec3 toPolar(const glm::vec3& v);
glm::vec3 fromPolar(const glm::vec3& polar);
glm::vec3 fromPolar(float elevation, float azimuth);
private:
const glm::vec3& UNIT_X() { return Vectors::UNIT_X; }
const glm::vec3& UNIT_Y() { return Vectors::UNIT_Y; }
const glm::vec3& UNIT_Z() { return Vectors::UNIT_Z; }