Revert "Add common vector constants to JS"

This commit is contained in:
Brad Davis 2015-08-28 16:26:56 -07:00
parent 1e2374da87
commit 08e4fe2dc2
5 changed files with 23 additions and 129 deletions

View file

@ -18,26 +18,6 @@
#include "ScriptEngineLogging.h"
#include "Quat.h"
quat Quat::normalize(const glm::quat& q) {
return glm::normalize(q);
}
glm::quat Quat::rotationBetween(const glm::vec3& v1, const glm::vec3& v2) {
return ::rotationBetween(v1, v2);
}
glm::quat Quat::lookAt(const glm::vec3& eye, const glm::vec3& center, const glm::vec3& up) {
return glm::quat_cast(glm::lookAt(eye, center, up));
}
glm::quat Quat::lookAtSimple(const glm::vec3& eye, const glm::vec3& center) {
auto dir = glm::normalize(center - eye);
// if the direction is nearly aligned with the Y axis, then use the X axis for 'up'
if (dir.x < 0.001f && dir.z < 0.001f) {
return lookAt(eye, center, Vectors::UNIT_X);
}
return lookAt(eye, center, Vectors::UNIT_Y);
}
glm::quat Quat::multiply(const glm::quat& q1, const glm::quat& q2) {
return q1 * q2;

View file

@ -25,10 +25,6 @@ class Quat : public QObject {
public slots:
glm::quat multiply(const glm::quat& q1, const glm::quat& q2);
glm::quat normalize(const glm::quat& q);
glm::quat lookAt(const glm::vec3& eye, const glm::vec3& center, const glm::vec3& up);
glm::quat lookAtSimple(const glm::vec3& eye, const glm::vec3& center);
glm::quat rotationBetween(const glm::vec3& v1, const glm::vec3& v2);
glm::quat fromVec3Degrees(const glm::vec3& vec3); // degrees
glm::quat fromVec3Radians(const glm::vec3& vec3); // radians
glm::quat fromPitchYawRollDegrees(float pitch, float yaw, float roll); // degrees

View file

@ -123,70 +123,3 @@ glm::vec3 Vec3::fromPolar(float elevation, float azimuth) {
return fromPolar(v);
}
const vec3& Vec3::UNIT_X() {
return Vectors::UNIT_X;
}
const vec3& Vec3::UNIT_Y() {
return Vectors::UNIT_Y;
}
const vec3& Vec3::UNIT_Z() {
return Vectors::UNIT_Z;
}
const vec3& Vec3::UNIT_NEG_X() {
return Vectors::UNIT_NEG_X;
}
const vec3& Vec3::UNIT_NEG_Y() {
return Vectors::UNIT_NEG_Y;
}
const vec3& Vec3::UNIT_NEG_Z() {
return Vectors::UNIT_NEG_Z;
}
const vec3& Vec3::UNIT_XY() {
return Vectors::UNIT_XY;
}
const vec3& Vec3::UNIT_XZ() {
return Vectors::UNIT_XZ;
}
const vec3& Vec3::UNIT_YZ() {
return Vectors::UNIT_YZ;
}
const vec3& Vec3::UNIT_XYZ() {
return Vectors::UNIT_XYZ;
}
const vec3& Vec3::FLOAT_MAX() {
return Vectors::MAX;
}
const vec3& Vec3::FLOAT_MIN() {
return Vectors::MIN;
}
const vec3& Vec3::ZERO() {
return Vectors::ZERO;
}
const vec3& Vec3::ONE() {
return Vectors::ONE;
}
const vec3& Vec3::RIGHT() {
return Vectors::RIGHT;
}
const vec3& Vec3::UP() {
return Vectors::UNIT_X;
}
const vec3& Vec3::FRONT() {
return Vectors::FRONT;
}

View file

@ -13,52 +13,36 @@
#ifndef hifi_Vec3_h
#define hifi_Vec3_h
#include <glm/glm.hpp>
#include <glm/gtc/quaternion.hpp>
#include <QObject>
#include <QString>
#include "GLMHelpers.h"
/// Scriptable interface a Vec3ernion helper class object. Used exclusively in the JavaScript API
class Vec3 : public QObject {
Q_OBJECT
public slots:
vec3 reflect(const vec3& v1, const vec3& v2);
vec3 cross(const vec3& v1, const vec3& v2);
float dot(const vec3& v1, const vec3& v2);
vec3 multiply(const vec3& v1, float f);
vec3 multiply(float, const vec3& v1);
vec3 multiplyQbyV(const glm::quat& q, const vec3& v);
vec3 sum(const vec3& v1, const vec3& v2);
vec3 subtract(const vec3& v1, const vec3& v2);
float length(const vec3& v);
float distance(const vec3& v1, const vec3& v2);
float orientedAngle(const vec3& v1, const vec3& v2, const vec3& v3);
vec3 normalize(const vec3& v);
vec3 mix(const vec3& v1, const vec3& v2, float m);
void print(const QString& lable, const vec3& v);
bool equal(const vec3& v1, const vec3& v2);
vec3 toPolar(const vec3& v);
vec3 fromPolar(const vec3& polar);
vec3 fromPolar(float elevation, float azimuth);
const vec3& UNIT_X();
const vec3& UNIT_Y();
const vec3& UNIT_Z();
const vec3& UNIT_NEG_X();
const vec3& UNIT_NEG_Y();
const vec3& UNIT_NEG_Z();
const vec3& UNIT_XY();
const vec3& UNIT_XZ();
const vec3& UNIT_YZ();
const vec3& UNIT_XYZ();
const vec3& FLOAT_MAX();
const vec3& FLOAT_MIN();
const vec3& ZERO();
const vec3& ONE();
const vec3& RIGHT();
const vec3& UP();
const vec3& FRONT();
glm::vec3 reflect(const glm::vec3& v1, const glm::vec3& v2);
glm::vec3 cross(const glm::vec3& v1, const glm::vec3& v2);
float dot(const glm::vec3& v1, const glm::vec3& v2);
glm::vec3 multiply(const glm::vec3& v1, float f);
glm::vec3 multiply(float, const glm::vec3& v1);
glm::vec3 multiplyQbyV(const glm::quat& q, const glm::vec3& v);
glm::vec3 sum(const glm::vec3& v1, const glm::vec3& v2);
glm::vec3 subtract(const glm::vec3& v1, const glm::vec3& v2);
float length(const glm::vec3& v);
float distance(const glm::vec3& v1, const glm::vec3& v2);
float orientedAngle(const glm::vec3& v1, const glm::vec3& v2, const glm::vec3& v3);
glm::vec3 normalize(const glm::vec3& v);
glm::vec3 mix(const glm::vec3& v1, const glm::vec3& v2, float m);
void print(const QString& lable, const glm::vec3& v);
bool equal(const glm::vec3& v1, const glm::vec3& v2);
glm::vec3 toPolar(const glm::vec3& v);
glm::vec3 fromPolar(const glm::vec3& polar);
glm::vec3 fromPolar(float elevation, float azimuth);
};

View file

@ -64,6 +64,7 @@ public:
static const vec3 UNIT_XY;
static const vec3 UNIT_XZ;
static const vec3 UNIT_YZ;
static const vec3 UNIT_ZX;
static const vec3 UNIT_XYZ;
static const vec3 MAX;
static const vec3 MIN;