diff --git a/examples/cameraExample.js b/examples/cameraExample.js index ddfff15935..6e3c51a348 100644 --- a/examples/cameraExample.js +++ b/examples/cameraExample.js @@ -74,7 +74,7 @@ function checkCamera(deltaTime) { if (yaw < -360) { yaw += 360; } - var orientation = Quat.fromPitchYawRoll(pitch, yaw, roll); + var orientation = Quat.fromPitchYawRollDegrees(pitch, yaw, roll); Camera.setOrientation(orientation); } } diff --git a/examples/crazylegs.js b/examples/crazylegs.js index 0f26088ae0..0daf2275f3 100644 --- a/examples/crazylegs.js +++ b/examples/crazylegs.js @@ -14,10 +14,10 @@ var cumulativeTime = 0.0; Script.update.connect(function(deltaTime) { cumulativeTime += deltaTime; - MyAvatar.setJointData("joint_R_hip", Quat.fromPitchYawRoll(0.0, 0.0, AMPLITUDE * Math.sin(cumulativeTime * FREQUENCY))); - MyAvatar.setJointData("joint_L_hip", Quat.fromPitchYawRoll(0.0, 0.0, -AMPLITUDE * Math.sin(cumulativeTime * FREQUENCY))); - MyAvatar.setJointData("joint_R_knee", Quat.fromPitchYawRoll(0.0, 0.0, + MyAvatar.setJointData("joint_R_hip", Quat.fromPitchYawRollDegrees(0.0, 0.0, AMPLITUDE * Math.sin(cumulativeTime * FREQUENCY))); + MyAvatar.setJointData("joint_L_hip", Quat.fromPitchYawRollDegrees(0.0, 0.0, -AMPLITUDE * Math.sin(cumulativeTime * FREQUENCY))); + MyAvatar.setJointData("joint_R_knee", Quat.fromPitchYawRollDegrees(0.0, 0.0, AMPLITUDE * (1.0 + Math.sin(cumulativeTime * FREQUENCY)))); - MyAvatar.setJointData("joint_L_knee", Quat.fromPitchYawRoll(0.0, 0.0, + MyAvatar.setJointData("joint_L_knee", Quat.fromPitchYawRollDegrees(0.0, 0.0, AMPLITUDE * (1.0 - Math.sin(cumulativeTime * FREQUENCY)))); }); diff --git a/examples/gun.js b/examples/gun.js index dee01fb84d..45b7487f25 100644 --- a/examples/gun.js +++ b/examples/gun.js @@ -78,7 +78,7 @@ function update(deltaTime) { // Check for mouseLook movement, update rotation // rotate body yaw for yaw received from mouse - var newOrientation = Quat.multiply(MyAvatar.orientation, Quat.fromVec3( { x: 0, y: yawFromMouse, z: 0 } )); + var newOrientation = Quat.multiply(MyAvatar.orientation, Quat.fromVec3Radians( { x: 0, y: yawFromMouse, z: 0 } )); MyAvatar.orientation = newOrientation; yawFromMouse = 0; diff --git a/examples/hydraMove.js b/examples/hydraMove.js index 1f9634a8e6..92c594df9e 100644 --- a/examples/hydraMove.js +++ b/examples/hydraMove.js @@ -184,7 +184,7 @@ function flyWithHydra(deltaTime) { // change the body yaw based on our x controller var orientation = MyAvatar.orientation; - var deltaOrientation = Quat.fromPitchYawRoll(0, (-1 * viewJoystickPosition.x * JOYSTICK_YAW_MAG * deltaTime), 0); + var deltaOrientation = Quat.fromPitchYawRollDegrees(0, (-1 * viewJoystickPosition.x * JOYSTICK_YAW_MAG * deltaTime), 0); MyAvatar.orientation = Quat.multiply(orientation, deltaOrientation); // change the headPitch based on our x controller diff --git a/examples/lookWithMouse.js b/examples/lookWithMouse.js index 878813a94a..ef8f11ec16 100644 --- a/examples/lookWithMouse.js +++ b/examples/lookWithMouse.js @@ -54,7 +54,7 @@ function update(deltaTime) { print("update()..."); } // rotate body yaw for yaw received from mouse - var newOrientation = Quat.multiply(MyAvatar.orientation, Quat.fromVec3( { x: 0, y: yawFromMouse, z: 0 } )); + var newOrientation = Quat.multiply(MyAvatar.orientation, Quat.fromVec3Radians( { x: 0, y: yawFromMouse, z: 0 } )); if (wantDebugging) { print("changing orientation" + " [old]MyAvatar.orientation="+MyAvatar.orientation.x + "," + MyAvatar.orientation.y + "," diff --git a/examples/lookWithTouch.js b/examples/lookWithTouch.js index ddc42c04c0..852573aea6 100644 --- a/examples/lookWithTouch.js +++ b/examples/lookWithTouch.js @@ -45,7 +45,7 @@ function touchUpdateEvent(event) { function update(deltaTime) { // rotate body yaw for yaw received from mouse - var newOrientation = Quat.multiply(MyAvatar.orientation, Quat.fromVec3( { x: 0, y: yawFromMouse, z: 0 } )); + var newOrientation = Quat.multiply(MyAvatar.orientation, Quat.fromPitchYawRollRadians(0, yawFromMouse, 0)); if (wantDebugging) { print("changing orientation" + " [old]MyAvatar.orientation="+MyAvatar.orientation.x + "," + MyAvatar.orientation.y + "," diff --git a/examples/multitouchExample.js b/examples/multitouchExample.js index 1041651c7b..51bbcc2c20 100644 --- a/examples/multitouchExample.js +++ b/examples/multitouchExample.js @@ -92,7 +92,7 @@ Controller.touchEndEvent.connect(touchEndEvent); function update(deltaTime) { // rotate body yaw for yaw received from multitouch rotate - var newOrientation = Quat.multiply(MyAvatar.orientation, Quat.fromVec3( { x: 0, y: yawFromMultiTouch, z: 0 } )); + var newOrientation = Quat.multiply(MyAvatar.orientation, Quat.fromVec3Radians( { x: 0, y: yawFromMultiTouch, z: 0 } )); if (wantDebugging) { print("changing orientation" + " [old]MyAvatar.orientation="+MyAvatar.orientation.x + "," + MyAvatar.orientation.y + "," diff --git a/examples/seeingVoxelsExample.js b/examples/seeingVoxelsExample.js index 62ebd599ee..257e869b5b 100644 --- a/examples/seeingVoxelsExample.js +++ b/examples/seeingVoxelsExample.js @@ -17,7 +17,7 @@ var yawMin = 20; var isLocal = false; // set up our VoxelViewer with a position and orientation -var orientation = Quat.fromPitchYawRoll(0, yaw, 0); +var orientation = Quat.fromPitchYawRollDegrees(0, yaw, 0); function init() { if (isLocal) { @@ -40,7 +40,7 @@ function keepLooking(deltaTime) { count++; if (count % 10 == 0) { yaw += yawDirection; - orientation = Quat.fromPitchYawRoll(0, yaw, 0); + orientation = Quat.fromPitchYawRollDegrees(0, yaw, 0); if (yaw > yawMax || yaw < yawMin) { yawDirection = yawDirection * -1; } diff --git a/libraries/script-engine/src/Quat.cpp b/libraries/script-engine/src/Quat.cpp index 14025f0c67..c939811db4 100644 --- a/libraries/script-engine/src/Quat.cpp +++ b/libraries/script-engine/src/Quat.cpp @@ -22,14 +22,22 @@ glm::quat Quat::multiply(const glm::quat& q1, const glm::quat& q2) { return q1 * q2; } -glm::quat Quat::fromVec3(const glm::vec3& eulerAngles) { +glm::quat Quat::fromVec3Degrees(const glm::vec3& eulerAngles) { return glm::quat(glm::radians(eulerAngles)); } -glm::quat Quat::fromPitchYawRoll(float pitch, float yaw, float roll) { +glm::quat Quat::fromVec3Radians(const glm::vec3& eulerAngles) { + return glm::quat(eulerAngles); +} + +glm::quat Quat::fromPitchYawRollDegrees(float pitch, float yaw, float roll) { return glm::quat(glm::radians(glm::vec3(pitch, yaw, roll))); } +glm::quat Quat::fromPitchYawRollRadians(float pitch, float yaw, float roll) { + return glm::quat(glm::vec3(pitch, yaw, roll)); +} + glm::quat Quat::inverse(const glm::quat& q) { return glm::inverse(q); } diff --git a/libraries/script-engine/src/Quat.h b/libraries/script-engine/src/Quat.h index 3e5f46682c..02c0a3e147 100644 --- a/libraries/script-engine/src/Quat.h +++ b/libraries/script-engine/src/Quat.h @@ -23,8 +23,10 @@ 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); // degrees + 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 + glm::quat fromPitchYawRollRadians(float pitch, float yaw, float roll); // radians glm::quat inverse(const glm::quat& q); glm::vec3 getFront(const glm::quat& orientation); glm::vec3 getRight(const glm::quat& orientation);