Merge pull request #6373 from Atlante45/rotationBetween

Rotation between
This commit is contained in:
James B. Pollack 2015-11-12 09:25:56 -08:00
commit 39f44115be
3 changed files with 5 additions and 27 deletions

View file

@ -64,15 +64,15 @@ glm::quat Quat::inverse(const glm::quat& q) {
}
glm::vec3 Quat::getFront(const glm::quat& orientation) {
return orientation * IDENTITY_FRONT;
return orientation * Vectors::FRONT;
}
glm::vec3 Quat::getRight(const glm::quat& orientation) {
return orientation * IDENTITY_RIGHT;
return orientation * Vectors::RIGHT;
}
glm::vec3 Quat::getUp(const glm::quat& orientation) {
return orientation * IDENTITY_UP;
return orientation * Vectors::UP;
}
glm::vec3 Quat::safeEulerAngles(const glm::quat& orientation) {

View file

@ -201,30 +201,7 @@ float angleBetween(const glm::vec3& v1, const glm::vec3& v2) {
// Helper function return the rotation from the first vector onto the second
glm::quat rotationBetween(const glm::vec3& v1, const glm::vec3& v2) {
float angle = angleBetween(v1, v2);
if (glm::isnan(angle) || angle < EPSILON) {
return glm::quat();
}
glm::vec3 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
axis = glm::normalize(glm::cross(v1, glm::vec3(0.0f, 1.0f, 0.0f)));
} else {
axis /= axisLength;
}
} else {
axis = glm::normalize(glm::cross(v1, v2));
// It is possible for axis to be nan even when angle is not less than EPSILON.
// For example when angle is small but not tiny but v1 and v2 and have very short lengths.
if (glm::isnan(glm::dot(axis, axis))) {
// set angle and axis to values that will generate an identity rotation
angle = 0.0f;
axis = glm::vec3(1.0f, 0.0f, 0.0f);
}
}
return glm::angleAxis(angle, axis);
return glm::rotation(glm::normalize(v1), glm::normalize(v2));
}
bool isPointBehindTrianglesPlane(glm::vec3 point, glm::vec3 p0, glm::vec3 p1, glm::vec3 p2) {

View file

@ -16,6 +16,7 @@
#include <glm/glm.hpp>
#include <glm/gtc/quaternion.hpp>
#include <glm/gtx/quaternion.hpp>
// Bring the most commonly used GLM types into the default namespace
using glm::ivec2;