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Back out fromSpherical code addition
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b2bbaf4e7b
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4 changed files with 26 additions and 30 deletions
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@ -58,3 +58,27 @@ glm::vec3 Vec3::toPolar(const glm::vec3& v) {
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return glm::vec3(elevation, azimuth, radius);
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}
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glm::vec3 Vec3::fromPolar(const glm::vec3& polar) {
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float x = glm::cos(polar.x) * glm::sin(polar.y);
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float y = glm::sin(-polar.x);
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float z = glm::cos(polar.x) * glm::cos(polar.y);
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// Round small values to 0
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if (glm::abs(x) < EPSILON) {
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x = 0.0f;
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}
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if (glm::abs(y) < EPSILON) {
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y = 0.0f;
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}
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if (glm::abs(z) < EPSILON) {
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z = 0.0f;
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}
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return polar.z * glm::vec3(x, y, z);
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}
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glm::vec3 Vec3::fromPolar(float elevation, float azimuth) {
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glm::vec3 v = glm::vec3(elevation, azimuth, 1.0f);
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return fromPolar(v);
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}
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@ -43,8 +43,8 @@ public slots:
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bool withinEpsilon(const glm::vec3& v1, const glm::vec3& v2, float epsilon);
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// FIXME misnamed, should be 'spherical' or 'euler' depending on the implementation
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glm::vec3 toPolar(const glm::vec3& v);
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glm::vec3 fromPolar(const glm::vec3& polar) { return fromSpherical(polar); }
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glm::vec3 fromPolar(float elevation, float azimuth) { return fromSpherical(elevation, azimuth); }
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glm::vec3 fromPolar(const glm::vec3& polar);
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glm::vec3 fromPolar(float elevation, float azimuth);
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const glm::vec3& UNIT_X() { return Vectors::UNIT_X; }
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const glm::vec3& UNIT_Y() { return Vectors::UNIT_Y; }
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const glm::vec3& UNIT_Z() { return Vectors::UNIT_Z; }
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@ -225,30 +225,6 @@ glm::quat rotationBetween(const glm::vec3& v1, const glm::vec3& v2) {
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return glm::angleAxis(angle, axis);
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}
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glm::vec3 fromSpherical(const glm::vec3& spherical) {
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float x = glm::cos(spherical.x) * glm::sin(spherical.y);
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float y = glm::sin(-spherical.x);
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float z = glm::cos(spherical.x) * glm::cos(spherical.y);
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// Round small values to 0
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if (glm::abs(x) < EPSILON) {
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x = 0.0f;
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}
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if (glm::abs(y) < EPSILON) {
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y = 0.0f;
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}
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if (glm::abs(z) < EPSILON) {
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z = 0.0f;
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}
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return spherical.z * glm::vec3(x, y, z);
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}
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glm::vec3 fromSpherical(float elevation, float azimuth) {
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glm::vec3 v = glm::vec3(elevation, azimuth, 1.0f);
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return fromSpherical(v);
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}
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bool isPointBehindTrianglesPlane(glm::vec3 point, glm::vec3 p0, glm::vec3 p1, glm::vec3 p2) {
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glm::vec3 v1 = p0 - p1, v2 = p2 - p1; // Non-collinear vectors contained in the plane
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glm::vec3 n = glm::cross(v1, v2); // Plane's normal vector, pointing out of the triangle
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@ -117,10 +117,6 @@ float angleBetween(const glm::vec3& v1, const glm::vec3& v2);
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glm::quat rotationBetween(const glm::vec3& v1, const glm::vec3& v2);
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glm::vec3 fromSpherical(const glm::vec3& spherical);
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glm::vec3 fromSpherical(float elevation, float azimuth);
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bool isPointBehindTrianglesPlane(glm::vec3 point, glm::vec3 p0, glm::vec3 p1, glm::vec3 p2);
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glm::vec3 extractTranslation(const glm::mat4& matrix);
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