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remove unused functions
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2 changed files with 0 additions and 22 deletions
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@ -65,23 +65,6 @@ void eulerToOrthonormals(glm::vec3 * angles, glm::vec3 * front, glm::vec3 * righ
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front->x = frontNew.x; front->y = frontNew.y; front->z = frontNew.z;
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}
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void printVector(glm::vec3 vec) {
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qDebug("%4.2f, %4.2f, %4.2f", vec.x, vec.y, vec.z);
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}
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// Return the azimuth angle (in radians) between two points.
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float azimuth_to(glm::vec3 head_pos, glm::vec3 source_pos) {
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return atan2(head_pos.x - source_pos.x, head_pos.z - source_pos.z);
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}
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// Return the angle (in radians) between the head and an object in the scene.
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// The value is zero if you are looking right at it.
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// The angle is negative if the object is to your right.
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float angle_to(glm::vec3 head_pos, glm::vec3 source_pos, float render_yaw, float head_yaw) {
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return atan2(head_pos.x - source_pos.x, head_pos.z - source_pos.z) + render_yaw + head_yaw;
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}
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// Draw a 3D vector floating in space
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void drawVector(glm::vec3 * vector) {
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glDisable(GL_LIGHTING);
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@ -18,9 +18,6 @@
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void eulerToOrthonormals(glm::vec3 * angles, glm::vec3 * fwd, glm::vec3 * left, glm::vec3 * up);
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float azimuth_to(glm::vec3 head_pos, glm::vec3 source_pos);
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float angle_to(glm::vec3 head_pos, glm::vec3 source_pos, float render_yaw, float head_yaw);
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float randFloat();
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const glm::vec3 randVector();
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@ -36,8 +33,6 @@ void drawvec3(int x, int y, float scale, float radians, float thick, int mono, g
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void drawVector(glm::vec3* vector);
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void printVector(glm::vec3 vec);
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void renderCollisionOverlay(int width, int height, float magnitude, float red = 0, float blue = 0, float green = 0);
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void renderOrientationDirections( glm::vec3 position, const glm::quat& orientation, float size );
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