From 08e4fe2dc2df5b6b6c4c15debb37feffaa5a690e Mon Sep 17 00:00:00 2001 From: Brad Davis Date: Fri, 28 Aug 2015 16:26:56 -0700 Subject: [PATCH] Revert "Add common vector constants to JS" --- libraries/script-engine/src/Quat.cpp | 20 --------- libraries/script-engine/src/Quat.h | 4 -- libraries/script-engine/src/Vec3.cpp | 67 ---------------------------- libraries/script-engine/src/Vec3.h | 60 +++++++++---------------- libraries/shared/src/GLMHelpers.h | 1 + 5 files changed, 23 insertions(+), 129 deletions(-) diff --git a/libraries/script-engine/src/Quat.cpp b/libraries/script-engine/src/Quat.cpp index 14a6573415..9cd659dd5d 100644 --- a/libraries/script-engine/src/Quat.cpp +++ b/libraries/script-engine/src/Quat.cpp @@ -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; diff --git a/libraries/script-engine/src/Quat.h b/libraries/script-engine/src/Quat.h index 543c93401f..1f130c57c7 100644 --- a/libraries/script-engine/src/Quat.h +++ b/libraries/script-engine/src/Quat.h @@ -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 diff --git a/libraries/script-engine/src/Vec3.cpp b/libraries/script-engine/src/Vec3.cpp index 012663073c..4ed16b2ef0 100644 --- a/libraries/script-engine/src/Vec3.cpp +++ b/libraries/script-engine/src/Vec3.cpp @@ -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; -} diff --git a/libraries/script-engine/src/Vec3.h b/libraries/script-engine/src/Vec3.h index 492345b7fe..82062ca80d 100644 --- a/libraries/script-engine/src/Vec3.h +++ b/libraries/script-engine/src/Vec3.h @@ -13,52 +13,36 @@ #ifndef hifi_Vec3_h #define hifi_Vec3_h - + +#include +#include + #include #include -#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); }; diff --git a/libraries/shared/src/GLMHelpers.h b/libraries/shared/src/GLMHelpers.h index 8e3cadac74..4b03ed2525 100644 --- a/libraries/shared/src/GLMHelpers.h +++ b/libraries/shared/src/GLMHelpers.h @@ -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;