- Timestamp:
- Aug 13, 2005, 10:08:47 PM (19 years ago)
- Location:
- orxonox/trunk/src
- Files:
-
- 4 edited
Legend:
- Unmodified
- Added
- Removed
-
orxonox/trunk/src/defs/alincl.h
r4983 r5001 1 1 /*! 2 \file alincl.h 3 \brief This file includes al Headers. 4 5 no Class is defined here, but the openAL Headers 2 * This file includes openAL-Headers. 3 * @file alincl.h 6 4 */ 7 5 -
orxonox/trunk/src/lib/coord/p_node.cc
r5000 r5001 337 337 void PNode::setAbsDir (const Quaternion& absDir) 338 338 { 339 if ( this->parent)340 this->relDirection = absDir / parent->getAbsDir();339 if (likely(this->parent != NULL)) 340 this->relDirection = absDir / this->parent->getAbsDir(); 341 341 else 342 342 this->relDirection = absDir; 343 343 344 344 this->bRelDirChanged = true; 345 // this->absDirection = absDir;346 345 } 347 346 … … 576 575 { 577 576 /* update the current absDirection - remember * means rotation around sth.*/ 578 this->absDirection = parent->getAbsDir() * this->relDirection;577 this->absDirection = this->relDirection * parent->getAbsDir();; 579 578 } 580 579 -
orxonox/trunk/src/lib/math/vector.h
r5000 r5001 171 171 inline Vector getSpacialAxis() const { return this->v / sin(acos(w));/*sqrt(v.x*v.x + v.y*v.y + v.z+v.z);*/ }; 172 172 /** @returns the rotational angle of this Quaternion around getSpacialAxis() !! IN DEGREE !! */ 173 inline float getSpacialAxisAngle() const { return 360 / M_PI * acos(this->w); };173 inline float getSpacialAxisAngle() const { return 360.0 / M_PI * acos(this->w); }; 174 174 175 175 static Quaternion quatSlerp(const Quaternion& from, const Quaternion& to, float t); -
orxonox/trunk/src/world_entities/weapons/turret.cc
r5000 r5001 116 116 void Turret::tick(float dt) 117 117 { 118 Quaternion quat; 118 119 Vector direction = this->getWeaponManager()->getFixedTarget()->getAbsCoor() - this->getAbsCoor(); 120 119 121 direction.normalize(); 122 120 123 if (likely (this->getParent() != NULL)) 121 { 122 Quaternion quat = Quaternion(direction, this->getParent()->getAbsDir().apply(Vector(0,1,0))) * Quaternion ( -M_PI_2, Vector(0,1,0)) ; 123 this->setAbsDir(quat); 124 } 124 quat = Quaternion(direction, this->getParent()->getAbsDir().apply(Vector(0,1,0))) * Quaternion ( -M_PI_2, Vector(0,1,0)) ; 125 125 else 126 { 127 Quaternion quat = Quaternion(direction, this->getAbsDir().apply(Vector(0,1,0))) * Quaternion ( -M_PI_2, Vector(0,1,0)) ; 128 this->setAbsDir(quat); 129 } 126 quat = Quaternion(direction, Vector(0,1,0)) * Quaternion ( -M_PI_2, Vector(0,1,0)) ; 127 128 this->setAbsDir(quat); 130 129 } 131 130
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