Changeset 5924 in orxonox.OLD for branches/avi_play/src/lib/coord
- Timestamp:
- Dec 4, 2005, 11:37:49 PM (19 years ago)
- Location:
- branches/avi_play/src/lib/coord
- Files:
-
- 2 edited
Legend:
- Unmodified
- Added
- Removed
-
branches/avi_play/src/lib/coord/p_node.cc
r5819 r5924 428 428 429 429 this->bias = bias; 430 this->bRelDirChanged = true; 430 431 } 431 432 … … 836 837 glEnd(); 837 838 } 839 838 840 /* if we want to draw the children too */ 839 841 if (depth == 0) /* -> all of them */ -
branches/avi_play/src/lib/coord/p_node.h
r5770 r5924 76 76 inline const Vector& getRelCoor () const { return this->prevRelCoordinate; }; 77 77 /** @returns the Relative Coordinate Destination */ 78 inline const Vector& getRelCoorSoft2D() const { return (this->toCoordinate)? *this->toCoordinate:this->relCoordinate; };78 inline const Vector& getRelCoorSoft2D() const { return (this->toCoordinate)? *this->toCoordinate : this->relCoordinate; }; 79 79 void setAbsCoor (const Vector& absCoord); 80 80 void setAbsCoor (float x, float y, float z); … … 93 93 inline const Quaternion& getRelDir () const { return this->prevRelDirection; }; 94 94 /** @returns the Relative Directional Destination */ 95 inline const Quaternion& getRelDirSoft2D() const { return (this->toDirection)? *this->toDirection:this->relDirection; };95 inline const Quaternion& getRelDirSoft2D() const { return (this->toDirection)? *this->toDirection : this->relDirection; }; 96 96 /** @returns a Vector pointing into the relative Direction */ 97 97 inline Vector getRelDirV() const { return this->prevRelDirection.apply(Vector(0,1,0)); }; … … 100 100 void setAbsDirSoft(const Quaternion& absDirSoft, float bias = 1.0); 101 101 void setAbsDirSoft(float x, float y, float z, float bias = 1.0); 102 void shiftDir (const Quaternion& shift); 102 103 /** @returns the absolute Direction */ 103 104 inline const Quaternion& getAbsDir () const { return this->absDirection; }; 104 105 /** @returns a Vector pointing into the absolute Direction */ 105 106 inline Vector getAbsDirV() const { return this->absDirection.apply(Vector(0,1,0)); }; 106 void shiftDir (const Quaternion& shift); 107 /** @returns A Vector pointing into the forward direction (X) of the Node */ 108 inline Vector getAbsDirX() const { return this->absDirection.apply(Vector(1,0,0)); }; 109 /** @returns A Vector pointing into the upward direction (Y) of the Node */ 110 inline Vector getAbsDirY() const { return this->absDirection.apply(Vector(0,1,0)); }; 111 /** @returns A Vector pointing into the right direction (Z) of the Node */ 112 inline Vector getAbsDirZ() const { return this->absDirection.apply(Vector(0,0,1)); }; 107 113 108 114 /** @returns the Speed of the Node */
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