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Changeset 6873 in orxonox.OLD for trunk/src/lib/coord


Ignore:
Timestamp:
Jan 30, 2006, 10:43:00 PM (19 years ago)
Author:
bensch
Message:

orxonox/trunk: Emitter is emitting correctly

Location:
trunk/src/lib/coord
Files:
2 edited

Legend:

Unmodified
Added
Removed
  • trunk/src/lib/coord/p_node.cc

    r6815 r6873  
    139139
    140140  LoadParam(root, "parent", this, PNode, setParent)
    141       .describe("the Name of the Parent of this PNode");
     141      .describe("the Name of the Parent to set for this PNode");
    142142
    143143  LoadParam(root, "parent-mode", this, PNode, setParentMode)
     
    355355 * main difference is, that here you give a directional vector, that will be translated into a Quaternion
    356356 */
    357 void PNode::setRelDir (float x, float y, float z)
    358 {
    359   this->setRelDir(Quaternion(Vector(x,y,z), Vector(0,1,0)));
     357void PNode::setRelDir (float angle, float x, float y, float z)
     358{
     359  this->setRelDir(Quaternion(angle, Vector(x,y,z)));
    360360}
    361361
     
    386386 * main difference is, that here you give a directional vector, that will be translated into a Quaternion
    387387 */
    388 void PNode::setRelDirSoft(float x, float y, float z, float bias)
    389 {
    390   this->setRelDirSoft(Quaternion(Vector(x,y,z), Vector(0,1,0)), bias);
     388void PNode::setRelDirSoft(float angle, float x, float y, float z, float bias)
     389{
     390  this->setRelDirSoft(Quaternion(angle, Vector(x,y,z)), bias);
    391391}
    392392
     
    421421 * main difference is, that here you give a directional vector, that will be translated into a Quaternion
    422422 */
    423 void PNode::setAbsDir (float x, float y, float z)
    424 {
    425   this->setAbsDir(Quaternion(Vector(x,y,z), Vector(0,1,0)));
     423void PNode::setAbsDir (float angle, float x, float y, float z)
     424{
     425  this->setAbsDir(Quaternion(angle, Vector(x,y,z)));
    426426}
    427427
     
    456456 * main difference is, that here you give a directional vector, that will be translated into a Quaternion
    457457 */
    458 void PNode::setAbsDirSoft (float x, float y, float z, float bias)
    459 {
    460   this->setAbsDirSoft(Quaternion(Vector(x,y,z), Vector(0,1,0)), bias);
     458void PNode::setAbsDirSoft (float angle, float x, float y, float z, float bias)
     459{
     460  this->setAbsDirSoft(Quaternion(angle, Vector(x,y,z)), bias);
    461461}
    462462
     
    13191319       fabs( rotz - absDirection.v.z ) > __OFFSET_ROT )
    13201320    return true;
    1321  
     1321
    13221322  return false;
    13231323}
  • trunk/src/lib/coord/p_node.h

    r6815 r6873  
    115115  // ROTATION //
    116116  void setRelDir (const Quaternion& relDir);
    117   void setRelDir (float x, float y, float z);
     117  void setRelDir (float angle, float x, float y, float z);
    118118  void setRelDirSoft(const Quaternion& relDirSoft, float bias = 1.0);
    119   void setRelDirSoft(float x, float y, float z, float bias = 1.0);
     119  void setRelDirSoft(float angle, float x, float y, float z, float bias = 1.0);
    120120  /** @returns the relative Direction */
    121121  inline const Quaternion& getRelDir () const { return this->prevRelDirection; };
     
    125125  inline Vector getRelDirV() const { return this->prevRelDirection.apply(Vector(0,1,0)); };
    126126  void setAbsDir (const Quaternion& absDir);
    127   void setAbsDir (float x, float y, float z);
     127  void setAbsDir (float angle, float x, float y, float z);
    128128  void setAbsDirSoft(const Quaternion& absDirSoft, float bias = 1.0);
    129   void setAbsDirSoft(float x, float y, float z, float bias = 1.0);
     129  void setAbsDirSoft(float angle, float x, float y, float z, float bias = 1.0);
    130130  void shiftDir (const Quaternion& shift);
    131131  /** @returns the absolute Direction */
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