Changeset 6873 in orxonox.OLD for trunk/src/lib/coord
- Timestamp:
- Jan 30, 2006, 10:43:00 PM (19 years ago)
- Location:
- trunk/src/lib/coord
- Files:
-
- 2 edited
Legend:
- Unmodified
- Added
- Removed
-
trunk/src/lib/coord/p_node.cc
r6815 r6873 139 139 140 140 LoadParam(root, "parent", this, PNode, setParent) 141 .describe("the Name of the Parent ofthis PNode");141 .describe("the Name of the Parent to set for this PNode"); 142 142 143 143 LoadParam(root, "parent-mode", this, PNode, setParentMode) … … 355 355 * main difference is, that here you give a directional vector, that will be translated into a Quaternion 356 356 */ 357 void PNode::setRelDir (float x, float y, float z)358 { 359 this->setRelDir(Quaternion( Vector(x,y,z), Vector(0,1,0)));357 void PNode::setRelDir (float angle, float x, float y, float z) 358 { 359 this->setRelDir(Quaternion(angle, Vector(x,y,z))); 360 360 } 361 361 … … 386 386 * main difference is, that here you give a directional vector, that will be translated into a Quaternion 387 387 */ 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);388 void PNode::setRelDirSoft(float angle, float x, float y, float z, float bias) 389 { 390 this->setRelDirSoft(Quaternion(angle, Vector(x,y,z)), bias); 391 391 } 392 392 … … 421 421 * main difference is, that here you give a directional vector, that will be translated into a Quaternion 422 422 */ 423 void PNode::setAbsDir (float x, float y, float z)424 { 425 this->setAbsDir(Quaternion( Vector(x,y,z), Vector(0,1,0)));423 void PNode::setAbsDir (float angle, float x, float y, float z) 424 { 425 this->setAbsDir(Quaternion(angle, Vector(x,y,z))); 426 426 } 427 427 … … 456 456 * main difference is, that here you give a directional vector, that will be translated into a Quaternion 457 457 */ 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);458 void PNode::setAbsDirSoft (float angle, float x, float y, float z, float bias) 459 { 460 this->setAbsDirSoft(Quaternion(angle, Vector(x,y,z)), bias); 461 461 } 462 462 … … 1319 1319 fabs( rotz - absDirection.v.z ) > __OFFSET_ROT ) 1320 1320 return true; 1321 1321 1322 1322 return false; 1323 1323 } -
trunk/src/lib/coord/p_node.h
r6815 r6873 115 115 // ROTATION // 116 116 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); 118 118 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); 120 120 /** @returns the relative Direction */ 121 121 inline const Quaternion& getRelDir () const { return this->prevRelDirection; }; … … 125 125 inline Vector getRelDirV() const { return this->prevRelDirection.apply(Vector(0,1,0)); }; 126 126 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); 128 128 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); 130 130 void shiftDir (const Quaternion& shift); 131 131 /** @returns the absolute Direction */
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