Changeset 1322
- Timestamp:
- Apr 30, 2012, 8:41:00 PM (10 years ago)
- Location:
- trunk
- Files:
-
- 2 edited
Legend:
- Unmodified
- Added
- Removed
-
trunk/orbital/orbital.cpp
r1314 r1322 114 114 115 115 //Doing the query with actual values, cause I want to stay SDL-free for now. 116 int HMovement = Input::GetButtonState(276 /*SDLK_LEFT*/) - Input::GetButtonState(275 /*SDLK_RIGHT*/); 116 117 int VMovement = Input::GetButtonState(274 /*SDLK_DOWN*/) - Input::GetButtonState(273 /*SDLK_UP*/); 117 int HMovement = Input::GetButtonState(275 /*SDLK_RIGHT*/) - Input::GetButtonState(276 /*SDLK_LEFT*/); 118 int RMovement = Input::GetButtonState(305 /*SDLK_RCTRL*/) - Input::GetButtonState(256 /*SDLK_KP0*/); 118 int RMovement = Input::GetButtonState(256 /*SDLK_KP0*/) - Input::GetButtonState(305 /*SDLK_RCTRL*/); 119 119 120 120 vec3 new_angular_velocity = vec3(0.0f); … … 122 122 if (VMovement != 0 || HMovement != 0 || RMovement != 0) 123 123 { 124 new_angular_velocity = vec3( VMovement, HMovement, RMovement) * 50.0f;124 new_angular_velocity = vec3(HMovement, VMovement, RMovement) * 50.0f; 125 125 m_auto_cam_timer = 2.0f; 126 126 } … … 128 128 { 129 129 /* Order is yaw, pitch, roll */ 130 new_angular_velocity = clamp(-m_angle, vec3( -20.f, 40.f, -40.f),131 vec3( 20.f, 40.f, 40.f));130 new_angular_velocity = clamp(-m_angle, vec3(40.f, -20.f, -40.f), 131 vec3(40.f, 20.f, 40.f)); 132 132 } 133 133 … … 145 145 } 146 146 147 mat4 anim = mat4::rotate(quat::fromeuler(m_angle)); 147 quat q = quat::rotate(-90.f, 0.f, 0.f, 1.f); 148 mat4 anim = mat4(~q * quat::fromeuler(m_angle) * q); 148 149 mat4 model = mat4::translate(vec3(0)); 149 150 -
trunk/src/math/vector.cpp
r1320 r1322 520 520 521 521 ret[0][0] = cy * cz; 522 ret[1][0] = cx * sz - sx * sy * sz;523 ret[2][0] = sx * sz -cx * sy * cz;524 525 ret[0][1] = -cy * sz;526 ret[1][1] = cx * cz -sx * sy * sz;527 ret[2][1] = 528 529 ret[0][2] = 530 ret[1][2] = -sx * cy;522 ret[1][0] = - cx * sz + sx * sy * cz; 523 ret[2][0] = sx * sz + cx * sy * cz; 524 525 ret[0][1] = cy * sz; 526 ret[1][1] = cx * cz + sx * sy * sz; 527 ret[2][1] = - sx * cz + cx * sy * sz; 528 529 ret[0][2] = - sy; 530 ret[1][2] = sx * cy; 531 531 ret[2][2] = cx * cy; 532 532
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