SEGS  0.6.1-develop [39915b3b]
Super Entity Game Server
Classes | Functions
CoHMath.h File Reference
#include <glm/vec3.hpp>
#include <glm/mat3x3.hpp>
#include <glm/gtc/quaternion.hpp>
#include <glm/gtc/constants.hpp>
#include <algorithm>
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Classes

struct  AngleRadians
 

Functions

glm::vec3 toCoH_YPR (const glm::quat &q)
 
glm::vec3 CoHYprFromMat (const glm::mat3 &mat)
 
glm::quat fromCoHYpr (glm::vec3 pyr)
 
void transformFromYPRandTranslation (glm::mat4 &mat, glm::vec3 pyr, glm::vec3 translation)
 
void createMat3RYP (glm::mat3 *mat, const glm::vec3 *vec)
 
void camLookAt (glm::vec3 *vec, glm::mat3 *mat)
 
float normalizeRadAngle (float ang)
 
uint32_t countBits (uint32_t val)
 
uint32_t AngleQuantize (float val, int numb_bits)
 

Function Documentation

◆ AngleQuantize()

uint32_t AngleQuantize ( float  val,
int  numb_bits 
)
inline
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◆ camLookAt()

void camLookAt ( glm::vec3 *  vec,
glm::mat3 *  mat 
)
inline
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◆ CoHYprFromMat()

glm::vec3 CoHYprFromMat ( const glm::mat3 &  mat)
inline

◆ countBits()

uint32_t countBits ( uint32_t  val)
inline

◆ createMat3RYP()

void createMat3RYP ( glm::mat3 *  mat,
const glm::vec3 *  vec 
)
inline
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◆ fromCoHYpr()

glm::quat fromCoHYpr ( glm::vec3  pyr)
inline
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◆ normalizeRadAngle()

float normalizeRadAngle ( float  ang)
inline
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◆ toCoH_YPR()

glm::vec3 toCoH_YPR ( const glm::quat &  q)
inline
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◆ transformFromYPRandTranslation()

void transformFromYPRandTranslation ( glm::mat4 &  mat,
glm::vec3  pyr,
glm::vec3  translation 
)
inline
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