Fix Angle maths
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@@ -10,18 +10,18 @@ inline void Moby::move(Angle a, float speed)
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inline Angle Moby::fAngle()
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{
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Angle a;
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a.x = (cos(glm::radians(this->angle.y)) * cos(glm::radians(this->angle.x)));
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a.y = -sin(glm::radians(this->angle.x));
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a.z = (sin(glm::radians(this->angle.y)) * cos(glm::radians(this->angle.x)));
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a.pitch = (cos(glm::radians(this->angle.yaw)) * cos(glm::radians(this->angle.pitch)));
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a.yaw = -sin(glm::radians(this->angle.pitch));
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a.roll = (sin(glm::radians(this->angle.yaw)) * cos(glm::radians(this->angle.pitch)));
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return a;
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}
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Angle Moby::bAngle()
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{
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Angle a;
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a.x = -cos(glm::radians(this->angle.y)) * cos(glm::radians(this->angle.x));
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a.y = (sin(glm::radians(this->angle.x)));
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a.z = -sin(glm::radians(this->angle.y)) * cos(glm::radians(this->angle.x));
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a.pitch = (cos(glm::radians(this->angle.yaw)) * cos(glm::radians(this->angle.pitch)));
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a.yaw = -sin(glm::radians(this->angle.pitch));
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a.roll = (sin(glm::radians(this->angle.yaw)) * cos(glm::radians(this->angle.pitch)));
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return a;
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}
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@@ -29,9 +29,9 @@ Angle Moby::lAngle()
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{
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Angle f = fAngle();
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Angle a;
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a.x = f.y * upVector.z - f.z * upVector.y;
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a.y = f.z * upVector.x - f.x * upVector.z;
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a.z = f.x * upVector.y - f.y * upVector.x;
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a.pitch = f.pitch * upVector.z - f.z * upVector.y;
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a.yaw = f.z * upVector.x - f.pitch * upVector.z;
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a.z = f.pitch * upVector.y - f.yaw * upVector.x;
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return a;
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}
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