Added support for debug drawing wireframe capsules #302
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@ -35,7 +35,17 @@ namespace SHADE
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: position { pos }
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, orientation { SHQuaternion::FromEuler(rot) }
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, scale { scl }
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{}
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{
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ComputeTRS();
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}
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SHTransform::SHTransform(const SHVec3& pos, const SHQuaternion& quat, const SHVec3& scl) noexcept
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: position { pos }
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, orientation { quat }
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, scale { scl }
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{
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ComputeTRS();
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}
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/*-----------------------------------------------------------------------------------*/
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/* Operator Overload Definitions */
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@ -107,8 +107,7 @@ namespace SHADE
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Vector3 Transform::Forward::get()
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{
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const SHVec3 DIRECTION = SHVec3::Rotate(-SHVec3::UnitZ, Convert::ToNative(GlobalRotation));
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return Convert::ToCLI(DIRECTION);
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return Vector3::Rotate(Vector3::Forward, GlobalRotation);
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}
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/*-----------------------------------------------------------------------------------*/
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@ -167,6 +167,10 @@ namespace SHADE
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{
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return Convert::ToCLI(SHVec3::Rotate(Convert::ToNative(vec), Convert::ToNative(axis), radians));
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}
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Vector3 Vector3::Rotate(Vector3 vec, Quaternion quat)
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{
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return Convert::ToCLI(SHVec3::Rotate(Convert::ToNative(vec), Convert::ToNative(quat)));
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}
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Vector3 Vector3::Min(Vector3 lhs, Vector3 rhs)
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{
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float lx = lhs.x, rx = rhs.x;
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@ -19,10 +19,17 @@ of DigiPen Institute of Technology is prohibited.
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// Project Includes
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#include "Vector2.hxx"
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value struct Quaternion;
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namespace SHADE
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{
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/*---------------------------------------------------------------------------------*/
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/* Forward Declarations */
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/*-------------------------------------------------------------------------- --- */
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value struct Quaternion;
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/*---------------------------------------------------------------------------------*/
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/* Type Definitions */
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/*-------------------------------------------------------------------------- --- */
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///<summary>
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/// CLR version of SHADE Engine's Vector3 class that represents a 3-Dimensional Vector.
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/// Designed to closely match Unity's Vector3 struct.
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@ -308,6 +315,12 @@ namespace SHADE
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/// <returns>The Vector3 that represents the rotated vector.</returns>
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static Vector3 Rotate(Vector3 vec, Vector3 axis, float radians);
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/// <summary>
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/// Rotates a Vector3 using a Quaternion.
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/// </summary>
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/// <param name="vec">A Vector3 to rotate.</param>
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/// <param name="quat">A Quaternion to rotate the vector with.</param>
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static Vector3 Rotate(Vector3 vec, Quaternion quat);
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/// <summary>
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/// Computes and returns a Vector3 that is made from the smallest components of
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/// the two specified Vector3s.
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/// </summary>
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