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Wrath of Zeus
Made by Torchlight Games for CSE 125 SP24
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#include "client/util.hpp"#include <algorithm>#include <limits>#include <iostream>#include "glm/fwd.hpp"#include "glm/glm.hpp"Functions | |
| glm::vec3 | aiColorToGLM (const aiColor3D &color) |
| glm::mat4 | matrixToGLM (const aiMatrix4x4 &from) |
| glm::vec3 | getGLMVec (const aiVector3D &vec) |
| glm::quat | getGLMQuat (const aiQuaternion &pOrientation) |
| Bbox | aiBboxToGLM (const aiAABB &bbox) |
| Bbox | combineBboxes (const Bbox &bbox1, const Bbox &bbox2) |
| glm::vec3 | rotate90DegreesAroundXAxis (const glm::vec3 &direction) |
| glm::vec3 | rotate90DegreesAroundYAxis (const glm::vec3 &direction) |
| Bbox aiBboxToGLM | ( | const aiAABB & | bbox | ) |
| glm::vec3 aiColorToGLM | ( | const aiColor3D & | color | ) |
Convert ASSIMP color to a glm::vec3
| ASSIMP | color struct |
Combine two bounding boxes together to get the bounding box that encompasses the space both of them take up.
Note that
| bbox1 | is a bounding box |
| bbox2 | is another bounding box |
| glm::quat getGLMQuat | ( | const aiQuaternion & | pOrientation | ) |
| glm::vec3 getGLMVec | ( | const aiVector3D & | vec | ) |
| glm::mat4 matrixToGLM | ( | const aiMatrix4x4 & | from | ) |
| glm::vec3 rotate90DegreesAroundXAxis | ( | const glm::vec3 & | direction | ) |
| glm::vec3 rotate90DegreesAroundYAxis | ( | const glm::vec3 & | direction | ) |