Exemple #1
0
 //----------------------------------------------------------------------------------------------------------------------
 float vecAngle(const ngl::Vec3 &_vec1, const ngl::Vec3 &_vec2)
 {
   // calculate the angle between two vectors using the dot product
   float angle;
   angle=_vec1.dot(_vec2)/_vec1.length()*_vec2.length();
   angle=ngl::degrees(acos(angle));
   return angle;
 }
Exemple #2
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Ray::Ray(ngl::Vec3 _origin, ngl::Vec3 _direction)
{
  m_origin = _origin;

  // check that it is unit length, if not, normalize
  if (_direction.length() > 1.1 || _direction.length() < 0.9) {_direction.normalize();}
  m_direction = _direction;
}
Exemple #3
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 //----------------------------------------------------------------------------------------------------------------------
 ngl::Vec3 lenClamp(ngl::Vec3 io_inVec, const float &_maxLen)
 {
   // check if given vector is longer than the given maximum
   if(io_inVec.length()>_maxLen)
   {
     // normalize and multiply by the maximum length to clamp
     io_inVec.normalize();
     io_inVec=io_inVec*_maxLen;
     return io_inVec;
   }
   return io_inVec;
 }
Exemple #4
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void Ray::setDirection(ngl::Vec3 _direction)
{
  // check that it is unit length, if not, normalize
  if (_direction.length() > 1.1 || _direction.length() < 0.9) {_direction.normalize();}
  m_direction = _direction;
}