Replace Quaternion with glm math (#1868)

This commit is contained in:
David Markowitz
2025-09-06 19:18:03 -07:00
committed by GitHub
parent 8198ad70f6
commit f6c13d9ee6
77 changed files with 197 additions and 406 deletions

View File

@@ -92,7 +92,7 @@ void ProjectileAttackBehavior::Calculate(BehaviorContext* context, RakNet::BitSt
const auto time = distance / this->m_projectileSpeed;
const auto rotation = NiQuaternion::LookAtUnlocked(position, other->GetPosition());
const auto rotation = QuatUtils::LookAtUnlocked(position, other->GetPosition());
const auto targetPosition = other->GetPosition();
@@ -112,13 +112,13 @@ void ProjectileAttackBehavior::Calculate(BehaviorContext* context, RakNet::BitSt
bitStream.Write(id);
auto eulerAngles = rotation.GetEulerAngles();
auto eulerAngles = QuatUtils::Euler(rotation);
eulerAngles.y += angle * (3.14 / 180);
eulerAngles.y += angle * (glm::pi<float>() / 180.0f);
const auto angledRotation = NiQuaternion::FromEulerAngles(eulerAngles);
const auto angledRotation = QuatUtils::FromEuler(eulerAngles);
const auto direction = angledRotation.GetForwardVector();
const auto direction = QuatUtils::Forward(angledRotation);
const auto destination = position + direction * distance;