Age | Commit message (Collapse) | Author |
|
Replace rotation inverse with transpose.
inv(R)=tranpose(R) for rotation matrices.
|
|
|
|
The X and Z rotation already follow the convention given in wikipedia,
but the Y axis rotation doesn't (its the negative angle) so I switched
that and updated where that was used.
This allowed stray negatives for angle calls to this function (for Y
rotations) to be removed from other parts of the code (dvector).
In theory this was a non-functional change. In dvector the code was taking
the negative of the angle so it was essentially doing the negative of the
negative, but when it was used once in star_camera it was not
(when it should of been). So That was changed. That part of the code
was used for locking onto the third star after the 2nd was already locked.
I can't tell if the star control puzzle has improved after this change.
It can still have issues locking onto the 2nd star and also not.
Also added lots of todos for things to check.
|
|
The previous code wasn't reseting all the other elements to zero
when setting up a rotation matrix. This would of left other values
in the not set elements leading to a matrix not quite what the caller
wanted. This should lead to the function getFrameTransform returning
a different Daffine matrix.
Also added lots of todos
|
|
Made default constructor col4 construction explicit.
Change amount argument to be angle_deg. Added constant
from dvector that does conversion from degrees to radians".
Also moved conversion constants for angles in dvector to
header file so daffine could use that.
|
|
|