Change calls to rotate() to calls to rotateX/Y/Z
Mostly cosmetic, but will also optimize some operations if the compiler is not smart enough. Also fix a typo in a comment.master
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@ -1 +1 @@
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Subproject commit ca131a8af626b9def9d0335f2a00f395a27b65b2
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Subproject commit f0285a38170f3f59963b56bbb3347a6321f7e064
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@ -101,7 +101,7 @@ void CelestialObject::updateAxisTransform() const {
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// The axis is completely vertical. This does not make much sense,
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// because the sun and the moon will rotate horizontally following
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// the horizon, but let's not crash! There are infinite rotations
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// thatcan keep the sun and moon in the horizon. Let's pick one:
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// that can keep the sun and moon in the horizon. Let's pick one:
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// local X axis pointing to world's X, local Y axis pointing to
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// world's Z, and local Z axis pointing to world's -Y. That places
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// Polaris at the top, and the sun to the East at 6:00 and to the
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@ -274,7 +274,7 @@ void PlayerBox::draw(gk::RenderTarget &target, gk::RenderStates states) const {
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// Subtract the camera position - see comment in ClientWorld::draw()
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const gk::Vector3d &cameraPosition = m_camera.getDPosition();
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states.transform.translate(m_x - cameraPosition.x, m_y - cameraPosition.y, m_z - cameraPosition.z);
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states.transform.rotate(m_viewAngleH, gk::Vector3{0, 0, 1});
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states.transform.rotateZ(m_viewAngleH);
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states.transform *= getTransform();
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states.texture = &m_texture;
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@ -95,7 +95,7 @@ void Skybox::loadSky(const Sky &sky) {
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star.setPosition(v.x, v.y, v.z);
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// Rotate the star to make it face the camera
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star.rotate(atan2f(v.y, v.x) * float(180./M_PI), gk::Vector3f{0.f, 0.f, 1.f});
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star.rotateZ(atan2f(v.y, v.x) * float(180./M_PI));
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// Set a random rotation in the day cycle
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star.setRotationOffset(rand() % GameTime::dayLength);
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@ -51,8 +51,8 @@ InventoryCube::InventoryCube(float size, bool isEntity)
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// NOTE: intrinsic rotations! The axis is the local axis of the object.
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// Note also that we start looking at the bottom of the cube due to how
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// glm::ortho is used (see comment below).
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m_transform.rotate(120.f, {1, 0, 0});
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m_transform.rotate(-45.f, {0, 0, 1});
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m_transform.rotateX(120.f);
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m_transform.rotateZ(-45.f);
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}
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}
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@ -72,7 +72,7 @@ void Minimap::update(const ClientPlayer &player, class ClientWorld &world) {
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}
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m_playerFovRotationTransform = gk::Transform::Identity;
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m_playerFovRotationTransform.rotate(player.cameraYaw() - 90.f, {0, 0, -1});
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m_playerFovRotationTransform.rotateZ(90.f - player.cameraYaw());
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static float oldCameraFov = Config::cameraFOV;
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static u16 oldRenderDistance = Config::renderDistance;
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