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@@ -1126,13 +1126,15 @@ RMDEF Quaternion QuaternionFromVector3ToVector3(Vector3 from, Vector3 to)
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q.x = cross.x;
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q.x = cross.x;
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q.y = cross.y;
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q.y = cross.y;
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q.z = cross.y;
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q.z = cross.y;
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- q.w = 1.0f + cos2Theta;
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-
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- QuaternionNormalize(&q);
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+ q.w = 1.0f + cos2Theta; // NOTE: Added QuaternioIdentity()
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+
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+ // Normalize to essentially nlerp the original and identity to 0.5
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+ QuaternionNormalize(&q);
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- Quaternion result = QuaternionNlerp(q, QuaternionIdentity(), 0.5f);
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+ // Above lines are equivalent to:
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+ //Quaternion result = QuaternionNlerp(q, QuaternionIdentity(), 0.5f);
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- return result;
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+ return q;
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}
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}
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// Returns a quaternion for a given rotation matrix
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// Returns a quaternion for a given rotation matrix
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