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@@ -1461,24 +1461,24 @@ RMDEF void QuaternionToAxisAngle(Quaternion q, Vector3 *outAxis, float *outAngle
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*outAngle = resAngle;
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*outAngle = resAngle;
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}
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}
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-// Returns he quaternion equivalent to Euler angles
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+// Returns the quaternion equivalent to Euler angles
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// NOTE: Rotation order is ZYX
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// NOTE: Rotation order is ZYX
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-RMDEF Quaternion QuaternionFromEuler(float yaw, float pitch, float roll)
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+RMDEF Quaternion QuaternionFromEuler(float pitch, float yaw, float roll)
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{
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{
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Quaternion q = { 0 };
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Quaternion q = { 0 };
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- float cy = cosf(yaw*0.5f);
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- float sy = sinf(yaw*0.5f);
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- float cp = cosf(pitch*0.5f);
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- float sp = sinf(pitch*0.5f);
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- float cr = cosf(roll*0.5f);
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- float sr = sinf(roll*0.5f);
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-
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- q.x = sr*cp*cy - cr*sp*sy;
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- q.y = cr*sp*cy + sr*cp*sy;
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- q.z = cr*cp*sy - sr*sp*cy;
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- q.w = cr*cp*cy + sr*sp*sy;
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-
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+ float x0 = cosf(pitch*0.5f);
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+ float x1 = sinf(pitch*0.5f);
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+ float y0 = cosf(yaw*0.5f);
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+ float y1 = sinf(yaw*0.5f);
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+ float z0 = cosf(roll*0.5f);
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+ float z1 = sinf(roll*0.5f);
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+
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+ q.x = x1*y0*z0 - x0*y1*z1;
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+ q.y = x0*y1*z0 + x1*y0*z1;
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+ q.z = x0*y0*z1 - x1*y1*z0;
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+ q.w = x0*y0*z0 + x1*y1*z1;
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+
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return q;
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return q;
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}
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}
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