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@@ -178,7 +178,7 @@ namespace Polycode {
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static Quaternion Squad(Number fT, const Quaternion& rkP, const Quaternion& rkA, const Quaternion& rkB, const Quaternion& rkQ, bool shortestPath);
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- Quaternion Inverse () const;
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+ Quaternion Inverse() const;
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Quaternion operator- () const
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{
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@@ -228,7 +228,7 @@ namespace Polycode {
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}
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- void FromAngleAxis (const Number& rfAngle,
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+ void fromAngleAxis(const Number& rfAngle,
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const Vector3& rkAxis)
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{
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Number fHalfAngle ( 0.5*rfAngle );
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@@ -239,7 +239,7 @@ namespace Polycode {
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z = fSin*rkAxis.z;
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}
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- void ToEulerAngles (Vector3& eulerAngles) {
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+ void toEulerAngles (Vector3& eulerAngles) {
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// See http://en.wikipedia.org/wiki/Conversion_between_quaternions_and_Euler_angles
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// q0 = w, q1 = x, q2 = y, q3 = z
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eulerAngles.x = atan2( 2 * ( w * x + y * z), 1 - 2 * (x * x + y * y) );
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@@ -248,7 +248,7 @@ namespace Polycode {
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}
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//-----------------------------------------------------------------------
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- void ToAngleAxis (Number& rfAngle, Vector3& rkAxis)
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+ void toAngleAxis (Number& rfAngle, Vector3& rkAxis)
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{
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// The quaternion representing the rotation is
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// q = cos(A/2)+sin(A/2)*(x*i+y*j+z*k)
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