Revision a733dd00

b/include/maths.h
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            x(_x), y(_y), z(_z), w(_w)
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            {}
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        void ToAxis(Vector3 &axis, double angle){
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            (void) angle;
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            Quaternion q=(*this).Norm();
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            angle=acosf(q.w)*2.0f /*TO_RADIANS*/;
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            double sa=1.0f/sqrtf(1.0f-q.w*q.w);
b/src/connection.cpp
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	if (active())
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	{
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		Vector3 connVec = src_->getPosition() - snk_->getPosition();
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		Vector3 snkDir = snk_->getOrientation() * Vector3(0.0, 1.0, 0.0);
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		//Vector3 snkDir = snk_->getOrientation() * Vector3(0.0, 1.0, 0.0);
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		// Rotate connVec by the negative of the rotation described by the snk's
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		// orientation. To do this, just flip the sign of the quat.w:

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