Revision a733dd00
| b/include/maths.h | ||
|---|---|---|
| 444 | 444 |
x(_x), y(_y), z(_z), w(_w) |
| 445 | 445 |
{}
|
| 446 | 446 |
void ToAxis(Vector3 &axis, double angle){
|
| 447 |
(void) angle; |
|
| 447 | 448 |
Quaternion q=(*this).Norm(); |
| 448 | 449 |
angle=acosf(q.w)*2.0f /*TO_RADIANS*/; |
| 449 | 450 |
double sa=1.0f/sqrtf(1.0f-q.w*q.w); |
| b/src/connection.cpp | ||
|---|---|---|
| 59 | 59 |
if (active()) |
| 60 | 60 |
{
|
| 61 | 61 |
Vector3 connVec = src_->getPosition() - snk_->getPosition(); |
| 62 |
Vector3 snkDir = snk_->getOrientation() * Vector3(0.0, 1.0, 0.0); |
|
| 62 |
//Vector3 snkDir = snk_->getOrientation() * Vector3(0.0, 1.0, 0.0);
|
|
| 63 | 63 |
|
| 64 | 64 |
// Rotate connVec by the negative of the rotation described by the snk's |
| 65 | 65 |
// orientation. To do this, just flip the sign of the quat.w: |
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