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REVIEWED: QuaternionFromAxisAngle() #1892

pull/1896/head
raysan5 3 years ago
parent
commit
70ed52dd5d
1 changed files with 11 additions and 10 deletions
  1. +11
    -10
      src/raymath.h

+ 11
- 10
src/raymath.h View File

@ -1422,20 +1422,21 @@ RMDEF Quaternion QuaternionFromAxisAngle(Vector3 axis, float angle)
Quaternion result = { 0.0f, 0.0f, 0.0f, 1.0f };
if (Vector3Length(axis) != 0.0f)
{
angle *= 0.5f;
angle *= 0.5f;
axis = Vector3Normalize(axis);
axis = Vector3Normalize(axis);
float sinres = sinf(angle);
float cosres = cosf(angle);
float sinres = sinf(angle);
float cosres = cosf(angle);
result.x = axis.x*sinres;
result.y = axis.y*sinres;
result.z = axis.z*sinres;
result.w = cosres;
result.x = axis.x*sinres;
result.y = axis.y*sinres;
result.z = axis.z*sinres;
result.w = cosres;
result = QuaternionNormalize(result);
result = QuaternionNormalize(result);
}
return result;
}

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