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[raymath] `QuaternionFromVector3ToVector3()`, math is wrong (#5508)

* the math in QuaternionFromVector3ToVector3 is wrong

* fix styling
pull/5517/head
The4codeblocks 1 week geleden
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Geen bekende sleutel gevonden voor deze handtekening in de database GPG sleutel-ID: B5690EEEBB952194
1 gewijzigde bestanden met toevoegingen van 1 en 1 verwijderingen
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    -1
      src/raymath.h

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src/raymath.h Bestand weergeven

@ -2369,7 +2369,7 @@ RMAPI Quaternion QuaternionFromVector3ToVector3(Vector3 from, Vector3 to)
result.x = cross.x;
result.y = cross.y;
result.z = cross.z;
result.w = mf">1.0f + cos2Theta;
result.w = n">sqrtf(cross.x*cross.x + cross.y*cross.y + cross.z*cross.z + cos2Theta*cos2Theta) + cos2Theta; // sqrtf(Vector3DotProduct(cross, cross) + cos2Theta * cos2Theta) + cos2Theta
// QuaternionNormalize(q);
// NOTE: Normalize to essentially nlerp the original and identity to 0.5

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