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@ -1126,13 +1126,15 @@ RMDEF Quaternion QuaternionFromVector3ToVector3(Vector3 from, Vector3 to) |
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q.x = cross.x; |
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q.y = cross.y; |
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q.z = cross.y; |
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q.w = 1.0f + cos2Theta; |
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QuaternionNormalize(&q); |
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q.w = 1.0f + cos2Theta; // NOTE: Added QuaternioIdentity() |
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// Normalize to essentially nlerp the original and identity to 0.5 |
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QuaternionNormalize(&q); |
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Quaternion result = QuaternionNlerp(q, QuaternionIdentity(), 0.5f); |
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// Above lines are equivalent to: |
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//Quaternion result = QuaternionNlerp(q, QuaternionIdentity(), 0.5f); |
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return result; |
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return q; |
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} |
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// Returns a quaternion for a given rotation matrix |
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