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authorMike Turvey <mturvey6@gmail.com>2017-12-28 08:03:37 -0700
committerMike Turvey <mturvey6@gmail.com>2017-12-28 08:03:37 -0700
commitec564d70daa8c1a66018f9606b02b873ae792c84 (patch)
tree74cc2f8ad167fb468abe2dfcbd026d8445762f63 /redist/linmath.h
parent417ced84b51bfcc392f06a87a1328f679364fc38 (diff)
downloadlibsurvive-ec564d70daa8c1a66018f9606b02b873ae792c84.tar.gz
libsurvive-ec564d70daa8c1a66018f9606b02b873ae792c84.tar.bz2
Start work on determining rotation using quaternions only
Rotation was previously approximated using axis/angle This change starts down the path of using quaternions exclusively. This change appears to give at least as good as answers as the axis/angle model in basic cases (also only tested with 1 lighthouse), but it is currently much slower and runs in unpredictable time.
Diffstat (limited to 'redist/linmath.h')
-rw-r--r--redist/linmath.h2
1 files changed, 2 insertions, 0 deletions
diff --git a/redist/linmath.h b/redist/linmath.h
index 8d6cf05..1876b34 100644
--- a/redist/linmath.h
+++ b/redist/linmath.h
@@ -72,6 +72,8 @@ FLT anglebetween3d( FLT * a, FLT * b );
void rotatearoundaxis(FLT *outvec3, FLT *invec3, FLT *axis, FLT angle);
void angleaxisfrom2vect(FLT *angle, FLT *axis, FLT *src, FLT *dest);
+void axisanglefromquat(FLT *angle, FLT *axis, FLT *quat);
+
//Quaternion things...