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The calculation fails (produces NaN) if the vectors are anti-parallel, but works for all other combinations. I came up with this implementation when I discovered Unity's Quaternion.FromToRotation could did not work with very small angles. This implementation will produce a usable quaternion below 0.00255 degrees (though it will be slightly larger than unit). Unity's failed such that I could see KSP's skybox snap while it rotated around my test vessel. |
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.. | ||
dual.h | ||
half.h | ||
matrix3.h | ||
matrix4.h | ||
quaternion.h | ||
vector.h |