Float3 SnapAngular compile error fix
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@ -831,8 +831,8 @@ namespace LinearAlgebra3D
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template<typename ScalarType>
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template<typename ScalarType>
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::LinearAlgebra::Vector3<ScalarType> & SnapAngularAxis( const ::LinearAlgebra::Vector3<ScalarType> &startAngularAxis, const ::LinearAlgebra::Vector3<ScalarType> &localStartNormal, const ::LinearAlgebra::Vector3<ScalarType> &worldEndNormal, ::LinearAlgebra::Vector3<ScalarType> &targetMem = ::LinearAlgebra::Vector3<ScalarType>() )
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::LinearAlgebra::Vector3<ScalarType> & SnapAngularAxis( const ::LinearAlgebra::Vector3<ScalarType> &startAngularAxis, const ::LinearAlgebra::Vector3<ScalarType> &localStartNormal, const ::LinearAlgebra::Vector3<ScalarType> &worldEndNormal, ::LinearAlgebra::Vector3<ScalarType> &targetMem = ::LinearAlgebra::Vector3<ScalarType>() )
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{
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{
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::LinearAlgebra::Vector4<ScalarType> worldStartNormal( WorldAxisOf(Rotation(startAngularAxis), localStartNormal), (ScalarType)0 );
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::LinearAlgebra::Vector3<ScalarType> worldStartNormal( WorldAxisOf(Rotation(startAngularAxis), localStartNormal) );
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targetMem = ::LinearAlgebra::Vector4<ScalarType>( worldStartNormal.xyz.Cross(worldEndNormal), (ScalarType)0);
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targetMem = worldStartNormal.Cross( worldEndNormal );
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targetMem *= (ScalarType)::std::acos( ::Utility::Value::Clamp(worldStartNormal.Dot(worldEndNormal), (ScalarType)0, (ScalarType)1) );
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targetMem *= (ScalarType)::std::acos( ::Utility::Value::Clamp(worldStartNormal.Dot(worldEndNormal), (ScalarType)0, (ScalarType)1) );
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return targetMem += startAngularAxis;
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return targetMem += startAngularAxis;
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}
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}
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