Adding code x3
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@@ -14,8 +14,6 @@ namespace LinearAlgebra
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public:
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AxisAngle();
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AxisAngle(Vector3 axis, float angle);
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AxisAngle(const Vector3& axis, float angle);
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};
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}
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@@ -4,6 +4,7 @@
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#include <J3ML/LinearAlgebra/Vector4.h>
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#include <J3ML/LinearAlgebra/AxisAngle.h>
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#include <J3ML/LinearAlgebra/Matrix3x3.h>
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namespace LinearAlgebra
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{
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@@ -17,8 +18,6 @@ namespace LinearAlgebra
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// @note The input data is not normalized after construction, this has to be done manually.
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Quaternion(float X, float Y, float Z, float W);
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// Constructs this quaternion by specifying a rotation axis and the amount of rotation to be performed about that axis
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// @param rotationAxis The normalized rotation axis to rotate about. If using Vector4 version of the constructor, the w component of this vector must be 0.
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Quaternion(const Vector3& rotationAxis, float rotationAngleBetween) { SetFromAxisAngle(rotationAxis, rotationAngleBetween); }
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@@ -71,7 +70,7 @@ namespace LinearAlgebra
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Vector4 operator * (const Vector4& rhs) const;
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// Divides a quaternion by another. Divison "a / b" results in a quaternion that rotates the orientation b to coincide with orientation of
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//Quaternion operator / (const Quaternion& rhs) const;
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Quaternion operator / (const Quaternion& rhs) const;
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Quaternion operator +(const Quaternion& rhs) const;
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Quaternion operator +() const;
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Quaternion operator -() const;
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@@ -16,7 +16,6 @@ namespace LinearAlgebra {
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Vector4(Vector4&& move) = default;
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Vector4& operator=(const Vector4& rhs);
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float GetX() const;
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float GetY() const;
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float GetZ() const;
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