10 lines
263 B
C
10 lines
263 B
C
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#include <c3d/maths.h>
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C3D_FQuat Quat_FromAxisAngle(C3D_FVec axis, float angle)
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{
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float halfAngle = angle / 2.0f;
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float scale = sinf(halfAngle);
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axis = Quat_Normalize(axis);
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return Quat_New(axis.x * scale, axis.y * scale, axis.z * scale, cosf(halfAngle));
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}
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