#include C3D_FQuat Quat_RotateX(C3D_FQuat q, float r, bool bRightSide) { float c = cosf(r/2.0f); float s = sinf(r/2.0f); if (bRightSide) return Quat_New(q.r*s + q.i*c, q.j*c - q.k*s, q.k*c + q.j*s, q.r*c - q.i*s); else return Quat_New(q.r*s + q.i*c, q.j*c + q.k*s, q.k*c - q.j*s, q.r*c - q.i*s); }