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@@ -1736,7 +1736,7 @@
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*/
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public static RotationFromAxisToRef(axis1: Vector3, axis2: Vector3, axis3: Vector3, ref: Vector3): void {
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var quat = MathTmp.Quaternion[0];
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- Quaternion.QuaternionRotationFromAxisToRef(axis1, axis2, axis3, quat);
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+ Quaternion.RotationQuaternionFromAxisToRef(axis1, axis2, axis3, quat);
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quat.toEulerAnglesToRef(ref);
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}
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}
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@@ -2699,9 +2699,9 @@
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* cf to Vector3.RotationFromAxis() documentation.
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* Note : axis1, axis2 and axis3 are normalized during this operation.
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*/
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- public static QuaternionRotationFromAxis(axis1: Vector3, axis2: Vector3, axis3: Vector3, ref: Quaternion): Quaternion {
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+ public static RotationQuaternionFromAxis(axis1: Vector3, axis2: Vector3, axis3: Vector3, ref: Quaternion): Quaternion {
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var quat = new Quaternion(0.0, 0.0, 0.0, 0.0);
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- Quaternion.QuaternionRotationFromAxisToRef(axis1, axis2, axis3, quat);
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+ Quaternion.RotationQuaternionFromAxisToRef(axis1, axis2, axis3, quat);
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return quat;
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}
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/**
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@@ -2709,7 +2709,7 @@
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* cf to Vector3.RotationFromAxis() documentation.
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* Note : axis1, axis2 and axis3 are normalized during this operation.
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*/
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- public static QuaternionRotationFromAxisToRef(axis1: Vector3, axis2: Vector3, axis3: Vector3, ref: Quaternion): void {
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+ public static RotationQuaternionFromAxisToRef(axis1: Vector3, axis2: Vector3, axis3: Vector3, ref: Quaternion): void {
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var rotMat = MathTmp.Matrix[0];
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BABYLON.Matrix.FromXYZAxesToRef(axis1.normalize(), axis2.normalize(), axis3.normalize(), rotMat);
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BABYLON.Quaternion.FromRotationMatrixToRef(rotMat, ref);
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