@@ -1104,6 +1104,10 @@
return new Quaternion((num3 * left.x) + (num2 * right.x), (num3 * left.y) + (num2 * right.y), (num3 * left.z) + (num2 * right.z), (num3 * left.w) + (num2 * right.w));
}
+
+ public static Inverse(q: Quaternion): Quaternion {
+ return new Quaternion(-q.x, -q.y, -q.z, q.w);
+ }
export class Matrix {