Correct axis on quaternion from swingtwist
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@ -49,7 +49,7 @@ SwingTwistOf<T> SwingTwistOf<T>::Degrees(float horizontal,
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float vertical,
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float vertical,
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float twist) {
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float twist) {
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SwingTwistOf<T> orientation = SwingTwistOf<T>(AngleOf<T>::Degrees(horizontal),
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SwingTwistOf<T> orientation = SwingTwistOf<T>(AngleOf<T>::Degrees(horizontal),
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AngleOf<T>::Degrees(vertical),
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-AngleOf<T>::Degrees(vertical),
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AngleOf<T>::Degrees(twist));
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AngleOf<T>::Degrees(twist));
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// DirectionOf<T> swing = DirectionOf<T>::Degrees(horizontal, vertical);
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// DirectionOf<T> swing = DirectionOf<T>::Degrees(horizontal, vertical);
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// AngleOf<T> twistAngle = AngleOf<T>::Degrees(twist);
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// AngleOf<T> twistAngle = AngleOf<T>::Degrees(twist);
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@ -59,7 +59,7 @@ SwingTwistOf<T> SwingTwistOf<T>::Degrees(float horizontal,
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template <typename T>
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template <typename T>
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Quaternion SwingTwistOf<T>::ToQuaternion() const {
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Quaternion SwingTwistOf<T>::ToQuaternion() const {
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Quaternion q = Quaternion::Euler(this->swing.vertical.InDegrees(),
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Quaternion q = Quaternion::Euler(-this->swing.vertical.InDegrees(),
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this->swing.horizontal.InDegrees(),
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this->swing.horizontal.InDegrees(),
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this->twist.InDegrees());
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this->twist.InDegrees());
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return q;
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return q;
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