diff options
Diffstat (limited to 'src/jogl/classes/com/jogamp/opengl/math/Quaternion.java')
-rw-r--r-- | src/jogl/classes/com/jogamp/opengl/math/Quaternion.java | 12 |
1 files changed, 6 insertions, 6 deletions
diff --git a/src/jogl/classes/com/jogamp/opengl/math/Quaternion.java b/src/jogl/classes/com/jogamp/opengl/math/Quaternion.java index 93f13a34c..319cbad50 100644 --- a/src/jogl/classes/com/jogamp/opengl/math/Quaternion.java +++ b/src/jogl/classes/com/jogamp/opengl/math/Quaternion.java @@ -649,16 +649,16 @@ public class Quaternion { * @return this quaternion for chaining. */ public final Quaternion setFromVectors(final float[] v1, final float[] v2, final float[] tmpPivotVec, final float[] tmpNormalVec) { - final float factor = VectorUtil.vec3Norm(v1) * VectorUtil.vec3Norm(v2); + final float factor = VectorUtil.normVec3(v1) * VectorUtil.normVec3(v2); if ( FloatUtil.isZero(factor, FloatUtil.EPSILON ) ) { return setIdentity(); } else { - final float dot = VectorUtil.vec3Dot(v1, v2) / factor; // normalize + final float dot = VectorUtil.dotVec3(v1, v2) / factor; // normalize final float theta = FloatUtil.acos(Math.max(-1.0f, Math.min(dot, 1.0f))); // clipping [-1..1] VectorUtil.crossVec3(tmpPivotVec, v1, v2); - if ( dot < 0.0f && FloatUtil.isZero( VectorUtil.vec3Norm(tmpPivotVec), FloatUtil.EPSILON ) ) { + if ( dot < 0.0f && FloatUtil.isZero( VectorUtil.normVec3(tmpPivotVec), FloatUtil.EPSILON ) ) { // Vectors parallel and opposite direction, therefore a rotation of 180 degrees about any vector // perpendicular to this vector will rotate vector a onto vector b. // @@ -704,16 +704,16 @@ public class Quaternion { * @return this quaternion for chaining. */ public final Quaternion setFromNormalVectors(final float[] v1, final float[] v2, final float[] tmpPivotVec) { - final float factor = VectorUtil.vec3Norm(v1) * VectorUtil.vec3Norm(v2); + final float factor = VectorUtil.normVec3(v1) * VectorUtil.normVec3(v2); if ( FloatUtil.isZero(factor, FloatUtil.EPSILON ) ) { return setIdentity(); } else { - final float dot = VectorUtil.vec3Dot(v1, v2) / factor; // normalize + final float dot = VectorUtil.dotVec3(v1, v2) / factor; // normalize final float theta = FloatUtil.acos(Math.max(-1.0f, Math.min(dot, 1.0f))); // clipping [-1..1] VectorUtil.crossVec3(tmpPivotVec, v1, v2); - if ( dot < 0.0f && FloatUtil.isZero( VectorUtil.vec3Norm(tmpPivotVec), FloatUtil.EPSILON ) ) { + if ( dot < 0.0f && FloatUtil.isZero( VectorUtil.normVec3(tmpPivotVec), FloatUtil.EPSILON ) ) { // Vectors parallel and opposite direction, therefore a rotation of 180 degrees about any vector // perpendicular to this vector will rotate vector a onto vector b. // |