Latif Khalifa
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1d3ee7537f
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Reverse order of arguments in quaternion multiplication in order to bring it in line with BulletX physics engine and Unity3D (it's reversed in LSL). Also should fix breakage in code that depends on this ordering like Opensim.
TODO: comprehensive test suite for quaternion math
git-svn-id: http://libopenmetaverse.googlecode.com/svn/libopenmetaverse/trunk@3462 52acb1d6-8a22-11de-b505-999d5b087335
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2010-10-29 05:11:35 +00:00 |
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John Hurliman
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e695ec4018
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* Thank you lkalif for a new implementation of Quaternion.GetEulerAngles()
* Fixed the broken quaternion multiplication operators
* Added OAR XML prim loading to PrimWorkshop
git-svn-id: http://libopenmetaverse.googlecode.com/svn/libopenmetaverse/trunk@3434 52acb1d6-8a22-11de-b505-999d5b087335
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2010-08-19 22:26:04 +00:00 |
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John Hurliman
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dbd8e0aa8a
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* Added Quaternion.ApproxEquals()
* Slight speed improvement to all of the ApproxEquals() functions by avoiding Math.Sqrt()
git-svn-id: http://libopenmetaverse.googlecode.com/svn/libopenmetaverse/trunk@3184 52acb1d6-8a22-11de-b505-999d5b087335
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2009-10-28 20:51:48 +00:00 |
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John Hurliman
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ad102f3ea9
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Moving OpenMetaverseTypes library to its own folder. This will save a lot of prebuild headaches
git-svn-id: http://libopenmetaverse.googlecode.com/svn/libopenmetaverse/trunk@2744 52acb1d6-8a22-11de-b505-999d5b087335
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2009-05-11 19:28:50 +00:00 |
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