Fix rotation when vectors are in the same direction #690

master
Olivier Sohn ago%!(EXTRA string=8 years)
parent 7733266417
commit 6f61bb4d2e
  1. 6
      glm/gtx/quaternion.inl

@ -184,8 +184,10 @@ namespace glm
T cosTheta = dot(orig, dest);
vec<3, T, Q> rotationAxis;
if(cosTheta >= static_cast<T>(1) - epsilon<T>())
return quat();
if(cosTheta >= static_cast<T>(1) - epsilon<T>()) {
// orig and dest point in the same direction : return identity quaternion.
return quat(1, 0, 0, 0);
}
if(cosTheta < static_cast<T>(-1) + epsilon<T>())
{

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