mStep = 1.f / pageWidth;
mSign = isTurnBack ? -1.0f : 1.0f;
mConst = isTurnBack ? -1.0f : 0.f;
- mRotation = isTurnBack ? Quaternion( -Math::PI, Vector3::YAXIS ) : Quaternion( 0.f, Vector3::YAXIS );
+ mRotation = isTurnBack ? Quaternion( Radian( -Math::PI ), Vector3::YAXIS ) : Quaternion( Radian(0.f), Vector3::YAXIS );
}
void operator()( Quaternion& current, const PropertyInputContainer& inputs )
{
float coef = std::max(-1.0f, mStep*(mDistance-displacement));
float angle = Math::PI * ( mConst + mSign * coef );
- current = Quaternion( angle, Vector3::YAXIS );
+ current = Quaternion( Radian( angle ), Vector3::YAXIS );
}
}