Vector2 angle( Clamp(position.x, -1.0f,1.0f),
Clamp(position.y, -1.0f,1.0f) );
- current = Quaternion( angle.x * mAngleSwing.x, Vector3::YAXIS) *
- Quaternion(-angle.y * mAngleSwing.y, Vector3::XAXIS) *
- current;
+ current = Quaternion( Radian( angle.x * mAngleSwing.x ), Vector3::YAXIS ) *
+ Quaternion( Radian( -angle.y * mAngleSwing.y ), Vector3::XAXIS ) *
+ current;
}
/**
// Rotate position (current) about point.
Vector3 position = current - mAnchor;
- Quaternion rotatorY(angle.x, Vector3::YAXIS);
+ Quaternion rotatorY( Radian( angle.x ), Vector3::YAXIS);
position = rotatorY.Rotate(position);
- Quaternion rotatorX(-angle.y, Vector3::XAXIS);
+ Quaternion rotatorX( Radian( -angle.y ), Vector3::XAXIS);
position = rotatorX.Rotate(position);
position += mAnchor;
position += relativePosition * mPositionSwing;