154         vector3<T> axis = 
normalize(m_AngularVelocity);
   159                 m_Rotation = 
rotate(m_Rotation, axis, angle);
   160         m_Translation = 
translate(m_Translation, 
scale(m_Velocity, fTime));
   162         m = m_Scaling * m_Rotation;
   163         mWorld = m * m_Translation;
   167         m_Velocity += fTime * m_Accelerate;
   168         m_AngularVelocity += fTime * m_AngularAccelerate;       
 virtual void setWorldMatrix(const matrix4x4< T > &p)
 
vector3< T > angle(const matrix4x4< T > &m)
Definition: matrix4x4.hpp:408
 
T lenghtSq(const quaternion< T > &v)
Definition: quaternion.hpp:125
 
matrix4x4< T > rotate(const matrix4x4< T > &mat, const vector3< T > &v, const T angle)
Definition: matrix4x4.hpp:274
 
vector2< T > scale(const vector2< T > &v, const float s)
Definition: vector2.hpp:189
 
quaternion< T > normalize(const quaternion< T > &v)
Definition: quaternion.hpp:164
 
matrix4x4< T > translate(const matrix4x4< T > &mat, const vector3< T > &v)
Definition: matrix4x4.hpp:264
 
matrix4x4< T > matrix4x4_identity()
Definition: matrix4x4.hpp:262