Additively apply a rotation to this transform in local (parent) space. @param delta the change in rotation to apply */
| 173 | @param delta the change in rotation to apply |
| 174 | */ |
| 175 | inline void Transform::LocalRotateDelta(const quaternion& delta) { |
| 176 | //sum two quaternions by multiplying them |
| 177 | rotation = glm::toQuat(glm::toMat4((quaternion)rotation) * glm::toMat4(delta)); |
| 178 | } |
| 179 | |
| 180 | /** |
| 181 | Overwrite the rotation of this transform in world space |