Hi,

06.04.2017 7:13, Igor Mironchik пишет:
Hello,

What does Qt3DCore::QTransform::fromAxisAndAngle units of angle expect? Degs or rads?

It uses degrees...

405 <https://code.woboq.org/qt5/qtbase/src/gui/math3d/qquaternion.cpp.html#_ZN11QQuaternion16fromAxisAndAngleERK9QVector3Df> QQuaternion <https://code.woboq.org/qt5/qtbase/src/gui/math3d/qquaternion.h.html#QQuaternion> QQuaternion <https://code.woboq.org/qt5/qtbase/src/gui/math3d/qquaternion.h.html#QQuaternion>::fromAxisAndAngle(/const/ QVector3D <https://code.woboq.org/qt5/qtbase/src/gui/math3d/qvector3d.h.html#QVector3D>& axis, /float/ angle) 406 <https://code.woboq.org/qt5/qtbase/src/gui/math3d/qquaternion.cpp.html#406> { 407 <https://code.woboq.org/qt5/qtbase/src/gui/math3d/qquaternion.cpp.html#407> /// Algorithm from:/ 408 <https://code.woboq.org/qt5/qtbase/src/gui/math3d/qquaternion.cpp.html#408> /// http://www.j3d.org/matrix_faq/matrfaq_latest.html#Q56/ 409 <https://code.woboq.org/qt5/qtbase/src/gui/math3d/qquaternion.cpp.html#409> /// We normalize the result just in case the values are close/ 410 <https://code.woboq.org/qt5/qtbase/src/gui/math3d/qquaternion.cpp.html#410> /// to zero, as suggested in the above FAQ./ 411 <https://code.woboq.org/qt5/qtbase/src/gui/math3d/qquaternion.cpp.html#411> /float/ a = (angle <https://code.woboq.org/qt5/qtbase/src/gui/math3d/qquaternion.cpp.html#5angle> / 2.0f) * M_PI <https://code.woboq.org/qt5/include/math.h.html#418> / 180.0f; 412 <https://code.woboq.org/qt5/qtbase/src/gui/math3d/qquaternion.cpp.html#412> /float/ s = std::sin <https://code.woboq.org/qt5/include/c++/6.1.1/cmath.html#_ZSt3sinf>(a <https://code.woboq.org/qt5/qtbase/src/gui/math3d/qquaternion.cpp.html#6a>); 413 <https://code.woboq.org/qt5/qtbase/src/gui/math3d/qquaternion.cpp.html#413> /float/ c = std::cos <https://code.woboq.org/qt5/include/c++/6.1.1/cmath.html#_ZSt3cosf>(a <https://code.woboq.org/qt5/qtbase/src/gui/math3d/qquaternion.cpp.html#6a>); 414 QVector3D <https://code.woboq.org/qt5/qtbase/src/gui/math3d/qvector3d.h.html#QVector3D> ax = axis <https://code.woboq.org/qt5/qtbase/src/gui/math3d/qquaternion.cpp.html#4axis>.normalized <https://code.woboq.org/qt5/qtbase/src/gui/math3d/qvector3d.h.html#_ZNK9QVector3D10normalizedEv>(); 415 *return* QQuaternion <https://code.woboq.org/qt5/qtbase/src/gui/math3d/qquaternion.h.html#QQuaternion>( <https://code.woboq.org/qt5/qtbase/src/gui/math3d/qquaternion.h.html#_ZN11QQuaternionC1Effff>c <https://code.woboq.org/qt5/qtbase/src/gui/math3d/qquaternion.cpp.html#8c>, ax <https://code.woboq.org/qt5/qtbase/src/gui/math3d/qquaternion.cpp.html#9ax>.x <https://code.woboq.org/qt5/qtbase/src/gui/math3d/qvector3d.h.html#_ZNK9QVector3D1xEv>() * s <https://code.woboq.org/qt5/qtbase/src/gui/math3d/qquaternion.cpp.html#7s>, ax <https://code.woboq.org/qt5/qtbase/src/gui/math3d/qquaternion.cpp.html#9ax>.y <https://code.woboq.org/qt5/qtbase/src/gui/math3d/qvector3d.h.html#_ZNK9QVector3D1yEv>() * s <https://code.woboq.org/qt5/qtbase/src/gui/math3d/qquaternion.cpp.html#7s>, ax <https://code.woboq.org/qt5/qtbase/src/gui/math3d/qquaternion.cpp.html#9ax>.z <https://code.woboq.org/qt5/qtbase/src/gui/math3d/qvector3d.h.html#_ZNK9QVector3D1zEv>() * s <https://code.woboq.org/qt5/qtbase/src/gui/math3d/qquaternion.cpp.html#7s>).normalized <https://code.woboq.org/qt5/qtbase/src/gui/math3d/qquaternion.cpp.html#_ZNK11QQuaternion10normalizedEv>();
416     }



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