Fixed scripting engine crash and improved transformation system
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@@ -5,8 +5,9 @@ using namespace Nuake;
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Quat Nuake::QuatFromEuler(float x, float y, float z)
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{
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// Taken from: https://gamedev.stackexchange.com/questions/13436/glm-euler-angles-to-quaternion
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Quat QuatAroundX = Quat(x, Vector3(1.0, 0.0, 0.0));
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Quat QuatAroundY = Quat(y, Vector3(0.0, 1.0, 0.0));
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Quat QuatAroundZ = Quat(z, Vector3(0.0, 0.0, 1.0));
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return QuatAroundX * QuatAroundY * QuatAroundZ;
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Quat QuatAroundX = glm::angleAxis(glm::radians(x), Vector3(1.0, 0.0, 0.0));
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Quat QuatAroundY = glm::angleAxis(glm::radians(y), Vector3(0.0, 1.0, 0.0));
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Quat QuatAroundZ = glm::angleAxis(glm::radians(z), Vector3(0.0, 0.0, 1.0));
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return QuatAroundZ * QuatAroundX * QuatAroundY;
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}
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