#define SIN45 COS45
static float snapquats[39][6] = {
- /*{q0, q1, q3, q4, view, oposite_direction}*/
+ /*{q0, q1, q3, q4, view, opposite_direction}*/
{COS45, -SIN45, 0.0, 0.0, RV3D_VIEW_FRONT, 0}, //front
{0.0, 0.0, -SIN45, -SIN45, RV3D_VIEW_BACK, 0}, //back
{1.0, 0.0, 0.0, 0.0, RV3D_VIEW_TOP, 0}, //top
{0.0, -1.0, 0.0, 0.0, RV3D_VIEW_BOTTOM, 0}, //bottom
-{0.5, -0.5, -0.5, -0.5, RV3D_VIEW_LEFT, 0}, //left
-{0.5, -0.5, 0.5, 0.5, RV3D_VIEW_RIGHT, 0}, //right
+{0.5, -0.5, -0.5, -0.5, RV3D_VIEW_RIGHT, 0}, //left
+{0.5, -0.5, 0.5, 0.5, RV3D_VIEW_LEFT, 0}, //right
/* some more 45 deg snaps */
{0.65328145027160645, -0.65328145027160645, 0.27059805393218994, 0.27059805393218994, 0, 0},
if( (dx1*dy2-dx2*dy1)>0.0 ) dphi= -dphi;
/* If the angle is zero, because of lack of precision close to the 1.0 value in acos
- * approximate the angle with the oposite side of the normalized triangle
+ * approximate the angle with the opposite side of the normalized triangle
* This is a good approximation here since the smallest acos value seems to be around
* 0.02 degree and lower values don't even have a 0.01% error compared to the approximation
* */