fix for quaternion::toAngleAxis, angle was QNaN when W < -1
git-svn-id: http://svn.code.sf.net/p/irrlicht/code/trunk@758 dfc29bdd-3216-0410-991c-e03cc46cb475
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@ -473,7 +473,7 @@ inline void quaternion::toAngleAxis(f32 &angle, core::vector3df &axis) const
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{
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f32 scale = sqrt (X*X + Y*Y + Z*Z);
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if (core::equals(scale,0.0f) || W > 1.0f)
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if (core::equals(scale,0.0f) || W > 1.0f || W < -1.0f)
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{
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angle = 0.0f;
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axis.X = 0.0f;
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