- <init>
Set the rotation matrices to the initial state (0,1,0,0)
- addToRotation
Calculate the new rotation vector, which means A' = A . da for quaternions: let
q0 if the identity r
- reset
Reset the rotation vectors
- rollTo
Calculate the current rotation while dragging, by identifying the current
position relative to the s
- rotateBy
Set the rotation angle while dragging
- rotation2Quat
convert GL rotation to a quaternion. GL looks like: {ang, x, y, z} and quat
looks like: {{v}, cos(an
- start
Initialize a new rotation by calculating the startposition on as well as the
center and radius of th