Searched refs:invNorm (Results 1 – 1 of 1) sorted by relevance
1119 float invNorm = 1.0f / norm; in inverse() local1120 return new Quaternion(-x * invNorm, -y * invNorm, -z * invNorm, w in inverse()1121 * invNorm); in inverse()1137 float invNorm = 1.0f / norm; in inverseLocal() local1138 x *= -invNorm; in inverseLocal()1139 y *= -invNorm; in inverseLocal()1140 z *= -invNorm; in inverseLocal()1141 w *= invNorm; in inverseLocal()