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@ -757,8 +757,7 @@ void setTranslation(glm::mat4& matrix, const glm::vec3& translation) {
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glm::quat extractRotation(const glm::mat4& matrix, bool assumeOrthogonal) {
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glm::quat extractRotation(const glm::mat4& matrix, bool assumeOrthogonal) {
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// uses the iterative polar decomposition algorithm described by Ken Shoemake at
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// uses the iterative polar decomposition algorithm described by Ken Shoemake at
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// http://www.cs.wisc.edu/graphics/Courses/838-s2002/Papers/polar-decomp.pdf
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// http://www.cs.wisc.edu/graphics/Courses/838-s2002/Papers/polar-decomp.pdf
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// code adapted from Clyde, https://github.com/threerings/clyde/blob/master/src/main/java/com/threerings/math/Matrix4f.java
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// code adapted from Clyde, https://github.com/threerings/clyde/blob/master/core/src/main/java/com/threerings/math/Matrix4f.java
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// start with the contents of the upper 3x3 portion of the matrix
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// start with the contents of the upper 3x3 portion of the matrix
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glm::mat3 upper = glm::mat3(matrix);
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glm::mat3 upper = glm::mat3(matrix);
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if (!assumeOrthogonal) {
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if (!assumeOrthogonal) {
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