/* ================= Angles::ToMat4 ================= */ Mat4 Angles::ToMat4( void ) const { return ToMat3().ToMat4(); }
/* ===================== idQuat::ToMat4 ===================== */ idMat4 idQuat::ToMat4() const { return ToMat3().ToMat4(); }
/* ===================== idQuat::ToAngles ===================== */ idAngles idQuat::ToAngles() const { return ToMat3().ToAngles(); }
/* ================= idAngles::ToMat4 ================= */ idMat4 idAngles::ToMat4() const { return ToMat3().ToMat4(); }
/* ============ idRotation::ToAngles ============ */ idAngles idRotation::ToAngles( void ) const { return ToMat3().ToAngles(); }
/* ============ idRotation::ToMat4 ============ */ idMat4 idRotation::ToMat4( void ) const { return ToMat3().ToMat4(); }
// // GetRotation // Mat3 Mat4::GetRotation() const { return ToMat3(); }
/* ============ noRotation::ToMat4 ============ */ noMat4 noRotation::ToMat4( void ) const { return ToMat3().ToMat4(); }