The X and Z rotation already follow the convention given in wikipedia,
but the Y axis rotation doesn't (its the negative angle) so I switched
that and updated where that was used.
This allowed stray negatives for angle calls to this function (for Y
rotations) to be removed from other parts of the code (dvector).
In theory this was a non-functional change. In dvector the code was taking
the negative of the angle so it was essentially doing the negative of the
negative, but when it was used once in star_camera it was not
(when it should of been). So That was changed. That part of the code
was used for locking onto the third star after the 2nd was already locked.
I can't tell if the star control puzzle has improved after this change.
It can still have issues locking onto the 2nd star and also not.
Also added lots of todos for things to check.
The matrix product doesn't change anything about the class so it
doesn't need to be a member function.
This way other functions can do multiplication of matrices.
The previous code wasn't reseting all the other elements to zero
when setting up a rotation matrix. This would of left other values
in the not set elements leading to a matrix not quite what the caller
wanted. This should lead to the function getFrameTransform returning
a different Daffine matrix.
Also added lots of todos
Made default constructor col4 construction explicit.
Change amount argument to be angle_deg. Added constant
from dvector that does conversion from degrees to radians".
Also moved conversion constants for angles in dvector to
header file so daffine could use that.
For some reason I cannot figure out how to enforce proper variable creation
in a generic way. I'll keep reading the docs but maybe someone else could
figure it out earlier
This function was using two vectors one as a frame rotation and
the other as a vector/point rotation.
This function is only used in when you click on a star in starview.
fn3 in dvector returns a vector that stores a magnitude, and 2 angles.
The second angle (the z component of the returned vector) was the angle
that the internal vector was between its z and x axis.
This angle was obtained by doing a poor man 4-quadrant atan implementation
and it gave large values for negative x. This has been replaced with the
atan2 standard function.