From a1574aabd510d5fdc3842780b1d833aa2fb8eac6 Mon Sep 17 00:00:00 2001
From: Lioncash <mathew1800@gmail.com>
Date: Tue, 26 Feb 2019 22:31:15 -0500
Subject: [PATCH] common/quaternion: Move Quaternion into the Common namespace

Quaternion is within the common library, so it should be using the
Common namespace.
---
 src/common/quaternion.h         | 4 ++--
 src/input_common/motion_emu.cpp | 8 ++++----
 2 files changed, 6 insertions(+), 6 deletions(-)

diff --git a/src/common/quaternion.h b/src/common/quaternion.h
index c528c0b68..1c304b048 100644
--- a/src/common/quaternion.h
+++ b/src/common/quaternion.h
@@ -6,7 +6,7 @@
 
 #include "common/vector_math.h"
 
-namespace Math {
+namespace Common {
 
 template <typename T>
 class Quaternion {
@@ -46,4 +46,4 @@ inline Quaternion<float> MakeQuaternion(const Math::Vec3<float>& axis, float ang
     return {axis * std::sin(angle / 2), std::cos(angle / 2)};
 }
 
-} // namespace Math
+} // namespace Common
diff --git a/src/input_common/motion_emu.cpp b/src/input_common/motion_emu.cpp
index 9570c060e..defb1a567 100644
--- a/src/input_common/motion_emu.cpp
+++ b/src/input_common/motion_emu.cpp
@@ -85,8 +85,8 @@ private:
 
     void MotionEmuThread() {
         auto update_time = std::chrono::steady_clock::now();
-        Math::Quaternion<float> q = MakeQuaternion(Math::Vec3<float>(), 0);
-        Math::Quaternion<float> old_q;
+        Common::Quaternion<float> q = Common::MakeQuaternion(Math::Vec3<float>(), 0);
+        Common::Quaternion<float> old_q;
 
         while (!shutdown_event.WaitUntil(update_time)) {
             update_time += update_duration;
@@ -96,8 +96,8 @@ private:
                 std::lock_guard<std::mutex> guard(tilt_mutex);
 
                 // Find the quaternion describing current 3DS tilting
-                q = MakeQuaternion(Math::MakeVec(-tilt_direction.y, 0.0f, tilt_direction.x),
-                                   tilt_angle);
+                q = Common::MakeQuaternion(Math::MakeVec(-tilt_direction.y, 0.0f, tilt_direction.x),
+                                           tilt_angle);
             }
 
             auto inv_q = q.Inverse();