message: remove more TODOs, add some clarifying comments
diff: @@ -157,26 +157,19 @@ FVector VecMath::createVector(const glm::dvec3& v) noexcept {
  FRotator VecMath::createRotator(const glm::dmat4& m) noexcept {
  // Avoid converting to Unreal single-precision types until the very end, so
  // that all intermediate conversions are performed in double-precision.
  - // TODO: does handedness affect this?
  +
  + // This assumes that this transform is associated with the left-handed UE
  + // coordintae system.
  return VecMath::createRotator(quat_cast(m));
  }
  FRotator VecMath::createRotator(const glm::dmat3& m) noexcept {
  - // TODO: does handedness affect this?
  + // This assumes that this matrix is associated with the left-handed UE
  + // coordintae system.
  return VecMath::createRotator(quat_cast(m));
  }
  FRotator VecMath::createRotator(const glm::dquat& q) noexcept {
  - // TODO: I think this is wrong - this uses glm's pitch, yaw, roll.
  - // GLM is usually agnostic of what "world" directions each axis represents,
  - // but here pitch, yaw, and roll assume a particular interpretation of
  - // the axes as forward, left, and up. In addition to all of this, glm is
  - // right-handed and Unreal is left-handed!
  - /*return FRotator(
  - CesiumUtility::Math::radiansToDegrees(pitch(q)),
  - CesiumUtility::Math::radiansToDegrees(yaw(q)),
  - CesiumUtility::Math::radiansToDegrees(roll(q)));*/
  -
  // This assumes that this quaternion is associated with the left-handed UE
  // coordinate system.
  return FRotator(FQuat(q.x, q.y, q.z, q.w));
  