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WXYZ quaternion layout
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@@ -9,20 +9,20 @@ const CMatrix3f CMatrix3f::skIdentityMatrix3f = CMatrix3f();
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CMatrix3f::CMatrix3f(const CQuaternion& quat)
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{
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CQuaternion nq = quat.normalized();
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float x2 = nq.v[0] * nq.v[0];
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float y2 = nq.v[1] * nq.v[1];
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float z2 = nq.v[2] * nq.v[2];
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float x2 = nq.x * nq.x;
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float y2 = nq.y * nq.y;
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float z2 = nq.z * nq.z;
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m[0][0] = 1.0 - 2.0 * y2 - 2.0 * z2;
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m[1][0] = 2.0 * nq.v[0] * nq.v[1] - 2.0 * nq.v[2] * nq.r;
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m[2][0] = 2.0 * nq.v[0] * nq.v[2] + 2.0 * nq.v[1] * nq.r;
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m[1][0] = 2.0 * nq.x * nq.y - 2.0 * nq.z * nq.w;
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m[2][0] = 2.0 * nq.x * nq.z + 2.0 * nq.y * nq.w;
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m[0][1] = 2.0 * nq.v[0] * nq.v[1] + 2.0 * nq.v[2] * nq.r;
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m[0][1] = 2.0 * nq.x * nq.y + 2.0 * nq.z * nq.w;
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m[1][1] = 1.0 - 2.0 * x2 - 2.0 * z2;
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m[2][1] = 2.0 * nq.v[1] * nq.v[2] - 2.0 * nq.v[0] * nq.r;
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m[2][1] = 2.0 * nq.y * nq.z - 2.0 * nq.x * nq.w;
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m[0][2] = 2.0 * nq.v[0] * nq.v[2] - 2.0 * nq.v[1] * nq.r;
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m[1][2] = 2.0 * nq.v[1] * nq.v[2] + 2.0 * nq.v[0] * nq.r;
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m[0][2] = 2.0 * nq.x * nq.z - 2.0 * nq.y * nq.w;
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m[1][2] = 2.0 * nq.y * nq.z + 2.0 * nq.x * nq.w;
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m[2][2] = 1.0 - 2.0 * x2 - 2.0 * y2;
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m[0][3] = 0.0f;
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@@ -13,35 +13,41 @@ void CQuaternion::fromVector3f(const CVector3f& vec)
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float sinY = std::sin(0.5f * vec.y);
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float sinZ = std::sin(0.5f * vec.z);
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r = cosZ * cosY * cosX + sinZ * sinY * sinX;
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v.x = cosZ * cosY * sinX - sinZ * sinY * cosX;
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v.y = cosZ * sinY * cosX + sinZ * cosY * sinX;
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v.z = sinZ * cosY * cosX - cosZ * sinY * sinX;
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w = cosZ * cosY * cosX + sinZ * sinY * sinX;
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x = cosZ * cosY * sinX - sinZ * sinY * cosX;
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y = cosZ * sinY * cosX + sinZ * cosY * sinX;
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z = sinZ * cosY * cosX - cosZ * sinY * sinX;
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}
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CQuaternion& CQuaternion::operator=(const CQuaternion& q)
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{
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r = q.r;
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v = q.v;
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#if __SSE__
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mVec128 = q.mVec128;
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#else
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w = q.w;
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x = q.x;
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y = q.y;
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z = q.z;
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#endif
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return *this;
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}
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CQuaternion CQuaternion::operator+(const CQuaternion& q) const
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{
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return CQuaternion(r + q.r, v+q.v);
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return CQuaternion(w + q.w, x + q.x, y + q.y, z + q.z);
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}
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CQuaternion CQuaternion::operator-(const CQuaternion& q) const
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{
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return CQuaternion(r - q.r, v-q.v);
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return CQuaternion(w - q.w, x - q.x, y - q.y, z - q.z);
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}
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CQuaternion CQuaternion::operator*(const CQuaternion& q) const
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{
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return CQuaternion(r*q.r - v.dot(q.v),
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v.y * q.v.z - v.z * q.v.y + r * q.v.x + v.x*q.r,
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v.z * q.v.x - v.x * q.v.z + r * q.v.y + v.y*q.r,
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v.x * q.v.y - v.y * q.v.x + r * q.v.z + v.z*q.r);
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return CQuaternion(w*q.w - CVector3f(x, y, z).dot({q.x, q.y, q.z}),
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y * q.z - z * q.y + w * q.x + x*q.w,
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z * q.x - x * q.z + w * q.y + y*q.w,
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x * q.y - y * q.x + w * q.z + z*q.w);
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}
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CQuaternion CQuaternion::operator/(const CQuaternion& q) const
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@@ -53,54 +59,62 @@ CQuaternion CQuaternion::operator/(const CQuaternion& q) const
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CQuaternion CQuaternion::operator*(float scale) const
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{
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return CQuaternion(r*scale, v*scale);
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return CQuaternion(w*scale, x*scale, y*scale, z*scale);
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}
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CQuaternion CQuaternion::operator/(float scale) const
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{
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return CQuaternion(r/scale, v/scale);
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return CQuaternion(w/scale, x/scale, y/scale, z/scale);
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}
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CQuaternion CQuaternion::operator-() const
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{
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return CQuaternion(-r, -v);
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return CQuaternion(-w, -x, -y, -z);
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}
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const CQuaternion& CQuaternion::operator+=(const CQuaternion& q)
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{
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r += q.r;
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v += q.v;
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w += q.w;
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x += q.x;
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y += q.y;
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z += q.z;
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return *this;
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}
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const CQuaternion& CQuaternion::operator-=(const CQuaternion& q)
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{
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r -= q.r;
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v -= q.v;
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w -= q.w;
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x -= q.x;
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y -= q.y;
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z -= q.z;
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return *this;
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}
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const CQuaternion& CQuaternion::operator *=(const CQuaternion& q)
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{
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r = r*q.r - v.dot(q.v);
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v.x = v.y * q.v.z - v.z * q.v.y + r * q.v.x + v.x*q.r;
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v.y = v.z * q.v.x - v.x * q.v.z + r * q.v.y + v.y*q.r;
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v.z = v.x * q.v.y - v.y * q.v.x + r * q.v.z + v.z*q.r;
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w = w*q.w - CVector3f(x, y, z).dot({q.x, q.y, q.z});
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x = y * q.z - z * q.y + w * q.x + x*q.w;
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y = z * q.x - x * q.z + w * q.y + y*q.w;
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z = x * q.y - y * q.x + w * q.z + z*q.w;
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return *this;
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return *this;
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}
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const CQuaternion& CQuaternion::operator *=(float scale)
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{
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r *= scale;
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v *= scale;
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w *= scale;
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x *= scale;
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y *= scale;
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z *= scale;
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return *this;
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}
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const CQuaternion& CQuaternion::operator/=(float scale)
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{
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r /= scale;
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v /= scale;
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w /= scale;
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x /= scale;
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y /= scale;
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z /= scale;
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return *this;
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}
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@@ -111,7 +125,7 @@ float CQuaternion::magnitude() const
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float CQuaternion::magSquared() const
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{
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return (r*r + (v.dot(v)));
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return w*w + x*x + y*y + z*z;
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}
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void CQuaternion::normalize()
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@@ -126,12 +140,14 @@ CQuaternion CQuaternion::normalized() const
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void CQuaternion::invert()
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{
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v = -v;
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x = -x;
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y = -y;
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z = -z;
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}
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CQuaternion CQuaternion::inverse() const
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{
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return CQuaternion(r, -v);
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return CQuaternion(w, -x, -y, -z);
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}
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CAxisAngle CQuaternion::toAxisAngle()
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@@ -153,47 +169,55 @@ CAxisAngle CQuaternion::toAxisAngle()
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CQuaternion CQuaternion::log() const
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{
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float a = std::acos(r);
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float a = std::acos(w);
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float sina = std::sin(a);
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CQuaternion ret;
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ret.r = 0.f;
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ret.w = 0.f;
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if (sina > 0.f)
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{
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ret.v.x = a * v.x / sina;
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ret.v.y = a * v.y / sina;
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ret.v.z = a * v.z / sina;
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ret.x = a * x / sina;
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ret.y = a * y / sina;
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ret.z = a * z / sina;
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}
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else
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ret.v = CVector3f(0.f);
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{
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ret.x = 0.f;
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ret.y = 0.f;
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ret.z = 0.f;
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}
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return ret;
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}
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CQuaternion CQuaternion::exp() const
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{
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float a = (v.magnitude());
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float a = (CVector3f(x, y, z).magnitude());
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float sina = std::sin(a);
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float cosa = std::cos(a);
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CQuaternion ret;
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ret.r = cosa;
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ret.w = cosa;
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if (a > 0.f)
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{
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ret.v.x = sina * v.x / a;
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ret.v.y = sina * v.y / a;
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ret.v.z = sina * v.z / a;
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ret.x = sina * x / a;
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ret.y = sina * y / a;
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ret.z = sina * z / a;
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}
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else
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ret.v = CVector3f(0.f);
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{
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ret.x = 0.f;
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ret.y = 0.f;
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ret.z = 0.f;
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}
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return ret;
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}
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float CQuaternion::dot(const CQuaternion& b)
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{
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return v.x * b.v.x + v.y * b.v.y + v.z * b.v.z + r * b.r;
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return x * b.x + y * b.y + z * b.z + w * b.w;
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}
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CQuaternion CQuaternion::lerp(CQuaternion& a, CQuaternion& b, double t)
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@@ -228,10 +252,10 @@ CQuaternion CQuaternion::slerp(CQuaternion& a, CQuaternion& b, double t)
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const double d = 1.0 / std::sin(theta);
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const double s0 = std::sin((1.0 - t) * theta);
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ret.v.x = (float)(a.v.x * s0 + b.v.x * s1) * d;
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ret.v.y = (float)(a.v.y * s0 + b.v.y * s1) * d;
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ret.v.z = (float)(a.v.z * s0 + b.v.z * s1) * d;
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ret.r = (float)(a.r * s0 + b.r * s1) * d;
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ret.x = (float)(a.x * s0 + b.x * s1) * d;
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ret.y = (float)(a.y * s0 + b.y * s1) * d;
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ret.z = (float)(a.z * s0 + b.z * s1) * d;
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ret.w = (float)(a.w * s0 + b.w * s1) * d;
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return ret;
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}
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@@ -240,16 +264,16 @@ CQuaternion CQuaternion::slerp(CQuaternion& a, CQuaternion& b, double t)
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CQuaternion operator+(float lhs, const CQuaternion& rhs)
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{
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return CQuaternion(lhs + rhs.r, lhs * rhs.v);
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return CQuaternion(lhs + rhs.w, lhs * rhs.x, lhs * rhs.y, lhs * rhs.z);
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}
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CQuaternion operator-(float lhs, const CQuaternion& rhs)
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{
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return CQuaternion(lhs - rhs.r, lhs * rhs.v);
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return CQuaternion(lhs - rhs.w, lhs * rhs.x, lhs * rhs.y, lhs * rhs.z);
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}
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CQuaternion operator*(float lhs, const CQuaternion& rhs)
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{
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return CQuaternion(lhs * rhs.r, lhs * rhs.v);
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return CQuaternion(lhs * rhs.w, lhs * rhs.x, lhs * rhs.y, lhs * rhs.z);
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}
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}
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