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@ -23,15 +23,15 @@
@@ -23,15 +23,15 @@
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// return the rotation matrix equivalent for this quaternion
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void Quaternion::rotation_matrix(Matrix3f &m) const |
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{ |
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float q3q3 = q3 * q3; |
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float q3q4 = q3 * q4; |
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float q2q2 = q2 * q2; |
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float q2q3 = q2 * q3; |
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float q2q4 = q2 * q4; |
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float q1q2 = q1 * q2; |
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float q1q3 = q1 * q3; |
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float q1q4 = q1 * q4; |
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float q4q4 = q4 * q4; |
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const float q3q3 = q3 * q3; |
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const float q3q4 = q3 * q4; |
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const float q2q2 = q2 * q2; |
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const float q2q3 = q2 * q3; |
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const float q2q4 = q2 * q4; |
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const float q1q2 = q1 * q2; |
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const float q1q3 = q1 * q3; |
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const float q1q4 = q1 * q4; |
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const float q4q4 = q4 * q4; |
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m.a.x = 1.0f-2.0f*(q3q3 + q4q4); |
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m.a.y = 2.0f*(q2q3 - q1q4); |
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@ -47,17 +47,17 @@ void Quaternion::rotation_matrix(Matrix3f &m) const
@@ -47,17 +47,17 @@ void Quaternion::rotation_matrix(Matrix3f &m) const
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// return the rotation matrix equivalent for this quaternion after normalization
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void Quaternion::rotation_matrix_norm(Matrix3f &m) const |
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{ |
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float q1q1 = q1 * q1; |
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float q1q2 = q1 * q2; |
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float q1q3 = q1 * q3; |
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float q1q4 = q1 * q4; |
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float q2q2 = q2 * q2; |
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float q2q3 = q2 * q3; |
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float q2q4 = q2 * q4; |
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float q3q3 = q3 * q3; |
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float q3q4 = q3 * q4; |
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float q4q4 = q4 * q4; |
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float invs = 1.0f / (q1q1 + q2q2 + q3q3 + q4q4); |
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const float q1q1 = q1 * q1; |
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const float q1q2 = q1 * q2; |
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const float q1q3 = q1 * q3; |
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const float q1q4 = q1 * q4; |
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const float q2q2 = q2 * q2; |
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const float q2q3 = q2 * q3; |
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const float q2q4 = q2 * q4; |
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const float q3q3 = q3 * q3; |
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const float q3q4 = q3 * q4; |
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const float q4q4 = q4 * q4; |
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const float invs = 1.0f / (q1q1 + q2q2 + q3q3 + q4q4); |
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m.a.x = ( q2q2 - q3q3 - q4q4 + q1q1)*invs; |
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m.a.y = 2.0f*(q2q3 - q1q4)*invs; |
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@ -89,28 +89,28 @@ void Quaternion::from_rotation_matrix(const Matrix3f &m)
@@ -89,28 +89,28 @@ void Quaternion::from_rotation_matrix(const Matrix3f &m)
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float &qy = q3; |
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float &qz = q4; |
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float tr = m00 + m11 + m22; |
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const float tr = m00 + m11 + m22; |
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if (tr > 0) { |
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float S = sqrtf(tr+1) * 2; |
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const float S = sqrtf(tr+1) * 2; |
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qw = 0.25f * S; |
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qx = (m21 - m12) / S; |
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qy = (m02 - m20) / S; |
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qz = (m10 - m01) / S; |
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} else if ((m00 > m11) && (m00 > m22)) { |
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float S = sqrtf(1.0f + m00 - m11 - m22) * 2.0f; |
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const float S = sqrtf(1.0f + m00 - m11 - m22) * 2.0f; |
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qw = (m21 - m12) / S; |
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qx = 0.25f * S; |
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qy = (m01 + m10) / S; |
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qz = (m02 + m20) / S; |
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} else if (m11 > m22) { |
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float S = sqrtf(1.0f + m11 - m00 - m22) * 2.0f; |
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const float S = sqrtf(1.0f + m11 - m00 - m22) * 2.0f; |
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qw = (m02 - m20) / S; |
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qx = (m01 + m10) / S; |
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qy = 0.25f * S; |
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qz = (m12 + m21) / S; |
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} else { |
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float S = sqrtf(1.0f + m22 - m00 - m11) * 2.0f; |
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const float S = sqrtf(1.0f + m22 - m00 - m11) * 2.0f; |
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qw = (m10 - m01) / S; |
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qx = (m02 + m20) / S; |
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qy = (m12 + m21) / S; |
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@ -129,12 +129,12 @@ void Quaternion::earth_to_body(Vector3f &v) const
@@ -129,12 +129,12 @@ void Quaternion::earth_to_body(Vector3f &v) const
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// create a quaternion from Euler angles
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void Quaternion::from_euler(float roll, float pitch, float yaw) |
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{ |
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float cr2 = cosf(roll*0.5f); |
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float cp2 = cosf(pitch*0.5f); |
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float cy2 = cosf(yaw*0.5f); |
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float sr2 = sinf(roll*0.5f); |
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float sp2 = sinf(pitch*0.5f); |
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float sy2 = sinf(yaw*0.5f); |
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const float cr2 = cosf(roll*0.5f); |
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const float cp2 = cosf(pitch*0.5f); |
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const float cy2 = cosf(yaw*0.5f); |
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const float sr2 = sinf(roll*0.5f); |
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const float sp2 = sinf(pitch*0.5f); |
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const float sy2 = sinf(yaw*0.5f); |
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q1 = cr2*cp2*cy2 + sr2*sp2*sy2; |
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q2 = sr2*cp2*cy2 - cr2*sp2*sy2; |
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@ -153,7 +153,7 @@ void Quaternion::from_vector312(float roll ,float pitch, float yaw)
@@ -153,7 +153,7 @@ void Quaternion::from_vector312(float roll ,float pitch, float yaw)
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void Quaternion::from_axis_angle(Vector3f v) |
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{ |
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float theta = v.length(); |
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const float theta = v.length(); |
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if (is_zero(theta)) { |
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q1 = 1.0f; |
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q2=q3=q4=0.0f; |
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@ -171,7 +171,7 @@ void Quaternion::from_axis_angle(const Vector3f &axis, float theta)
@@ -171,7 +171,7 @@ void Quaternion::from_axis_angle(const Vector3f &axis, float theta)
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q2=q3=q4=0.0f; |
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return; |
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} |
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float st2 = sinf(theta/2.0f); |
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const float st2 = sinf(theta/2.0f); |
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q1 = cosf(theta/2.0f); |
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q2 = axis.x * st2; |
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@ -188,7 +188,7 @@ void Quaternion::rotate(const Vector3f &v)
@@ -188,7 +188,7 @@ void Quaternion::rotate(const Vector3f &v)
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void Quaternion::to_axis_angle(Vector3f &v) |
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{ |
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float l = sqrtf(sq(q2)+sq(q3)+sq(q4)); |
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const float l = sqrtf(sq(q2)+sq(q3)+sq(q4)); |
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v = Vector3f(q2,q3,q4); |
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if (!is_zero(l)) { |
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v /= l; |
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@ -198,7 +198,7 @@ void Quaternion::to_axis_angle(Vector3f &v)
@@ -198,7 +198,7 @@ void Quaternion::to_axis_angle(Vector3f &v)
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void Quaternion::from_axis_angle_fast(Vector3f v) |
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{ |
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float theta = v.length(); |
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const float theta = v.length(); |
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if (is_zero(theta)) { |
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q1 = 1.0f; |
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q2=q3=q4=0.0f; |
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@ -210,9 +210,9 @@ void Quaternion::from_axis_angle_fast(Vector3f v)
@@ -210,9 +210,9 @@ void Quaternion::from_axis_angle_fast(Vector3f v)
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void Quaternion::from_axis_angle_fast(const Vector3f &axis, float theta) |
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{ |
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float t2 = theta/2.0f; |
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float sqt2 = sq(t2); |
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float st2 = t2-sqt2*t2/6.0f; |
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const float t2 = theta/2.0f; |
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const float sqt2 = sq(t2); |
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const float st2 = t2-sqt2*t2/6.0f; |
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q1 = 1.0f-(sqt2/2.0f)+sq(sqt2)/24.0f; |
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q2 = axis.x * st2; |
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@ -222,26 +222,26 @@ void Quaternion::from_axis_angle_fast(const Vector3f &axis, float theta)
@@ -222,26 +222,26 @@ void Quaternion::from_axis_angle_fast(const Vector3f &axis, float theta)
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void Quaternion::rotate_fast(const Vector3f &v) |
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{ |
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float theta = v.length(); |
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const float theta = v.length(); |
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if (is_zero(theta)) { |
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return; |
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} |
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float t2 = theta/2.0f; |
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float sqt2 = sq(t2); |
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const float t2 = theta/2.0f; |
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const float sqt2 = sq(t2); |
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float st2 = t2-sqt2*t2/6.0f; |
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st2 /= theta; |
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//"rotation quaternion"
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float w2 = 1.0f-(sqt2/2.0f)+sq(sqt2)/24.0f; |
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float x2 = v.x * st2; |
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float y2 = v.y * st2; |
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float z2 = v.z * st2; |
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const float w2 = 1.0f-(sqt2/2.0f)+sq(sqt2)/24.0f; |
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const float x2 = v.x * st2; |
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const float y2 = v.y * st2; |
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const float z2 = v.z * st2; |
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//copy our quaternion
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float w1 = q1; |
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float x1 = q2; |
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float y1 = q3; |
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float z1 = q4; |
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const float w1 = q1; |
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const float x1 = q2; |
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const float y1 = q3; |
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const float z1 = q4; |
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//do the multiply into our quaternion
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q1 = w1*w2 - x1*x2 - y1*y2 - z1*z2; |
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@ -296,9 +296,9 @@ Quaternion Quaternion::inverse(void) const
@@ -296,9 +296,9 @@ Quaternion Quaternion::inverse(void) const
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void Quaternion::normalize(void) |
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{ |
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float quatMag = length(); |
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const float quatMag = length(); |
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if (!is_zero(quatMag)) { |
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float quatMagInv = 1.0f/quatMag; |
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const float quatMagInv = 1.0f/quatMag; |
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q1 *= quatMagInv; |
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q2 *= quatMagInv; |
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q3 *= quatMagInv; |
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@ -314,10 +314,10 @@ Quaternion Quaternion::operator*(const Quaternion &v) const
@@ -314,10 +314,10 @@ Quaternion Quaternion::operator*(const Quaternion &v) const
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const float &y1 = q3; |
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const float &z1 = q4; |
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float w2 = v.q1; |
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float x2 = v.q2; |
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float y2 = v.q3; |
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float z2 = v.q4; |
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const float w2 = v.q1; |
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const float x2 = v.q2; |
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const float y2 = v.q3; |
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const float z2 = v.q4; |
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ret.q1 = w1*w2 - x1*x2 - y1*y2 - z1*z2; |
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ret.q2 = w1*x2 + x1*w2 + y1*z2 - z1*y2; |
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@ -329,15 +329,15 @@ Quaternion Quaternion::operator*(const Quaternion &v) const
@@ -329,15 +329,15 @@ Quaternion Quaternion::operator*(const Quaternion &v) const
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Quaternion &Quaternion::operator*=(const Quaternion &v) |
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{ |
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float w1 = q1; |
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float x1 = q2; |
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float y1 = q3; |
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float z1 = q4; |
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const float w1 = q1; |
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const float x1 = q2; |
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const float y1 = q3; |
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const float z1 = q4; |
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float w2 = v.q1; |
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float x2 = v.q2; |
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float y2 = v.q3; |
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float z2 = v.q4; |
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const float w2 = v.q1; |
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const float x2 = v.q2; |
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const float y2 = v.q3; |
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const float z2 = v.q4; |
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q1 = w1*w2 - x1*x2 - y1*y2 - z1*z2; |
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q2 = w1*x2 + x1*w2 + y1*z2 - z1*y2; |
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@ -355,10 +355,10 @@ Quaternion Quaternion::operator/(const Quaternion &v) const
@@ -355,10 +355,10 @@ Quaternion Quaternion::operator/(const Quaternion &v) const
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const float &quat2 = q3; |
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const float &quat3 = q4; |
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float rquat0 = v.q1; |
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float rquat1 = v.q2; |
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float rquat2 = v.q3; |
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float rquat3 = v.q4; |
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const float rquat0 = v.q1; |
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const float rquat1 = v.q2; |
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const float rquat2 = v.q3; |
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const float rquat3 = v.q4; |
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ret.q1 = (rquat0*quat0 + rquat1*quat1 + rquat2*quat2 + rquat3*quat3); |
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ret.q2 = (rquat0*quat1 - rquat1*quat0 - rquat2*quat3 + rquat3*quat2); |
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