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Torque/SDK/engine/math/mQuat.h
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329
Torque/SDK/engine/math/mQuat.h
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//-----------------------------------------------------------------------------
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// Torque Game Engine
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// Copyright (C) GarageGames.com, Inc.
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//-----------------------------------------------------------------------------
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#ifndef _MQUAT_H_
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#define _MQUAT_H_
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#ifndef _MMATH_H_
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#include "math/mMath.h"
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#endif
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class MatrixF;
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class QuatF;
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inline F32 QuatIsEqual(F32 a,F32 b,F32 epsilon = 0.0001f)
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{
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return mFabs(a-b) < epsilon;
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}
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inline F32 QuatIsZero(F32 a,F32 epsilon = 0.0001f)
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{
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return mFabs(a) < epsilon;
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}
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//----------------------------------------------------------------------------
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// rotation about an arbitrary axis through the origin:
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class AngAxisF
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{
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public:
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Point3F axis;
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F32 angle;
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AngAxisF();
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AngAxisF( const Point3F & _axis, F32 _angle );
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explicit AngAxisF( const MatrixF &m );
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explicit AngAxisF( const QuatF &q );
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AngAxisF& set( const Point3F & _axis, F32 _angle );
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AngAxisF& set( const MatrixF & m );
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AngAxisF& set( const QuatF & q );
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int operator ==( const AngAxisF & c ) const;
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int operator !=( const AngAxisF & c ) const;
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MatrixF * setMatrix( MatrixF * mat ) const;
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};
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//----------------------------------------------------------------------------
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// unit quaternion class:
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class QuatF
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{
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public:
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F32 x,y,z,w;
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QuatF();
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QuatF( F32 _x, F32 _y, F32 _z, F32 w );
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QuatF( const MatrixF & m );
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QuatF( const AngAxisF & a );
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QuatF( const EulerF & e );
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QuatF& set( F32 _x, F32 _y, F32 _z, F32 _w );
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QuatF& set( const MatrixF & m );
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QuatF& set( const AngAxisF & m );
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QuatF& set( const EulerF & e );
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int operator ==( const QuatF & c ) const;
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int operator !=( const QuatF & c ) const;
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QuatF& operator *=( const QuatF & c );
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QuatF& operator /=( const QuatF & c );
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QuatF& operator +=( const QuatF & c );
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QuatF& operator -=( const QuatF & c );
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QuatF& operator *=( F32 a );
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QuatF& operator /=( F32 a );
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QuatF& square();
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QuatF& neg();
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F32 dot( const QuatF &q ) const;
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MatrixF* setMatrix( MatrixF * mat ) const;
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QuatF& normalize();
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QuatF& inverse();
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QuatF& identity();
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int isIdentity() const;
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QuatF& slerp( const QuatF & q, F32 t );
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QuatF& extrapolate( const QuatF & q1, const QuatF & q2, F32 t );
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QuatF& interpolate( const QuatF & q1, const QuatF & q2, F32 t );
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F32 angleBetween( const QuatF & q );
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Point3F& mulP(const Point3F& a, Point3F* b); // r = p * this
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QuatF& mul(const QuatF& a, const QuatF& b); // This = a * b
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};
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//----------------------------------------------------------------------------
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// AngAxisF implementation:
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inline AngAxisF::AngAxisF()
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{
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}
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inline AngAxisF::AngAxisF( const Point3F & _axis, F32 _angle )
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{
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set(_axis,_angle);
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}
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inline AngAxisF::AngAxisF( const MatrixF & mat )
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{
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set(mat);
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}
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inline AngAxisF::AngAxisF( const QuatF & quat )
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{
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set(quat);
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}
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inline AngAxisF& AngAxisF::set( const Point3F & _axis, F32 _angle )
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{
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axis = _axis;
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angle = _angle;
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return *this;
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}
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inline int AngAxisF::operator ==( const AngAxisF & c ) const
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{
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return QuatIsEqual(angle, c.angle) && (axis == c.axis);
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}
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inline int AngAxisF::operator !=( const AngAxisF & c ) const
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{
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return !QuatIsEqual(angle, c.angle) || (axis != c.axis);
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}
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//----------------------------------------------------------------------------
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// quaternion implementation:
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inline QuatF::QuatF()
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{
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}
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inline QuatF::QuatF( F32 _x, F32 _y, F32 _z, F32 _w )
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{
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set( _x, _y, _z, _w );
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}
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inline QuatF::QuatF( const AngAxisF & a )
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{
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set( a );
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}
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inline QuatF::QuatF( const EulerF & e )
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{
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set(e);
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}
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inline QuatF& QuatF::set( F32 _x, F32 _y, F32 _z, F32 _w )
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{
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x = _x;
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y = _y;
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z = _z;
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w = _w;
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return *this;
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}
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inline int QuatF::operator ==( const QuatF & c ) const
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{
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QuatF a = *this;
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QuatF b = c;
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a.normalize();
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b.normalize();
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b.inverse();
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a *= b;
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return a.isIdentity();
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}
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inline int QuatF::isIdentity() const
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{
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return QuatIsZero( x ) && QuatIsZero( y ) && QuatIsZero( z );
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}
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inline QuatF& QuatF::identity()
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{
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x = 0.0f;
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y = 0.0f;
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z = 0.0f;
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w = 1.0f;
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return *this;
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}
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inline int QuatF::operator !=( const QuatF & c ) const
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{
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return ! operator==( c );
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}
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inline QuatF::QuatF( const MatrixF & m )
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{
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set( m );
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}
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inline QuatF& QuatF::neg()
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{
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x = -x;
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y = -y;
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z = -z;
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w = -w;
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return *this;
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}
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inline F32 QuatF::dot( const QuatF &q ) const
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{
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return (w*q.w + x*q.x + y*q.y + z*q.z);
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}
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inline F32 QuatF::angleBetween( const QuatF & q )
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{
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// angle between to quaternions
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return mAcos(x * q.x + y * q.y + z * q.z + w * q.w);
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}
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//----------------------------------------------------------------------------
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// TQuatF classes:
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class TQuatF : public QuatF
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{
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public:
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enum
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{
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Matrix_HasRotation = 1,
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Matrix_HasTranslation = 2,
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Matrix_HasScale = 4
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};
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Point3F p;
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U32 flags;
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TQuatF();
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TQuatF( bool ident );
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TQuatF( const EulerF & e, const Point3F & p );
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TQuatF( const AngAxisF & aa, const Point3F & p );
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TQuatF( const QuatF & q, const Point3F & p );
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TQuatF& set( const EulerF & euler, const Point3F & p );
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TQuatF& set( const AngAxisF & aa, const Point3F & p );
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TQuatF& set( const QuatF & quat, const Point3F & p );
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TQuatF& inverse( void );
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TQuatF& identity( void );
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Point3F& mulP(const Point3F& p, Point3F* r); // r = p * this
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};
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//---------------------------------------------------------------------------
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inline TQuatF::TQuatF()
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{
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// Beware: no initialization is done!
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}
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inline TQuatF::TQuatF( bool ident )
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{
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if( ident )
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identity();
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}
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inline TQuatF::TQuatF( const EulerF & euler, const Point3F & p )
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{
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set( euler, p );
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}
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inline TQuatF::TQuatF( const AngAxisF & aa, const Point3F & p )
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{
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set( aa, p );
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}
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inline TQuatF::TQuatF( const QuatF & quat, const Point3F & p )
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{
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set( quat, p );
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}
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inline TQuatF& TQuatF::set( const EulerF & e, const Point3F & t )
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{
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p = t;
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QuatF::set( e );
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flags |= Matrix_HasTranslation;
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return *this;
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}
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inline TQuatF& TQuatF::set( const AngAxisF & aa, const Point3F & t )
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{
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p = t;
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QuatF::set( aa );
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flags |= Matrix_HasTranslation;
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return *this;
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}
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inline TQuatF& TQuatF::set( const QuatF & q, const Point3F & t )
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{
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p = t;
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QuatF::set( q.x, q.y, q.z, q.w );
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flags |= Matrix_HasTranslation;
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return *this;
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}
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inline TQuatF& TQuatF::inverse( void )
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{
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QuatF::inverse();
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if( flags & Matrix_HasTranslation )
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{
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Point3F p2 = p;
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p2.neg();
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QuatF::mulP(p2,&p);
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}
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return *this;
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}
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inline TQuatF& TQuatF::identity( void )
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{
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QuatF::identity();
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p.set(0,0,0);
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flags &= ~U32(Matrix_HasTranslation);
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return *this;
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}
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#endif
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