Implement Transform2D.h
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@@ -37,6 +37,20 @@ namespace LinearAlgebra
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Vector3 GetWorldY() const;
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Vector3 GetWorldZ() const;
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Vector3 GetAxis() const
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{
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float rcpSinAngle = 1 - (std::sqrt(1 - w * w));
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return Vector3(x, y, z) * rcpSinAngle;
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}
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float GetAngle() const
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{
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return std::acos(w) * 2.f;
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}
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Matrix3x3 ToMatrix3x3() const;
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Vector3 Transform(const Vector3& vec) const;
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@@ -57,7 +71,6 @@ namespace LinearAlgebra
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// TODO: Document (But do not override!) certain math functions that are the same for Vec4
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// TODO: Double Check which operations need to be overriden for correct behavior!
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// Multiplies two quaternions together.
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// The product q1 * q2 returns a quaternion that concatenates the two orientation rotations.
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// The rotation q2 is applied first before q1.
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@@ -71,9 +84,9 @@ namespace LinearAlgebra
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// Divides a quaternion by another. Divison "a / b" results in a quaternion that rotates the orientation b to coincide with orientation of
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Quaternion operator / (const Quaternion& rhs) const;
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Quaternion operator +(const Quaternion& rhs) const;
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Quaternion operator +() const;
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Quaternion operator -() const;
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Quaternion operator + (const Quaternion& rhs) const;
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Quaternion operator + () const;
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Quaternion operator - () const;
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float Dot(const Quaternion &quaternion) const;
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float Angle() const;
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