Adding code x2
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@@ -1,8 +1,59 @@
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#include <J3ML/LinearAlgebra/Quaternion.h>
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#include <J3ML/LinearAlgebra/Vector3.h>
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namespace LinearAlgebra {
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Quaternion Quaternion::operator-() const
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{
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return {-x, -y, -z, -w};
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}
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Quaternion::Quaternion(const Matrix3x3 &rotationMtrx) {}
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Quaternion::Quaternion(const Matrix4x4 &rotationMtrx) {}
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Vector3 Quaternion::GetWorldX() const { return Transform(1.f, 0.f, 0.f); }
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Vector3 Quaternion::GetWorldY() const { return Transform(0.f, 1.f, 0.f); }
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Vector3 Quaternion::GetWorldZ() const { return Transform(0.f, 0.f, 1.f); }
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Vector3 Quaternion::Transform(const Vector3 &vec) const {
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Matrix3x3 mat = this->ToMatrix3x3();
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return mat * vec;
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}
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Vector3 Quaternion::Transform(float X, float Y, float Z) const {
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return Transform(Vector3{X, Y, Z});
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}
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Vector4 Quaternion::Transform(const Vector4 &vec) const {
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return Vector4(Transform(vec.x, vec.y, vec.z), vec.w);
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}
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Vector4 Quaternion::Transform(float X, float Y, float Z, float W) const {
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return Transform(Vector4(X, Y, Z, W));
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}
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Quaternion Quaternion::Lerp(const Quaternion &b, float t) const {
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float angle = this->Dot(b);
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if (angle >= 0.f) // Make sure we rotate the shorter arc
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return (*this * (1.f - t) + b * t).Normalize();
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else
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return (*this * (t - 1.f) + b * t).Normalize();
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}
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void Quaternion::SetFromAxisAngle(const Vector3 &axis, float angle) {
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float sinz, cosz;
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}
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Quaternion Quaternion::operator*(float scalar) const {
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return Quaternion(x * scalar, y * scalar, z * scalar, w * scalar);
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}
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Quaternion Quaternion::operator+() const { return *this; }
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Quaternion::Quaternion() {}
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}
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