Fix incorrect usage of Normalized() vs Normalize()
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@@ -372,7 +372,7 @@ namespace J3ML::Geometry
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Vector4 b = Vector4(poly.v[face.v[1]], 1.f);
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Vector4 c = Vector4(poly.v[face.v[2]], 1.f);
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Vector4 normal = (b-a).Cross(c-a);
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normal.Normalized();
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normal.Normalize();
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return normal;
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// return ((vec)v[face.v[1]]-(vec)v[face.v[0]]).Cross((vec)v[face.v[2]]-(vec)v[face.v[0]]).Normalized();
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}
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@@ -390,7 +390,7 @@ namespace J3ML::Geometry
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normal.z += (double(poly.v[v0].x) - poly.v[v1].x) * (double(poly.v[v0].y) + poly.v[v1].y); // Project on xy
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v0 = v1;
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}
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normal.Normalized();
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normal.Normalize();
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return normal;
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#if 0
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cv bestNormal;
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@@ -34,7 +34,8 @@ namespace J3ML::LinearAlgebra {
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y = (m02 - m20) / w4;
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z = (m10 - m01) / w4;
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w = field_w;
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Normalize();
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bool success = Normalize();
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// TODO: Validate normalization success.
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}
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Quaternion::Quaternion(const Matrix4x4& ro_mat) {
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@@ -74,7 +75,7 @@ namespace J3ML::LinearAlgebra {
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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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return {x * scalar, y * scalar, z * scalar, w * scalar};
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}
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Quaternion Quaternion::operator/(float scalar) const {
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@@ -204,12 +205,13 @@ namespace J3ML::LinearAlgebra {
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}
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Quaternion::Quaternion(const AxisAngle& angle) {
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double s = std::sin(angle.angle / 2);
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float s = Math::Sin(angle.angle / 2.f);
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x = angle.axis.x * s;
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y = angle.axis.y * s;
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z = angle.axis.z * s;
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w = std::cos(angle.angle / 2);
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Normalize();
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w = Math::Cos(angle.angle / 2);
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bool success = Normalize();
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// TODO: Validate normalization success.
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}
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Quaternion Quaternion::RandomRotation(RNG &rng) {
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@@ -367,7 +369,8 @@ namespace J3ML::LinearAlgebra {
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y = -sin_roll * cos_pitch * sin_yaw + cos_roll * sin_pitch * cos_yaw;
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z = cos_roll * cos_pitch * sin_yaw + sin_roll * sin_pitch * cos_yaw;
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w = -sin_roll * sin_pitch * sin_yaw + cos_roll * cos_pitch * cos_yaw;
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Normalize();
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bool success = Normalize();
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// TODO: Validate normalization success.
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}
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Quaternion::Quaternion(const Quaternion& rhs) {
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