@@ -40,13 +40,13 @@ void Basis::from_z(const Vector3 &p_z) {
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if (Math::abs (p_z.z ) > Math_SQRT12) {
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// choose p in y-z plane
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real_t a = p_z[1 ] * p_z[1 ] + p_z[2 ] * p_z[2 ];
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- real_t k = 1.0 / Math::sqrt (a);
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+ real_t k = 1 .0f / Math::sqrt (a);
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elements[0 ] = Vector3 (0 , -p_z[2 ] * k, p_z[1 ] * k);
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elements[1 ] = Vector3 (a * k, -p_z[0 ] * elements[0 ][2 ], p_z[0 ] * elements[0 ][1 ]);
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} else {
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// choose p in x-y plane
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real_t a = p_z.x * p_z.x + p_z.y * p_z.y ;
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- real_t k = 1.0 / Math::sqrt (a);
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+ real_t k = 1 .0f / Math::sqrt (a);
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elements[0 ] = Vector3 (-p_z.y * k, p_z.x * k, 0 );
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elements[1 ] = Vector3 (-p_z.z * elements[0 ].y , p_z.z * elements[0 ].x , a * k);
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}
@@ -63,7 +63,7 @@ void Basis::invert() {
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#ifdef MATH_CHECKS
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ERR_FAIL_COND (det == 0 );
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#endif
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- real_t s = 1.0 / det;
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+ real_t s = 1 .0f / det;
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set (co[0 ] * s, cofac (0 , 2 , 2 , 1 ) * s, cofac (0 , 1 , 1 , 2 ) * s,
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co[1 ] * s, cofac (0 , 0 , 2 , 2 ) * s, cofac (0 , 2 , 1 , 0 ) * s,
@@ -182,7 +182,7 @@ Basis Basis::diagonalize() {
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if (Math::is_equal_approx (elements[j][j], elements[i][i])) {
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angle = Math_PI / 4 ;
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} else {
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- angle = 0.5 * Math::atan (2 * elements[i][j] / (elements[j][j] - elements[i][i]));
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+ angle = 0 .5f * Math::atan (2 * elements[i][j] / (elements[j][j] - elements[i][i]));
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}
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// Compute the rotation matrix
@@ -268,11 +268,11 @@ Basis Basis::scaled_orthogonal(const Vector3 &p_scale) const {
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}
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float Basis::get_uniform_scale () const {
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- return (elements[0 ].length () + elements[1 ].length () + elements[2 ].length ()) / 3.0 ;
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+ return (elements[0 ].length () + elements[1 ].length () + elements[2 ].length ()) / 3 .0f ;
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}
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void Basis::make_scale_uniform () {
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- float l = (elements[0 ].length () + elements[1 ].length () + elements[2 ].length ()) / 3.0 ;
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+ float l = (elements[0 ].length () + elements[1 ].length () + elements[2 ].length ()) / 3 .0f ;
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for (int i = 0 ; i < 3 ; i++) {
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elements[i].normalize ();
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elements[i] *= l;
@@ -415,7 +415,7 @@ void Basis::rotate_to_align(Vector3 p_start_direction, Vector3 p_end_direction)
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const Vector3 axis = p_start_direction.cross (p_end_direction).normalized ();
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if (axis.length_squared () != 0 ) {
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real_t dot = p_start_direction.dot (p_end_direction);
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- dot = CLAMP (dot, -1.0 , 1.0 );
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+ dot = CLAMP (dot, -1 .0f , 1 .0f );
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const real_t angle_rads = Math::acos (dot);
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set_axis_angle (axis, angle_rads);
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}
@@ -463,10 +463,10 @@ Vector3 Basis::get_euler(EulerOrder p_order) const {
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Vector3 euler;
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real_t sy = elements[0 ][2 ];
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- if (sy < (1.0 - CMP_EPSILON)) {
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- if (sy > -(1.0 - CMP_EPSILON)) {
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+ if (sy < (1 .0f - CMP_EPSILON)) {
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+ if (sy > -(1 .0f - CMP_EPSILON)) {
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// is this a pure Y rotation?
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- if (elements[1 ][0 ] == 0.0 && elements[0 ][1 ] == 0. 0 && elements[1 ][2 ] == 0 && elements[2 ][1 ] == 0 && elements[1 ][1 ] == 1 ) {
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+ if (elements[1 ][0 ] == 0 && elements[0 ][1 ] == 0 && elements[1 ][2 ] == 0 && elements[2 ][1 ] == 0 && elements[1 ][1 ] == 1 ) {
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// return the simplest form (human friendlier in editor and scripts)
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euler.x = 0 ;
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euler.y = atan2 (elements[0 ][2 ], elements[0 ][0 ]);
@@ -478,13 +478,13 @@ Vector3 Basis::get_euler(EulerOrder p_order) const {
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}
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} else {
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euler.x = Math::atan2 (elements[2 ][1 ], elements[1 ][1 ]);
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- euler.y = -Math_PI / 2.0 ;
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- euler.z = 0.0 ;
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+ euler.y = -Math_PI / 2 .0f ;
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+ euler.z = 0 .0f ;
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}
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} else {
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euler.x = Math::atan2 (elements[2 ][1 ], elements[1 ][1 ]);
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- euler.y = Math_PI / 2.0 ;
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- euler.z = 0.0 ;
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+ euler.y = Math_PI / 2 .0f ;
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+ euler.z = 0 .0f ;
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}
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return euler;
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} break ;
@@ -498,22 +498,22 @@ Vector3 Basis::get_euler(EulerOrder p_order) const {
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Vector3 euler;
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real_t sz = elements[0 ][1 ];
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- if (sz < (1.0 - CMP_EPSILON)) {
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- if (sz > -(1.0 - CMP_EPSILON)) {
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+ if (sz < (1 .0f - CMP_EPSILON)) {
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+ if (sz > -(1 .0f - CMP_EPSILON)) {
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euler.x = Math::atan2 (elements[2 ][1 ], elements[1 ][1 ]);
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euler.y = Math::atan2 (elements[0 ][2 ], elements[0 ][0 ]);
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euler.z = Math::asin (-sz);
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} else {
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// It's -1
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euler.x = -Math::atan2 (elements[1 ][2 ], elements[2 ][2 ]);
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- euler.y = 0.0 ;
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- euler.z = Math_PI / 2.0 ;
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+ euler.y = 0 .0f ;
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+ euler.z = Math_PI / 2 .0f ;
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}
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} else {
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// It's 1
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euler.x = -Math::atan2 (elements[1 ][2 ], elements[2 ][2 ]);
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- euler.y = 0.0 ;
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- euler.z = -Math_PI / 2.0 ;
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+ euler.y = 0 .0f ;
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+ euler.z = -Math_PI / 2 .0f ;
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}
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return euler;
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} break ;
@@ -543,12 +543,12 @@ Vector3 Basis::get_euler(EulerOrder p_order) const {
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euler.z = atan2 (elements[1 ][0 ], elements[1 ][1 ]);
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}
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} else { // m12 == -1
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- euler.x = Math_PI * 0.5 ;
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+ euler.x = Math_PI * 0 .5f ;
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euler.y = atan2 (elements[0 ][1 ], elements[0 ][0 ]);
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euler.z = 0 ;
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}
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} else { // m12 == 1
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- euler.x = -Math_PI * 0.5 ;
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+ euler.x = -Math_PI * 0 .5f ;
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euler.y = -atan2 (elements[0 ][1 ], elements[0 ][0 ]);
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euler.z = 0 ;
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}
@@ -565,22 +565,22 @@ Vector3 Basis::get_euler(EulerOrder p_order) const {
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Vector3 euler;
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real_t sz = elements[1 ][0 ];
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- if (sz < (1.0 - CMP_EPSILON)) {
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- if (sz > -(1.0 - CMP_EPSILON)) {
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+ if (sz < (1 .0f - CMP_EPSILON)) {
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+ if (sz > -(1 .0f - CMP_EPSILON)) {
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euler.x = Math::atan2 (-elements[1 ][2 ], elements[1 ][1 ]);
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euler.y = Math::atan2 (-elements[2 ][0 ], elements[0 ][0 ]);
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euler.z = Math::asin (sz);
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} else {
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// It's -1
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euler.x = Math::atan2 (elements[2 ][1 ], elements[2 ][2 ]);
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- euler.y = 0.0 ;
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- euler.z = -Math_PI / 2.0 ;
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+ euler.y = 0 .0f ;
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+ euler.z = -Math_PI / 2 .0f ;
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}
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} else {
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// It's 1
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euler.x = Math::atan2 (elements[2 ][1 ], elements[2 ][2 ]);
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- euler.y = 0.0 ;
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- euler.z = Math_PI / 2.0 ;
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+ euler.y = 0 .0f ;
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+ euler.z = Math_PI / 2 .0f ;
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}
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return euler;
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} break ;
@@ -593,20 +593,20 @@ Vector3 Basis::get_euler(EulerOrder p_order) const {
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// -cx*sy sx cx*cy
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Vector3 euler;
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real_t sx = elements[2 ][1 ];
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- if (sx < (1.0 - CMP_EPSILON)) {
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- if (sx > -(1.0 - CMP_EPSILON)) {
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+ if (sx < (1 .0f - CMP_EPSILON)) {
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+ if (sx > -(1 .0f - CMP_EPSILON)) {
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euler.x = Math::asin (sx);
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euler.y = Math::atan2 (-elements[2 ][0 ], elements[2 ][2 ]);
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euler.z = Math::atan2 (-elements[0 ][1 ], elements[1 ][1 ]);
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} else {
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// It's -1
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- euler.x = -Math_PI / 2.0 ;
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+ euler.x = -Math_PI / 2 .0f ;
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euler.y = Math::atan2 (elements[0 ][2 ], elements[0 ][0 ]);
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euler.z = 0 ;
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}
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} else {
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// It's 1
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- euler.x = Math_PI / 2.0 ;
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+ euler.x = Math_PI / 2 .0f ;
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euler.y = Math::atan2 (elements[0 ][2 ], elements[0 ][0 ]);
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euler.z = 0 ;
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}
@@ -621,21 +621,21 @@ Vector3 Basis::get_euler(EulerOrder p_order) const {
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// -sy cy*sx cy*cx
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Vector3 euler;
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real_t sy = elements[2 ][0 ];
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- if (sy < (1.0 - CMP_EPSILON)) {
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- if (sy > -(1.0 - CMP_EPSILON)) {
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+ if (sy < (1 .0f - CMP_EPSILON)) {
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+ if (sy > -(1 .0f - CMP_EPSILON)) {
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euler.x = Math::atan2 (elements[2 ][1 ], elements[2 ][2 ]);
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euler.y = Math::asin (-sy);
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euler.z = Math::atan2 (elements[1 ][0 ], elements[0 ][0 ]);
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} else {
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// It's -1
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euler.x = 0 ;
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- euler.y = Math_PI / 2.0 ;
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+ euler.y = Math_PI / 2 .0f ;
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euler.z = -Math::atan2 (elements[0 ][1 ], elements[1 ][1 ]);
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}
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} else {
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// It's 1
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euler.x = 0 ;
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- euler.y = -Math_PI / 2.0 ;
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+ euler.y = -Math_PI / 2 .0f ;
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euler.z = -Math::atan2 (elements[0 ][1 ], elements[1 ][1 ]);
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}
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return euler;
@@ -652,15 +652,15 @@ void Basis::set_euler(const Vector3 &p_euler, EulerOrder p_order) {
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c = Math::cos (p_euler.x );
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s = Math::sin (p_euler.x );
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- Basis xmat (1.0 , 0.0 , 0.0 , 0.0 , c, -s, 0. 0 , s, c);
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+ Basis xmat (1 , 0 , 0 , 0 , c, -s, 0 , s, c);
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c = Math::cos (p_euler.y );
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s = Math::sin (p_euler.y );
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- Basis ymat (c, 0.0 , s, 0.0 , 1.0 , 0.0 , -s, 0. 0 , c);
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+ Basis ymat (c, 0 , s, 0 , 1 , 0 , -s, 0 , c);
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c = Math::cos (p_euler.z );
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s = Math::sin (p_euler.z );
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- Basis zmat (c, -s, 0.0 , s, c, 0.0 , 0.0 , 0.0 , 1.0 );
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+ Basis zmat (c, -s, 0 , s, c, 0 , 0 , 0 , 1 );
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switch (p_order) {
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case EULER_ORDER_XYZ: {
@@ -722,10 +722,10 @@ Quaternion Basis::get_quaternion() const {
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real_t trace = m.elements [0 ][0 ] + m.elements [1 ][1 ] + m.elements [2 ][2 ];
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real_t temp[4 ];
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- if (trace > 0.0 ) {
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- real_t s = Math::sqrt (trace + 1.0 );
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- temp[3 ] = (s * 0.5 );
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- s = 0.5 / s;
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+ if (trace > 0 .0f ) {
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+ real_t s = Math::sqrt (trace + 1 .0f );
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+ temp[3 ] = (s * 0 .5f );
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+ s = 0 .5f / s;
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temp[0 ] = ((m.elements [2 ][1 ] - m.elements [1 ][2 ]) * s);
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temp[1 ] = ((m.elements [0 ][2 ] - m.elements [2 ][0 ]) * s);
@@ -737,9 +737,9 @@ Quaternion Basis::get_quaternion() const {
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int j = (i + 1 ) % 3 ;
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int k = (i + 2 ) % 3 ;
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- real_t s = Math::sqrt (m.elements [i][i] - m.elements [j][j] - m.elements [k][k] + 1.0 );
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- temp[i] = s * 0.5 ;
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- s = 0.5 / s;
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+ real_t s = Math::sqrt (m.elements [i][i] - m.elements [j][j] - m.elements [k][k] + 1 .0f );
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+ temp[i] = s * 0 .5f ;
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+ s = 0 .5f / s;
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temp[3 ] = (m.elements [k][j] - m.elements [j][k]) * s;
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temp[j] = (m.elements [j][i] + m.elements [i][j]) * s;
@@ -782,10 +782,10 @@ int Basis::get_orthogonal_index() const {
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for (int i = 0 ; i < 3 ; i++) {
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for (int j = 0 ; j < 3 ; j++) {
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real_t v = orth[i][j];
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- if (v > 0.5 ) {
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- v = 1.0 ;
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- } else if (v < -0.5 ) {
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- v = -1.0 ;
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+ if (v > 0 .5f ) {
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+ v = 1 .0f ;
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+ } else if (v < -0 .5f ) {
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+ v = -1 .0f ;
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} else {
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v = 0 ;
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}
@@ -890,14 +890,14 @@ void Basis::get_axis_angle(Vector3 &r_axis, real_t &r_angle) const {
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void Basis::set_quaternion (const Quaternion &p_quaternion) {
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real_t d = p_quaternion.length_squared ();
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- real_t s = 2.0 / d;
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+ real_t s = 2 .0f / d;
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real_t xs = p_quaternion.x * s, ys = p_quaternion.y * s, zs = p_quaternion.z * s;
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real_t wx = p_quaternion.w * xs, wy = p_quaternion.w * ys, wz = p_quaternion.w * zs;
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real_t xx = p_quaternion.x * xs, xy = p_quaternion.x * ys, xz = p_quaternion.x * zs;
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real_t yy = p_quaternion.y * ys, yz = p_quaternion.y * zs, zz = p_quaternion.z * zs;
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- set (1.0 - (yy + zz), xy - wz, xz + wy,
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- xy + wz, 1.0 - (xx + zz), yz - wx,
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- xz - wy, yz + wx, 1.0 - (xx + yy));
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+ set (1 .0f - (yy + zz), xy - wz, xz + wy,
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+ xy + wz, 1 .0f - (xx + zz), yz - wx,
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+ xz - wy, yz + wx, 1 .0f - (xx + yy));
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}
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void Basis::set_axis_angle (const Vector3 &p_axis, real_t p_phi) {
@@ -907,9 +907,9 @@ void Basis::set_axis_angle(const Vector3 &p_axis, real_t p_phi) {
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#endif
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Vector3 axis_sq (p_axis.x * p_axis.x , p_axis.y * p_axis.y , p_axis.z * p_axis.z );
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real_t cosine = Math::cos (p_phi);
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- elements[0 ][0 ] = axis_sq.x + cosine * (1.0 - axis_sq.x );
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- elements[1 ][1 ] = axis_sq.y + cosine * (1.0 - axis_sq.y );
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- elements[2 ][2 ] = axis_sq.z + cosine * (1.0 - axis_sq.z );
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+ elements[0 ][0 ] = axis_sq.x + cosine * (1 .0f - axis_sq.x );
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+ elements[1 ][1 ] = axis_sq.y + cosine * (1 .0f - axis_sq.y );
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+ elements[2 ][2 ] = axis_sq.z + cosine * (1 .0f - axis_sq.z );
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real_t sine = Math::sin (p_phi);
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real_t t = 1 - cosine;
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