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axisAngle refactoring
Signed-off-by: Sergey Krivohatskiy <s.krivohatskiy@gmail.com>
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@ -1,6 +1,6 @@
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/// @ref gtx_matrix_interpolation
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/// @ref gtx_matrix_interpolation
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#include "../gtc/constants.hpp"
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#include "../ext/scalar_constants.hpp"
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namespace glm
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namespace glm
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{
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{
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@ -15,12 +15,11 @@ namespace glm
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if ((abs(m[1][0] + m[0][1]) < epsilon2) && (abs(m[2][0] + m[0][2]) < epsilon2) && (abs(m[2][1] + m[1][2]) < epsilon2) && (abs(m[0][0] + m[1][1] + m[2][2] - static_cast<T>(3.0)) < epsilon2))
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if ((abs(m[1][0] + m[0][1]) < epsilon2) && (abs(m[2][0] + m[0][2]) < epsilon2) && (abs(m[2][1] + m[1][2]) < epsilon2) && (abs(m[0][0] + m[1][1] + m[2][2] - static_cast<T>(3.0)) < epsilon2))
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{
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{
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angle = static_cast<T>(0.0);
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angle = static_cast<T>(0.0);
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axis.x = static_cast<T>(1.0);
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axis = vec<3, T, Q>(
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axis.y = static_cast<T>(0.0);
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static_cast<T>(1.0), static_cast<T>(0.0), static_cast<T>(0.0));
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axis.z = static_cast<T>(0.0);
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return;
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return;
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}
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}
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angle = static_cast<T>(3.1415926535897932384626433832795);
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angle = pi<T>();
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T xx = (m[0][0] + static_cast<T>(1.0)) * static_cast<T>(0.5);
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T xx = (m[0][0] + static_cast<T>(1.0)) * static_cast<T>(0.5);
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T yy = (m[1][1] + static_cast<T>(1.0)) * static_cast<T>(0.5);
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T yy = (m[1][1] + static_cast<T>(1.0)) * static_cast<T>(0.5);
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T zz = (m[2][2] + static_cast<T>(1.0)) * static_cast<T>(0.5);
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T zz = (m[2][2] + static_cast<T>(1.0)) * static_cast<T>(0.5);
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@ -74,9 +73,7 @@ namespace glm
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}
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}
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return;
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return;
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}
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}
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T s = sqrt((m[2][1] - m[1][2]) * (m[2][1] - m[1][2]) + (m[2][0] - m[0][2]) * (m[2][0] - m[0][2]) + (m[1][0] - m[0][1]) * (m[1][0] - m[0][1]));
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if (glm::abs(s) < T(0.001))
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s = static_cast<T>(1);
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T const angleCos = (m[0][0] + m[1][1] + m[2][2] - static_cast<T>(1)) * static_cast<T>(0.5);
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T const angleCos = (m[0][0] + m[1][1] + m[2][2] - static_cast<T>(1)) * static_cast<T>(0.5);
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if(angleCos >= static_cast<T>(1.0))
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if(angleCos >= static_cast<T>(1.0))
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{
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{
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@ -90,9 +87,9 @@ namespace glm
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{
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{
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angle = acos(angleCos);
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angle = acos(angleCos);
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}
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}
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axis.x = (m[1][2] - m[2][1]) / s;
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axis.y = (m[2][0] - m[0][2]) / s;
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axis = glm::normalize(glm::vec<3, T, Q>(
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axis.z = (m[0][1] - m[1][0]) / s;
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m[1][2] - m[2][1], m[2][0] - m[0][2], m[0][1] - m[1][0]));
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}
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}
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template<typename T, qualifier Q>
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template<typename T, qualifier Q>
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