* removed some refactoring left-over
git-svn-id: file:///srv/svn/repos/haiku/haiku/trunk@24149 a95241bf-73f2-0310-859d-f6bbb57e9c96
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@ -97,18 +97,18 @@ public:
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void setRotation(const Vector3& axis, const float& angle)
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{
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float d = axis.length();
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assert(d != float(0.0));
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float s = sin(angle * float(0.5)) / d;
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assert(d != 0.0f);
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float s = sin(angle * 0.5f) / d;
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setValue(axis.x() * s, axis.y() * s, axis.z() * s,
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cos(angle * float(0.5)));
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cos(angle * 0.5f));
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}
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void setEuler(const float& yaw, const float& pitch, const float& roll)
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{
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float halfYaw = float(yaw) * float(0.5);
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float halfPitch = float(pitch) * float(0.5);
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float halfRoll = float(roll) * float(0.5);
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float halfYaw = yaw * 0.5f;
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float halfPitch = pitch * 0.5f;
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float halfRoll = roll * 0.5f;
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float cosYaw = cos(halfYaw);
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float sinYaw = sin(halfYaw);
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float cosPitch = cos(halfPitch);
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@ -186,15 +186,15 @@ public:
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Quaternion operator/(const float& s) const
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{
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assert(s != float(0.0));
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return *this * (float(1.0) / s);
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assert(s != 0.0f);
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return *this * (1.0f / s);
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}
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Quaternion& operator/=(const float& s)
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{
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assert(s != float(0.0));
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return *this *= float(1.0) / s;
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assert(s != 0.0f);
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return *this *= 1.0f / s;
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}
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@ -207,14 +207,14 @@ public:
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float angle(const Quaternion& q) const
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{
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float s = sqrt(length2() * q.length2());
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assert(s != float(0.0));
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assert(s != 0.0f);
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return acos(dot(q) / s);
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}
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float getAngle() const
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{
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float s = float(2.) * acos(m_w);
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float s = 2.0f * acos(m_w);
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return s;
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}
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@ -262,10 +262,10 @@ public:
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Quaternion slerp(const Quaternion& q, const float& t) const
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{
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float theta = angle(q);
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if (theta != float(0.0))
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if (theta != 0.0f)
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{
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float d = float(1.0) / sin(theta);
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float s0 = sin((float(1.0) - t) * theta);
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float d = 1.0f / sin(theta);
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float s0 = sin((1.0f - t) * theta);
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float s1 = sin(t * theta);
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return Quaternion((m_x * s0 + q.x() * s1) * d,
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(m_y * s0 + q.y() * s1) * d,
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@ -95,8 +95,8 @@ public:
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inline Vector3& operator/=(const float& s)
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{
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//btFullAssert(s != float(0.0));
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return *this *= float(1.0) / s;
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assert(s != 0.0f);
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return *this *= 1.0f / s;
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}
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@ -139,7 +139,7 @@ public:
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inline float angle(const Vector3& v) const
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{
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float s = sqrt(length2() * v.length2());
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//btFullAssert(s != float(0.0));
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assert(s != 0.0f);
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return acos(dot(v) / s);
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}
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@ -196,7 +196,7 @@ public:
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inline void setInterpolate3(const Vector3& v0, const Vector3& v1, float rt)
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{
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float s = float(1.0) - rt;
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float s = 1.0f - rt;
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m_x = s * v0.x() + rt * v1.x();
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m_y = s * v0.y() + rt * v1.y();
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m_z = s * v0.z() + rt * v1.z();
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@ -260,8 +260,8 @@ operator*(const float& s, const Vector3& v)
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inline Vector3
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operator/(const Vector3& v, const float& s)
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{
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//btFullAssert(s != float(0.0));
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return v * (float(1.0) / s);
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assert(s != 0.0f);
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return v * (1.0f / s);
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}
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inline Vector3
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