Make some modifications in the mathematics library
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fe88e68e73
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@ -62,7 +62,7 @@ Vector3 CylinderShape::getLocalSupportPoint(const Vector3& direction, decimal ma
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Vector3 w(direction.x, 0.0, direction.z);
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decimal lengthW = sqrt(direction.x * direction.x + direction.z * direction.z);
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if (lengthW != 0.0) {
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if (lengthW > MACHINE_EPSILON) {
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if (uDotv < 0.0) supportPoint.y = -mHalfHeight;
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else supportPoint.y = mHalfHeight;
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supportPoint += (mRadius / lengthW) * w;
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@ -73,21 +73,27 @@ Matrix3x3& Matrix3x3::operator=(const Matrix3x3& matrix) {
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// Return the inverse matrix
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Matrix3x3 Matrix3x3::getInverse() const {
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// Compute the determinant of the matrix
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decimal determinant = getDeterminant();
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// Check if the determinant is equal to zero
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assert(determinant != 0.0);
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decimal invDeterminant = 1.0 / determinant;
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Matrix3x3 tempMatrix;
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assert(std::abs(determinant) > MACHINE_EPSILON);
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// Compute the inverse of the matrix
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tempMatrix.setAllValues((mArray[1][1]*mArray[2][2]-mArray[2][1]*mArray[1][2]), -(mArray[1][0]*mArray[2][2]-mArray[2][0]*mArray[1][2]), (mArray[1][0]*mArray[2][1]-mArray[2][0]*mArray[1][1]),
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-(mArray[0][1]*mArray[2][2]-mArray[2][1]*mArray[0][2]), (mArray[0][0]*mArray[2][2]-mArray[2][0]*mArray[0][2]), -(mArray[0][0]*mArray[2][1]-mArray[2][0]*mArray[0][1]),
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(mArray[0][1]*mArray[1][2]-mArray[0][2]*mArray[1][1]), -(mArray[0][0]*mArray[1][2]-mArray[1][0]*mArray[0][2]), (mArray[0][0]*mArray[1][1]-mArray[0][1]*mArray[1][0]));
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decimal invDeterminant = decimal(1.0) / determinant;
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Matrix3x3 tempMatrix((mArray[1][1]*mArray[2][2]-mArray[2][1]*mArray[1][2]),
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-(mArray[0][1]*mArray[2][2]-mArray[2][1]*mArray[0][2]),
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(mArray[0][1]*mArray[1][2]-mArray[0][2]*mArray[1][1]),
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-(mArray[1][0]*mArray[2][2]-mArray[2][0]*mArray[1][2]),
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(mArray[0][0]*mArray[2][2]-mArray[2][0]*mArray[0][2]),
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-(mArray[0][0]*mArray[1][2]-mArray[1][0]*mArray[0][2]),
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(mArray[1][0]*mArray[2][1]-mArray[2][0]*mArray[1][1]),
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-(mArray[0][0]*mArray[2][1]-mArray[2][0]*mArray[0][1]),
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(mArray[0][0]*mArray[1][1]-mArray[0][1]*mArray[1][0]));
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// Return the inverse matrix
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return (invDeterminant * tempMatrix.getTranspose());
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return (invDeterminant * tempMatrix);
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}
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@ -32,26 +32,24 @@
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using namespace reactphysics3d;
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// Constructor of the class
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Quaternion::Quaternion()
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:mX(0.0), mY(0.0), mZ(0.0), mW(0.0) {
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Quaternion::Quaternion() : x(0.0), y(0.0), z(0.0), w(0.0) {
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}
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// Constructor with arguments
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Quaternion::Quaternion(decimal x, decimal y, decimal z, decimal w)
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:mX(x), mY(y), mZ(z), mW(w) {
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Quaternion::Quaternion(decimal newX, decimal newY, decimal newZ, decimal newW)
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:x(newX), y(newY), z(newZ), w(newW) {
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}
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// Constructor with the component w and the vector v=(x y z)
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Quaternion::Quaternion(decimal w, const Vector3& v)
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:mX(v.x), mY(v.y), mZ(v.z), mW(w) {
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Quaternion::Quaternion(decimal newW, const Vector3& v) : x(v.x), y(v.y), z(v.z), w(newW) {
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}
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// Copy-constructor
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Quaternion::Quaternion(const Quaternion& quaternion)
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:mX(quaternion.mX), mY(quaternion.mY), mZ(quaternion.mZ), mW(quaternion.mW) {
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:x(quaternion.x), y(quaternion.y), z(quaternion.z), w(quaternion.w) {
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}
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@ -78,20 +76,20 @@ Quaternion::Quaternion(const Matrix3x3& matrix) {
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s = 0.5 / r;
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// Compute the quaternion
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mX = (array[2][0] + array[0][2])*s;
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mY = (array[1][2] + array[2][1])*s;
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mZ = 0.5*r;
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mW = (array[1][0] - array[0][1])*s;
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x = (array[2][0] + array[0][2])*s;
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y = (array[1][2] + array[2][1])*s;
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z = 0.5*r;
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w = (array[1][0] - array[0][1])*s;
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}
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else {
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r = sqrt(array[1][1] - array[2][2] - array[0][0] + 1.0);
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s = 0.5 / r;
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// Compute the quaternion
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mX = (array[0][1] + array[1][0])*s;
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mY = 0.5 * r;
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mZ = (array[1][2] + array[2][1])*s;
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mW = (array[0][2] - array[2][0])*s;
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x = (array[0][1] + array[1][0])*s;
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y = 0.5 * r;
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z = (array[1][2] + array[2][1])*s;
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w = (array[0][2] - array[2][0])*s;
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}
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}
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else if (array[2][2] > array[0][0]) {
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@ -99,20 +97,20 @@ Quaternion::Quaternion(const Matrix3x3& matrix) {
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s = 0.5 / r;
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// Compute the quaternion
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mX = (array[2][0] + array[0][2])*s;
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mY = (array[1][2] + array[2][1])*s;
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mZ = 0.5 * r;
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mW = (array[1][0] - array[0][1])*s;
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x = (array[2][0] + array[0][2])*s;
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y = (array[1][2] + array[2][1])*s;
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z = 0.5 * r;
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w = (array[1][0] - array[0][1])*s;
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}
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else {
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r = sqrt(array[0][0] - array[1][1] - array[2][2] + 1.0);
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s = 0.5 / r;
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// Compute the quaternion
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mX = 0.5 * r;
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mY = (array[0][1] + array[1][0])*s;
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mZ = (array[2][0] - array[0][2])*s;
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mW = (array[2][1] - array[1][2])*s;
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x = 0.5 * r;
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y = (array[0][1] + array[1][0])*s;
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z = (array[2][0] - array[0][2])*s;
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w = (array[2][1] - array[1][2])*s;
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}
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}
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else {
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@ -120,10 +118,10 @@ Quaternion::Quaternion(const Matrix3x3& matrix) {
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s = 0.5/r;
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// Compute the quaternion
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mX = (array[2][1]-array[1][2])*s;
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mY = (array[0][2]-array[2][0])*s;
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mZ = (array[1][0]-array[0][1])*s;
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mW = 0.5 * r;
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x = (array[2][1]-array[1][2])*s;
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y = (array[0][2]-array[2][0])*s;
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z = (array[1][0]-array[0][1])*s;
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w = 0.5 * r;
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}
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}
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@ -148,10 +146,10 @@ void Quaternion::getRotationAngleAxis(decimal& angle, Vector3& axis) const {
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}
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// Compute the roation angle
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angle = acos(quaternion.mW) * 2.0;
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angle = acos(quaternion.w) * 2.0;
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// Compute the 3D rotation axis
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Vector3 rotationAxis(quaternion.mX, quaternion.mY, quaternion.mZ);
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Vector3 rotationAxis(quaternion.x, quaternion.y, quaternion.z);
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// Normalize the rotation axis
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rotationAxis = rotationAxis.getUnit();
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@ -163,7 +161,7 @@ void Quaternion::getRotationAngleAxis(decimal& angle, Vector3& axis) const {
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// Return the orientation matrix corresponding to this quaternion
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Matrix3x3 Quaternion::getMatrix() const {
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decimal nQ = mX*mX + mY*mY + mZ*mZ + mW*mW;
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decimal nQ = x*x + y*y + z*z + w*w;
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decimal s = 0.0;
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if (nQ > 0.0) {
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@ -171,18 +169,18 @@ Matrix3x3 Quaternion::getMatrix() const {
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}
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// Computations used for optimization (less multiplications)
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decimal xs = mX*s;
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decimal ys = mY*s;
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decimal zs = mZ*s;
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decimal wxs = mW*xs;
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decimal wys = mW*ys;
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decimal wzs = mW*zs;
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decimal xxs = mX*xs;
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decimal xys = mX*ys;
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decimal xzs = mX*zs;
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decimal yys = mY*ys;
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decimal yzs = mY*zs;
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decimal zzs = mZ*zs;
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decimal xs = x*s;
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decimal ys = y*s;
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decimal zs = z*s;
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decimal wxs = w*xs;
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decimal wys = w*ys;
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decimal wzs = w*zs;
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decimal xxs = x*xs;
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decimal xys = x*ys;
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decimal xzs = x*zs;
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decimal yys = y*ys;
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decimal yzs = y*zs;
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decimal zzs = z*zs;
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// Create the matrix corresponding to the quaternion
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return Matrix3x3(1.0-yys-zzs, xys-wzs, xzs + wys,
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@ -41,16 +41,14 @@ namespace reactphysics3d {
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q = (x*i, y*j, z*k, w) to represent a quaternion.
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-------------------------------------------------------------------
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*/
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class Quaternion {
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struct Quaternion {
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private :
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public :
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// -------------------- Attributes -------------------- //
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// Components of the quaternion
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decimal mX, mY, mZ, mW;
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public :
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decimal x, y, z, w;
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// -------------------- Methods -------------------- //
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Quaternion();
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// Constructor with arguments
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Quaternion(decimal x, decimal y, decimal z, decimal w);
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Quaternion(decimal newX, decimal newY, decimal newZ, decimal newW);
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// Constructor with the component w and the vector v=(x y z)
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Quaternion(decimal w, const Vector3& v);
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Quaternion(decimal newW, const Vector3& v);
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// Copy-constructor
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Quaternion(const Quaternion& quaternion);
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// Destructor
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~Quaternion();
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// Return the component x of the quaternion
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decimal getX() const;
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// Return the component y of the quaternion
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decimal getY() const;
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// Return the component z of the quaternion
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decimal getZ() const;
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// Return the component w of the quaternion
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decimal getW() const;
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// Set the value x
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void setX(decimal x);
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// Set the value y
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void setY(decimal y);
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// Set the value z
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void setZ(decimal z);
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// Set the value w
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void setW(decimal w);
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// Return the vector v=(x y z) of the quaternion
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Vector3 vectorV() const;
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bool operator==(const Quaternion& quaternion) const;
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};
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// Get the value x (inline)
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inline decimal Quaternion::getX() const {
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return mX;
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}
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// Get the value y (inline)
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inline decimal Quaternion::getY() const {
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return mY;
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}
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// Get the value z (inline)
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inline decimal Quaternion::getZ() const {
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return mZ;
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}
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// Get the value w (inline)
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inline decimal Quaternion::getW() const {
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return mW;
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}
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// Set the value x (inline)
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inline void Quaternion::setX(decimal x) {
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mX = x;
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}
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// Set the value y (inline)
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inline void Quaternion::setY(decimal y) {
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mY = y;
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}
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// Set the value z (inline)
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inline void Quaternion::setZ(decimal z) {
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mZ = z;
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}
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// Set the value w (inline)
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inline void Quaternion::setW(decimal w) {
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mW = w;
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}
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// Return the vector v=(x y z) of the quaternion
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inline Vector3 Quaternion::vectorV() const {
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// Return the vector v
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return Vector3(mX, mY, mZ);
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return Vector3(x, y, z);
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}
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// Return the length of the quaternion (inline)
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inline decimal Quaternion::length() const {
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return sqrt(mX*mX + mY*mY + mZ*mZ + mW*mW);
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return sqrt(x*x + y*y + z*z + w*w);
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}
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// Return the unit quaternion
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decimal lengthQuaternion = length();
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// Check if the length is not equal to zero
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assert (lengthQuaternion != 0.0);
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assert (lengthQuaternion > MACHINE_EPSILON);
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// Compute and return the unit quaternion
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return Quaternion(mX/lengthQuaternion, mY/lengthQuaternion,
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mZ/lengthQuaternion, mW/lengthQuaternion);
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return Quaternion(x / lengthQuaternion, y / lengthQuaternion,
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z / lengthQuaternion, w / lengthQuaternion);
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}
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// Return the identity quaternion
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@ -216,62 +151,62 @@ inline Quaternion Quaternion::identity() {
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// Return the conjugate of the quaternion (inline)
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inline Quaternion Quaternion::getConjugate() const {
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return Quaternion(-mX, -mY, -mZ, mW);
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return Quaternion(-x, -y, -z, w);
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}
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// Return the inverse of the quaternion (inline)
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inline Quaternion Quaternion::getInverse() const {
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decimal lengthQuaternion = length();
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lengthQuaternion = lengthQuaternion * lengthQuaternion;
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assert (lengthQuaternion != 0.0);
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assert (lengthQuaternion > MACHINE_EPSILON);
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// Compute and return the inverse quaternion
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return Quaternion(-mX/lengthQuaternion, -mY/lengthQuaternion,
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-mZ/lengthQuaternion, mW/lengthQuaternion);
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return Quaternion(-x / lengthQuaternion, -y / lengthQuaternion,
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-z / lengthQuaternion, w / lengthQuaternion);
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}
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// Scalar product between two quaternions
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inline decimal Quaternion::dot(const Quaternion& quaternion) const {
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return (mX*quaternion.mX + mY*quaternion.mY + mZ*quaternion.mZ + mW*quaternion.mW);
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return (x*quaternion.x + y*quaternion.y + z*quaternion.z + w*quaternion.w);
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}
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// Overloaded operator for the addition of two quaternions
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inline Quaternion Quaternion::operator+(const Quaternion& quaternion) const {
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// Return the result quaternion
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return Quaternion(mX + quaternion.mX, mY + quaternion.mY,
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mZ + quaternion.mZ, mW + quaternion.mW);
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return Quaternion(x + quaternion.x, y + quaternion.y, z + quaternion.z, w + quaternion.w);
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}
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// Overloaded operator for the substraction of two quaternions
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inline Quaternion Quaternion::operator-(const Quaternion& quaternion) const {
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// Return the result of the substraction
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return Quaternion(mX-quaternion.mX, mY - quaternion.mY,
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mZ - quaternion.mZ, mW - quaternion.mW);
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return Quaternion(x - quaternion.x, y - quaternion.y, z - quaternion.z, w - quaternion.w);
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}
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// Overloaded operator for the multiplication with a constant
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inline Quaternion Quaternion::operator*(decimal nb) const {
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// Return the result
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return Quaternion(nb*mX, nb*mY, nb*mZ, nb*mW);
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return Quaternion(nb * x, nb * y, nb * z, nb * w);
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}
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// Overloaded operator for the multiplication of two quaternions
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inline Quaternion Quaternion::operator*(const Quaternion& quaternion) const {
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// Return the result of the multiplication
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return Quaternion(mW*quaternion.mW - vectorV().dot(quaternion.vectorV()),
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mW*quaternion.vectorV()+quaternion.mW*vectorV() +
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return Quaternion(w * quaternion.w - vectorV().dot(quaternion.vectorV()),
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w * quaternion.vectorV() + quaternion.w * vectorV() +
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vectorV().cross(quaternion.vectorV()));
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}
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// Overloaded operator for the assignment
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inline Quaternion& Quaternion::operator=(const Quaternion& quaternion) {
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// Check for self-assignment
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if (this != &quaternion) {
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mX = quaternion.mX;
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mY = quaternion.mY;
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mZ = quaternion.mZ;
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mW = quaternion.mW;
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x = quaternion.x;
|
||||
y = quaternion.y;
|
||||
z = quaternion.z;
|
||||
w = quaternion.w;
|
||||
}
|
||||
|
||||
// Return this quaternion
|
||||
|
@ -280,10 +215,10 @@ inline Quaternion& Quaternion::operator=(const Quaternion& quaternion) {
|
|||
|
||||
// Overloaded operator for equality condition
|
||||
inline bool Quaternion::operator==(const Quaternion& quaternion) const {
|
||||
return (mX == quaternion.mX && mY == quaternion.mY &&
|
||||
mZ == quaternion.mZ && mW == quaternion.mW);
|
||||
return (x == quaternion.x && y == quaternion.y &&
|
||||
z == quaternion.z && w == quaternion.w);
|
||||
}
|
||||
|
||||
} // End of the ReactPhysics3D namespace
|
||||
}
|
||||
|
||||
#endif
|
||||
|
|
|
@ -30,27 +30,26 @@
|
|||
using namespace reactphysics3d;
|
||||
|
||||
// Constructor
|
||||
Transform::Transform() {
|
||||
mPosition = Vector3(0.0, 0.0, 0.0);
|
||||
mOrientation = Quaternion::identity();
|
||||
Transform::Transform() : mPosition(Vector3(0.0, 0.0, 0.0)), mOrientation(Quaternion::identity()) {
|
||||
|
||||
}
|
||||
|
||||
// Constructor
|
||||
Transform::Transform(const Vector3& position, const Matrix3x3& orientation) {
|
||||
mPosition = position;
|
||||
mOrientation = Quaternion(orientation);
|
||||
Transform::Transform(const Vector3& position, const Matrix3x3& orientation)
|
||||
: mPosition(position), mOrientation(Quaternion(orientation)) {
|
||||
|
||||
}
|
||||
|
||||
// Constructor
|
||||
Transform::Transform(const Vector3& position, const Quaternion& orientation) {
|
||||
mPosition = position;
|
||||
mOrientation = orientation;
|
||||
Transform::Transform(const Vector3& position, const Quaternion& orientation)
|
||||
: mPosition(position), mOrientation(orientation) {
|
||||
|
||||
}
|
||||
|
||||
// Copy-constructor
|
||||
Transform::Transform(const Transform& transform) {
|
||||
mPosition = transform.mPosition;
|
||||
mOrientation = transform.mOrientation;
|
||||
Transform::Transform(const Transform& transform)
|
||||
: mPosition(transform.mPosition), mOrientation(transform.mOrientation) {
|
||||
|
||||
}
|
||||
|
||||
// Destructor
|
||||
|
|
Loading…
Reference in New Issue
Block a user