2016-03-27 11:49:47 +02:00
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/*
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===========================================================================
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2023-11-06 17:58:58 +01:00
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Copyright (C) 2023 the OpenMoHAA team
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2016-03-27 11:49:47 +02:00
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This file is part of OpenMoHAA source code.
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OpenMoHAA source code is free software; you can redistribute it
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and/or modify it under the terms of the GNU General Public License as
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published by the Free Software Foundation; either version 2 of the License,
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or (at your option) any later version.
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OpenMoHAA source code is distributed in the hope that it will be
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useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with OpenMoHAA source code; if not, write to the Free Software
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Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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===========================================================================
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*/
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// SkelQuat.h : Skeletor Quat
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2023-11-06 17:58:58 +01:00
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#pragma once
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2016-03-27 11:49:47 +02:00
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#ifdef __cplusplus
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# include "SkelVec3.h"
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# include "SkelVec4.h"
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# include "SkelMat3.h"
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# include "SkelMat4.h"
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class SkelQuat
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{
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public:
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union {
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float val[4];
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struct {
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float x;
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float y;
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float z;
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float w;
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};
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};
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SkelQuat();
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SkelQuat(SkelVec3 vec);
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SkelQuat(SkelMat3 mat3);
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SkelQuat(SkelMat4 mat4);
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SkelQuat(float x, float y, float z, float w);
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SkelQuat(float *quat);
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SkelQuat(const float *quat);
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SkelQuat(float w, const SkelVec3 *vec);
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float& operator[](int index);
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float operator[](int index) const;
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operator float *();
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operator float *() const;
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void Set(float x, float y, float z, float w);
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void Set(SkelVec4 vec4);
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void Set(float *quat);
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void SetAngle(float a);
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void SetAxis(SkelVec3 vec);
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void Invert();
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float Length() const;
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float LengthSquared() const;
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void Normalize();
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void GetMat3(SkelMat3& mat3) const;
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void GetMat4(SkelMat4& mat4) const;
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void GetEulerAngles(float *angles) const;
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bool IsUnit() const;
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void MakeIdentity();
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bool IsIdentity();
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bool IsValid() const;
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};
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inline SkelQuat::SkelQuat()
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{
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QuatClear(val);
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}
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inline SkelQuat::SkelQuat(SkelVec3 vec)
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{
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EulerToQuat(vec.val, val);
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}
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inline SkelQuat::SkelQuat(SkelMat3 mat3)
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{
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MatToQuat(mat3.val, val);
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}
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inline SkelQuat::SkelQuat(SkelMat4 mat4)
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{
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MatToQuat(mat4.val, val);
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}
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inline SkelQuat::SkelQuat(float x, float y, float z, float w)
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{
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Set(x, y, z, w);
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}
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inline SkelQuat::SkelQuat(float *quat)
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{
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val[0] = quat[0];
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val[1] = quat[1];
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val[2] = quat[2];
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val[3] = quat[3];
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}
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inline SkelQuat::SkelQuat(const float *quat)
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{
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val[0] = quat[0];
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val[1] = quat[1];
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val[2] = quat[2];
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val[3] = quat[3];
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}
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inline SkelQuat::SkelQuat(float w, const SkelVec3 *vec)
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{
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val[0] = vec->x;
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val[1] = vec->y;
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val[2] = vec->z;
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val[3] = w;
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}
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inline void SkelQuat::Set(float x, float y, float z, float w)
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{
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this->x = x;
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this->y = y;
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this->z = z;
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this->w = w;
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}
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inline void SkelQuat::Set(SkelVec4 vec4)
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{
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val[0] = vec4.val[0];
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val[1] = vec4.val[1];
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val[2] = vec4.val[2];
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val[3] = vec4.val[3];
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}
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inline void SkelQuat::Set(float *quat)
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{
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val[0] = quat[0];
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val[1] = quat[1];
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val[2] = quat[2];
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val[3] = quat[3];
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}
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inline void SkelQuat::SetAngle(float a)
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{
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SkelVec3 vec;
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vec.y = a;
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EulerToQuat(vec.val, val);
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}
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inline void SkelQuat::SetAxis(SkelVec3 vec)
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{
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EulerToQuat(vec.val, val);
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}
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inline void SkelQuat::Invert()
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{
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QuatInverse(val);
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}
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inline float SkelQuat::Length() const
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{
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return (float)sqrt(val[0] * val[0] + val[1] * val[1] + val[2] * val[2] + val[3] * val[3]);
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}
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inline float SkelQuat::LengthSquared() const
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{
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return val[0] * val[0] + val[1] * val[1] + val[2] * val[2] + val[3] * val[3];
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}
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inline void SkelQuat::Normalize()
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{
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VectorNormalize(val);
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}
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inline void SkelQuat::GetMat3(SkelMat3& mat3) const
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{
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QuatToMat(val, mat3.val);
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}
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inline void SkelQuat::GetMat4(SkelMat4& mat4) const
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{
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QuatToMat(val, mat4.val);
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}
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inline void SkelQuat::GetEulerAngles(float *angles) const
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{
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QuatToAngles(val, angles);
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}
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inline bool SkelQuat::IsUnit() const
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{
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// FIXME: stub
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return false;
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}
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inline void SkelQuat::MakeIdentity()
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{
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x = 0.0f;
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y = 0.0f;
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z = 0.0f;
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w = 1.0f;
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}
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inline bool SkelQuat::IsIdentity()
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{
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return (x == 0.0f) && (y == 0.0f) && (z == 0.0f) && (w == 1.0f);
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}
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inline bool SkelQuat::IsValid() const
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{
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// FIXME: stub
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return true;
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}
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inline void Slerp(SkelQuat& from, SkelQuat& to, float t, SkelQuat *out)
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{
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static_assert(sizeof(float) == sizeof(int), "Float must be the same size as Int");
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float f;
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float f2;
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f = from.x * to.x + from.y * to.y + from.z * to.z + from.w * to.w;
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f2 = 1.0 - t;
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// little hack because I don't know how can this operation be converted to float...
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*(int *)&f = (*(int *)&f & 0x80000000) ^ *(int *)&f2;
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out->x = to.x * t + from.x * f;
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out->y = to.y * t + from.y * f;
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out->z = to.z * t + from.z * f;
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out->w = to.w * t + from.w * f;
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f = 1.0 / out->Length();
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out->x = out->x * f;
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out->y = out->y * f;
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out->z = out->z * f;
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out->w = out->w * f;
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}
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inline SkelQuat::operator float *()
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{
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return val;
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}
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inline SkelQuat::operator float *() const
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{
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return (float *)val;
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}
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inline float& SkelQuat::operator[](int index)
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{
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return val[index];
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}
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inline float SkelQuat::operator[](int index) const
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{
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return val[index];
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}
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#else
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typedef struct {
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union {
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float val[4];
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struct {
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float x;
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float y;
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float z;
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float w;
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};
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};
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} SkelQuat;
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#endif
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