ToMatrix returned the inverse matrix. OUCH.
This affects trackball and shot.h Added a const also.
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@ -24,6 +24,9 @@
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History
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$Log: not supported by cvs2svn $
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Revision 1.18 2007/07/03 16:07:09 corsini
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add DCM to Euler Angles method (to implement)
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Revision 1.17 2007/02/06 12:24:07 tarini
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added a missing "Quaternion<S>::" in "FromEulerAngles"
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@ -59,6 +62,9 @@ updated access to matrix44 elements through V() instead simple []
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Revision 1.6 2004/03/25 14:57:49 ponchio
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Microerror. ($LOG$ -> $Log: not supported by cvs2svn $
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Microerror. ($LOG$ -> Revision 1.18 2007/07/03 16:07:09 corsini
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Microerror. ($LOG$ -> add DCM to Euler Angles method (to implement)
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Microerror. ($LOG$ ->
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Microerror. ($LOG$ -> Revision 1.17 2007/02/06 12:24:07 tarini
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Microerror. ($LOG$ -> added a missing "Quaternion<S>::" in "FromEulerAngles"
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Microerror. ($LOG$ ->
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@ -132,7 +138,7 @@ public:
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void FromAxis(const S phi, const Point3<S> &a);
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void ToAxis(S &phi, Point3<S> &a ) const;
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void FromMatrix(Matrix44<S> &m);
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void FromMatrix(const Matrix44<S> &m);
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void ToMatrix(Matrix44<S> &m) const;
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void ToMatrix(Matrix33<S> &m) const;
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@ -254,23 +260,23 @@ template <class S> void Quaternion<S>::ToMatrix(Matrix44<S> &m) const {
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S q23 = V(3)*V(0);
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m[0][0] = (S)(1.0-(q11 + q22)*2.0);
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m[1][0] = (S)((q01 - q23)*2.0);
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m[2][0] = (S)((q02 + q13)*2.0);
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m[3][0] = (S)0.0;
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m[0][1] = (S)((q01 + q23)*2.0);
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m[1][1] = (S)(1.0-(q22 + q00)*2.0);
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m[2][1] = (S)((q12 - q03)*2.0);
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m[3][1] = (S)0.0;
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m[0][2] = (S)((q02 - q13)*2.0);
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m[1][2] = (S)((q12 + q03)*2.0);
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m[2][2] = (S)(1.0-(q11 + q00)*2.0);
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m[3][2] = (S)0.0;
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m[0][1] = (S)((q01 - q23)*2.0);
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m[0][2] = (S)((q02 + q13)*2.0);
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m[0][3] = (S)0.0;
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m[1][0] = (S)((q01 + q23)*2.0);
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m[1][1] = (S)(1.0-(q22 + q00)*2.0);
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m[1][2] = (S)((q12 - q03)*2.0);
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m[1][3] = (S)0.0;
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m[2][0] = (S)((q02 - q13)*2.0);
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m[2][1] = (S)((q12 + q03)*2.0);
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m[2][2] = (S)(1.0-(q11 + q00)*2.0);
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m[2][3] = (S)0.0;
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m[3][0] = (S)0.0;
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m[3][1] = (S)0.0;
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m[3][2] = (S)0.0;
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m[3][3] = (S)1.0;
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}
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@ -286,20 +292,20 @@ template <class S> void Quaternion<S>::ToMatrix(Matrix33<S> &m) const {
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S q23 = V(3)*V(0);
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m[0][0] = (S)(1.0-(q11 + q22)*2.0);
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m[1][0] = (S)((q01 - q23)*2.0);
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m[2][0] = (S)((q02 + q13)*2.0);
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m[0][1] = (S)((q01 - q23)*2.0);
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m[0][2] = (S)((q02 + q13)*2.0);
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m[0][1] = (S)((q01 + q23)*2.0);
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m[1][0] = (S)((q01 + q23)*2.0);
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m[1][1] = (S)(1.0-(q22 + q00)*2.0);
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m[2][1] = (S)((q12 - q03)*2.0);
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m[1][2] = (S)((q12 - q03)*2.0);
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m[0][2] = (S)((q02 - q13)*2.0);
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m[1][2] = (S)((q12 + q03)*2.0);
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m[2][0] = (S)((q02 - q13)*2.0);
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m[2][1] = (S)((q12 + q03)*2.0);
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m[2][2] = (S)(1.0-(q11 + q00)*2.0);
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}
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///warning m deve essere una matrice di rotazione pena il disastro.
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template <class S> void Quaternion<S>::FromMatrix(Matrix44<S> &m) {
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template <class S> void Quaternion<S>::FromMatrix(const Matrix44<S> &m) {
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S Sc;
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S t = (m.V()[0] + m.V()[5] + m.V()[10] + (S)1.0);
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if(t > 0) {
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