Double - float conversions.
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@ -164,32 +164,32 @@ template <class S> void Quaternion<S>::ToMatrix(Matrix44<S> &m) const {
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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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double Sc;
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double t = (m[0] + m[5] + m[10] + 1);
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S Sc;
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S t = (m[0] + m[5] + m[10] + (S)1.0);
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if(t > 0) {
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Sc = 0.5 / sqrt(t);
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V(0) = 0.25 / Sc;
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Sc = (S)0.5 / math::Sqrt(t);
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V(0) = (S)0.25 / Sc;
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V(1) = ( m[9] - m[6] ) * Sc;
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V(2) = ( m[2] - m[8] ) * Sc;
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V(3) = ( m[4] - m[1] ) * Sc;
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} else {
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if(m[0] > m[5] && m[0] > m[10]) {
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Sc = sqrt( 1.0 + m[0] - m[5] - m[10] ) * 2;
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V(1) = 0.5 / Sc;
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Sc = math::Sqrt( (S)1.0 + m[0] - m[5] - m[10] ) * (S)2.0;
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V(1) = (S)0.5 / Sc;
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V(2) = (m[1] + m[4] ) / Sc;
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V(3) = (m[2] + m[8] ) / Sc;
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V(0) = (m[6] + m[9] ) / Sc;
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} else if( m[5] > m[10]) {
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Sc = sqrt( 1.0 + m[5] - m[0] - m[10] ) * 2;
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Sc = math::Sqrt( (S)1.0 + m[5] - m[0] - m[10] ) * (S)2.0;
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V(1) = (m[1] + m[4] ) / Sc;
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V(2) = 0.5 / Sc;
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V(2) = (S)0.5 / Sc;
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V(3) = (m[6] + m[9] ) / Sc;
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V(0) = (m[2] + m[8] ) / Sc;
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} else {
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Sc = sqrt( 1.0 + m[10] - m[0] - m[5] ) * 2;
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Sc = math::Sqrt( (S)1.0 + m[10] - m[0] - m[5] ) * (S)2.0;
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V(1) = (m[2] + m[8] ) / Sc;
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V(2) = (m[6] + m[9] ) / Sc;
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V(3) = 0.5 / Sc;
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V(3) = (S)0.5 / Sc;
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V(0) = (m[1] + m[4] ) / Sc;
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}
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}
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