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@ -24,6 +24,9 @@
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History
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History
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$Log: not supported by cvs2svn $
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$Log: not supported by cvs2svn $
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Revision 1.2 2004/02/13 02:18:57 cignoni
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Edited Comments and GPL license
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****************************************************************************/
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****************************************************************************/
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@ -45,6 +48,9 @@ namespace vcg {
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public:
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public:
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static T inline Sqrt(const T v);
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static T inline Sqrt(const T v);
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static T inline Abs(const T v);
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static T inline Abs(const T v);
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static T inline Cos(const T v);
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static T inline Sin(const T v);
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static const T MaxVal;
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static const T MaxVal;
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static T ToDeg(const T &a);
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static T ToDeg(const T &a);
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@ -62,10 +68,20 @@ namespace vcg {
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{ return sqrtf(v); }
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{ return sqrtf(v); }
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float Math<float>::Abs(const float v)
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float Math<float>::Abs(const float v)
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{ return fabsf(v); }
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{ return fabsf(v); }
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float Math<float>::Cos(const float v)
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{ return cosf(v); }
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float Math<float>::Sin(const float v)
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{ return sinf(v); }
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double Math<double>::Sqrt(const double v)
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double Math<double>::Sqrt(const double v)
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{ return sqrt(v); }
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{ return sqrt(v); }
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double Math<double>::Abs(const double v)
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double Math<double>::Abs(const double v)
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{ return fabs(v); }
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{ return fabs(v); }
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double Math<double>::Cos(const double v)
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{ return cos(v); }
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double Math<double>::Sin(const double v)
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{ return sin(v); }
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const unsigned char Math<unsigned char >::MaxVal = 255;
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const unsigned char Math<unsigned char >::MaxVal = 255;
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@ -30,12 +30,9 @@ $LOG$
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#ifndef __VCGLIB_MATRIX44
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#ifndef __VCGLIB_MATRIX44
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#define __VCGLIB_MATRIX44
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#define __VCGLIB_MATRIX44
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#include <math.h>
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#include <string.h>
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#include <string.h>
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#include "../space/Point3.h"
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#include <vcg/space/point3.h>
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#include "../space/Point4.h"
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#include <vcg/space/point4.h>
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namespace vcg {
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namespace vcg {
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@ -311,8 +308,8 @@ template <class T> void Matrix44<T>::SetTranslate(const T sx, const T sy, const
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}
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}
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template <class T> void Matrix44<T>::SetRotate(T angle, const Point3<T> & axis) {
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template <class T> void Matrix44<T>::SetRotate(T angle, const Point3<T> & axis) {
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//angle = angle*(T)3.14159265358979323846/180; e' in radianti!
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//angle = angle*(T)3.14159265358979323846/180; e' in radianti!
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T c = Cos(angle);
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T c = Math<T>::Cos(angle);
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T s = Sin(angle);
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T s = Math<T>::Sin(angle);
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T q = 1-c;
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T q = 1-c;
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Point3<T> t = axis;
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Point3<T> t = axis;
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t.Normalize();
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t.Normalize();
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