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return rotation angle
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@ -154,8 +154,8 @@ void getRotationMatrixFromVectors(float vin[3], float vout[3], float matrix[4][4
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getRotationMatrixFromQuartenion(q,matrix);
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}
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void getRotationAngle(float matrix[4][4], float angle){
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angle = acos( (matrix[0][0]+matrix[1][1]+matrix[2][2]-1) * 0.5);
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float getRotationAngle(float matrix[4][4]){
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return acos( (matrix[0][0]+matrix[1][1]+matrix[2][2]-1) * 0.5);
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}
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#if 0
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