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reordered and fixed compile errors
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@ -128,49 +128,6 @@ void getRotationMatrixFromQuartenion(float q[4], float m[4][4]){
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}
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void getRotationMatrixFromVectors(float vin[3], float vout[3], float matrix[4][4]){
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normalizeVector(vout,3);
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float q[4] = {0,0,0,0};
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float vin_length = 0;
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float vout_length = 0;
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float dotprod = 0;
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int i;
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for (i=0; i<3; i++){
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vin_length += vin[i]*vin[i];
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vout_length+= vout[i]*vout[i];
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dotprod += vin[i]*vout[i];
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}
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#if 1 //mila
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q[0] = sqrt(vin_length * vout_length) + dotprod;
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q[1] = -1*(vin[1]*vout[2] - vin[2]*vout[1]);
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q[2] = -1*(vin[2]*vout[0] - vin[0]*vout[2]);
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q[3] = -1*(vin[0]*vout[1] - vin[1]*vout[0]);
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#else
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float axis[3] = {0,0,0};
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axis[0] = -1*(vin[1]*vout[2] - vin[2]*vout[1]);
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axis[1] = -1*(vin[2]*vout[0] - vin[0]*vout[2]);
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axis[2] = -1*(vin[0]*vout[1] - vin[1]*vout[0]);
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normalizeVector(axis,3);
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float angle = acos(vin[0]*vout[0]+vin[1]*vout[1]+vin[2]*vout[2]);
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quaternionFromAxis(angle, axis, q);
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#endif
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float v0[4] = {0, vin[0], vin[1], vin[2]};
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float v1[4] = {0, vout[0], vout[1], vout[2]};
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slerp(v0, v1, 0.5, q);
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normalizeVector(q,4);
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getRotationMatrixFromQuartenion(q,matrix);
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}
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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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@ -191,10 +148,10 @@ void slerp(float v0[4], float v1[4], double t, float result[4]) {
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// If the inputs are too close for comfort, linearly interpolate
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// and normalize the result.
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for (i=0; i<4; i++){
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result[i] = v0[i] + t*(v1[i] Ð v0[i]);
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result[i] = v0[i] + t*(v1[i] - v0[i]);
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}
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normalizeVector(result,4);
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return result;
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return;
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}
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if (dot<-1) dot = -1;
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@ -204,14 +161,52 @@ void slerp(float v0[4], float v1[4], double t, float result[4]) {
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float v2[4] = {0,0,0,0};
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for (i=0; i<4; i++){
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v2[i] = v1[i] Ð v0[i]*dot;
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v2[i] = v1[i] - v0[i]*dot;
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}
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normalizeVector(v2,4); // { v0, v2 } is now an orthonormal basis
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for (i=0; i<4; i++){
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result[i] = v0[i]*cos(theta) + v2[i]*sin(theta);
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}
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return result;
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return;
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}
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void getRotationMatrixFromVectors(float vin[3], float vout[3], float matrix[4][4]){
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normalizeVector(vout,3);
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float q[4] = {0,0,0,0};
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float vin_length = 0;
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float vout_length = 0;
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float dotprod = 0;
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int i;
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for (i=0; i<3; i++){
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vin_length += vin[i]*vin[i];
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vout_length+= vout[i]*vout[i];
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dotprod += vin[i]*vout[i];
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}
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#if 1 //mila
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q[0] = sqrt(vin_length * vout_length) + dotprod;
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q[1] = -1*(vin[1]*vout[2] - vin[2]*vout[1]);
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q[2] = -1*(vin[2]*vout[0] - vin[0]*vout[2]);
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q[3] = -1*(vin[0]*vout[1] - vin[1]*vout[0]);
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#else
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float axis[3] = {0,0,0};
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axis[0] = -1*(vin[1]*vout[2] - vin[2]*vout[1]);
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axis[1] = -1*(vin[2]*vout[0] - vin[0]*vout[2]);
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axis[2] = -1*(vin[0]*vout[1] - vin[1]*vout[0]);
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normalizeVector(axis,3);
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float angle = acos(vin[0]*vout[0]+vin[1]*vout[1]+vin[2]*vout[2]);
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quaternionFromAxis(angle, axis, q);
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#endif
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normalizeVector(q,4);
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getRotationMatrixFromQuartenion(q,matrix);
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}
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#if 0
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