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Consistent euler naming
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@ -49,15 +49,13 @@ Quaternion Quaternion_withValues(int32 x, int32 y, int32 z, int32 w);
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Quaternion Quaternion_fromVector(vect3D vector);
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vect3D Quaternion_toVector(Quaternion quaternion);
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Quaternion Quaternion_fromAxisAngle(vect3D axis, int angle);
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inline Quaternion Quaternion_fromRollPitchYaw(int32 roll, int32 pitch, int32 yaw);
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inline Quaternion Quaternion_fromEuler(int32 roll, int32 pitch, int32 yaw);
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vect3D Quaternion_toEuler(Quaternion q);
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m4x4 Quaternion_toMatrix(Quaternion quaternion);
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void Quaternion_multiply(Quaternion * quaternion1, Quaternion quaternion2);
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Quaternion Quaternion_multiplied(Quaternion quaternion1, Quaternion quaternion2);
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inline void DSGM_RotateRollPitchYaw(int32 roll, int32 pitch, int32 yaw);
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void Quaternion_normalize(Quaternion *quaternion);
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Quaternion Quaternion_normalized(Quaternion quaternion);
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BIN
lib/libdsgm.a
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lib/libdsgm.a
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@ -94,7 +94,7 @@ Quaternion Quaternion_fromAxisAngle(vect3D axis, int angle) {
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return quaternion;
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}
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inline Quaternion Quaternion_fromRollPitchYaw(int32 roll, int32 pitch, int32 yaw) {
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inline Quaternion Quaternion_fromEuler(int32 roll, int32 pitch, int32 yaw) {
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//http://www.j3d.org/matrix_faq/matrfaq_latest.html#Q60
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/*Quaternion q = Quaternion_identity();
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Quaternion qt = Quaternion_identity();
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@ -209,12 +209,6 @@ Quaternion Quaternion_multiplied(Quaternion quaternion1, Quaternion quaternion2)
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return quaternion1;
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}
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inline void DSGM_RotateRollPitchYaw(int32 roll, int32 pitch, int32 yaw) {
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Quaternion q = Quaternion_fromRollPitchYaw(roll, pitch, yaw);
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m4x4 m = Quaternion_toMatrix(q);
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glMultMatrix4x4(&m);
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}
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void Quaternion_normalize(Quaternion *quaternion) {
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int32 magnitude;
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