moved source and text to american spelling
* colour -> color * centre -> center * normalise -> normalize * modelling -> modeling
This commit is contained in:
@@ -95,12 +95,12 @@ float sasqrt(float fac)
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return (float)sqrt(fac);
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}
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float Normalise(float *n)
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float Normalize(float *n)
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{
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float d;
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d= n[0]*n[0]+n[1]*n[1]+n[2]*n[2];
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/* A larger value causes normalise errors in a scaled down models with camera xtreme close */
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/* A larger value causes normalize errors in a scaled down models with camera xtreme close */
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if(d>1.0e-35F) {
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d= (float)sqrt(d);
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@@ -1220,7 +1220,7 @@ void Mat3ToQuat_is_ok( float wmat[][3], float *q)
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nor[0] = mat[2][1]; /* cross product with (0,0,1) */
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nor[1] = -mat[2][0];
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nor[2] = 0.0;
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Normalise(nor);
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Normalize(nor);
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co= mat[2][2];
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angle= 0.5f*saacos(co);
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@@ -1341,7 +1341,7 @@ float *vectoquat( float *vec, short axis, short upflag)
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}
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co/= len1;
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Normalise(nor);
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Normalize(nor);
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angle= 0.5f*saacos(co);
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si= (float)sin(angle);
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@@ -1414,14 +1414,14 @@ void VecUpMat3old( float *vec, float mat[][3], short axis)
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mat[coz][0]= vec[0];
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mat[coz][1]= vec[1];
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mat[coz][2]= vec[2];
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Normalise((float *)mat[coz]);
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Normalize((float *)mat[coz]);
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inp= mat[coz][0]*up[0] + mat[coz][1]*up[1] + mat[coz][2]*up[2];
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mat[coy][0]= up[0] - inp*mat[coz][0];
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mat[coy][1]= up[1] - inp*mat[coz][1];
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mat[coy][2]= up[2] - inp*mat[coz][2];
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Normalise((float *)mat[coy]);
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Normalize((float *)mat[coy]);
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Crossf(mat[cox], mat[coy], mat[coz]);
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@@ -1460,14 +1460,14 @@ void VecUpMat3(float *vec, float mat[][3], short axis)
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mat[coz][0]= vec[0];
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mat[coz][1]= vec[1];
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mat[coz][2]= vec[2];
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Normalise((float *)mat[coz]);
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Normalize((float *)mat[coz]);
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inp= mat[coz][2];
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mat[coy][0]= - inp*mat[coz][0];
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mat[coy][1]= - inp*mat[coz][1];
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mat[coy][2]= 1.0f - inp*mat[coz][2];
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Normalise((float *)mat[coy]);
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Normalize((float *)mat[coy]);
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Crossf(mat[cox], mat[coy], mat[coz]);
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@@ -1751,20 +1751,20 @@ void i_lookat(float vx, float vy, float vz, float px, float py, float pz, float
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void Mat3Ortho(float mat[][3])
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{
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Normalise(mat[0]);
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Normalise(mat[1]);
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Normalise(mat[2]);
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Normalize(mat[0]);
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Normalize(mat[1]);
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Normalize(mat[2]);
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}
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void Mat4Ortho(float mat[][4])
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{
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float len;
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len= Normalise(mat[0]);
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len= Normalize(mat[0]);
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if(len!=0.0) mat[0][3]/= len;
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len= Normalise(mat[1]);
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len= Normalize(mat[1]);
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if(len!=0.0) mat[1][3]/= len;
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len= Normalise(mat[2]);
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len= Normalize(mat[2]);
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if(len!=0.0) mat[2][3]/= len;
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}
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@@ -1876,7 +1876,7 @@ void CalcNormShort( short *v1, short *v2, short *v3, float *n) /* is also cross
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n[0]= n1[1]*n2[2]-n1[2]*n2[1];
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n[1]= n1[2]*n2[0]-n1[0]*n2[2];
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n[2]= n1[0]*n2[1]-n1[1]*n2[0];
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Normalise(n);
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Normalize(n);
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}
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void CalcNormLong( int* v1, int*v2, int*v3, float *n)
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@@ -1892,7 +1892,7 @@ void CalcNormLong( int* v1, int*v2, int*v3, float *n)
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n[0]= n1[1]*n2[2]-n1[2]*n2[1];
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n[1]= n1[2]*n2[0]-n1[0]*n2[2];
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n[2]= n1[0]*n2[1]-n1[1]*n2[0];
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Normalise(n);
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Normalize(n);
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}
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float CalcNormFloat( float *v1, float *v2, float *v3, float *n)
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@@ -1908,7 +1908,7 @@ float CalcNormFloat( float *v1, float *v2, float *v3, float *n)
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n[0]= n1[1]*n2[2]-n1[2]*n2[1];
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n[1]= n1[2]*n2[0]-n1[0]*n2[2];
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n[2]= n1[0]*n2[1]-n1[1]*n2[0];
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return Normalise(n);
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return Normalize(n);
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}
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float CalcNormFloat4( float *v1, float *v2, float *v3, float *v4, float *n)
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@@ -1928,7 +1928,7 @@ float CalcNormFloat4( float *v1, float *v2, float *v3, float *v4, float *n)
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n[1]= n1[2]*n2[0]-n1[0]*n2[2];
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n[2]= n1[0]*n2[1]-n1[1]*n2[0];
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return Normalise(n);
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return Normalize(n);
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}
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@@ -2022,12 +2022,12 @@ float AreaQ3Dfl( float *v1, float *v2, float *v3, float *v4) /* only convex Qu
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VecSubf(vec1, v2, v1);
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VecSubf(vec2, v4, v1);
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Crossf(n, vec1, vec2);
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len= Normalise(n);
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len= Normalize(n);
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VecSubf(vec1, v4, v3);
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VecSubf(vec2, v2, v3);
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Crossf(n, vec1, vec2);
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len+= Normalise(n);
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len+= Normalize(n);
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return (len/2.0f);
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}
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@@ -2039,7 +2039,7 @@ float AreaT3Dfl( float *v1, float *v2, float *v3) /* Triangles */
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VecSubf(vec1, v3, v2);
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VecSubf(vec2, v1, v2);
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Crossf(n, vec1, vec2);
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len= Normalise(n);
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len= Normalize(n);
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return (len/2.0f);
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}
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@@ -2403,7 +2403,7 @@ void VecRotToQuat( float *vec, float phi, float *quat)
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quat[2]= vec[1];
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quat[3]= vec[2];
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if( Normalise(quat+1) == 0.0) {
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if( Normalize(quat+1) == 0.0) {
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QuatOne(quat);
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}
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else {
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@@ -2424,8 +2424,8 @@ float VecAngle3(float *v1, float *v2, float *v3)
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VecSubf(vec1, v2, v1);
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VecSubf(vec2, v2, v3);
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Normalise(vec1);
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Normalise(vec2);
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Normalize(vec1);
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Normalize(vec2);
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return NormalizedVecAngle2(vec1, vec2) * 180.0/M_PI;
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}
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@@ -2437,8 +2437,8 @@ float VecAngle2(float *v1, float *v2)
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VecCopyf(vec1, v1);
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VecCopyf(vec2, v2);
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Normalise(vec1);
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Normalise(vec2);
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Normalize(vec1);
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Normalize(vec2);
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return NormalizedVecAngle2(vec1, vec2)* 180.0/M_PI;
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}
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@@ -2585,11 +2585,11 @@ void Mat3ToSize( float mat[][3], float *size)
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float vec[3];
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VecCopyf(vec, mat[0]);
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size[0]= Normalise(vec);
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size[0]= Normalize(vec);
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VecCopyf(vec, mat[1]);
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size[1]= Normalise(vec);
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size[1]= Normalize(vec);
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VecCopyf(vec, mat[2]);
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size[2]= Normalise(vec);
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size[2]= Normalize(vec);
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}
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@@ -2599,11 +2599,11 @@ void Mat4ToSize( float mat[][4], float *size)
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VecCopyf(vec, mat[0]);
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size[0]= Normalise(vec);
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size[0]= Normalize(vec);
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VecCopyf(vec, mat[1]);
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size[1]= Normalise(vec);
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size[1]= Normalize(vec);
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VecCopyf(vec, mat[2]);
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size[2]= Normalise(vec);
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size[2]= Normalize(vec);
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}
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/* ************* SPECIALS ******************* */
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@@ -2619,7 +2619,7 @@ void triatoquat( float *v1, float *v2, float *v3, float *quat)
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n[0]= vec[1];
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n[1]= -vec[0];
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n[2]= 0.0;
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Normalise(n);
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Normalize(n);
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if(n[0]==0.0 && n[1]==0.0) n[0]= 1.0;
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@@ -2639,7 +2639,7 @@ void triatoquat( float *v1, float *v2, float *v3, float *quat)
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/* what angle has this line with x-axis? */
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vec[2]= 0.0;
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Normalise(vec);
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Normalize(vec);
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angle= (float)(0.5*atan2(vec[1], vec[0]));
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co= (float)cos(angle);
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@@ -2700,7 +2700,7 @@ float Inp2f(float *v1, float *v2)
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return v1[0]*v2[0]+v1[1]*v2[1];
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}
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float Normalise2(float *n)
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float Normalize2(float *n)
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{
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float d;
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