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@@ -33,10 +33,10 @@ inline valType orientedAngle
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valType c = cos(Angle);
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valType s = sin(Angle);
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detail::tvec2<valType> TransformedVector = detail::tvec2<valType>(c * y.x - s * y.y, s * y.x + c * y.y);
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- if(all(equalEpsilonGTX(x, TransformedVector, valType(0.01))))
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- return -degrees(Angle);
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+ if(all(equalEpsilon(x, TransformedVector, valType(0.01))))
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+ return -glm::degrees(Angle);
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else
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- return degrees(Angle);
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+ return glm::degrees(Angle);
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}
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//! \todo epsilon is hard coded to 0.01
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@@ -48,11 +48,11 @@ inline valType orientedAngle
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)
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{
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valType Angle = degrees(acos(dot(x, y)));
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- detail::tvec3<valType> TransformedVector = rotate(detail::tquat<valType>(), Angle, cross(x, y)) * y;
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+ detail::tvec3<valType> TransformedVector = glm::gtx::rotate_vector::rotate(y, Angle, glm::core::function::geometric::cross(x, y));
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if(all(equalEpsilon(x, TransformedVector, valType(0.01))))
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- return -degrees(Angle);
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+ return -Angle;
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else
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- return degrees(Angle);
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+ return Angle;
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}
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//! \todo epsilon is hard coded to 0.01
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@@ -64,11 +64,11 @@ inline valType orientedAngle
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)
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{
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valType Angle = degrees(acos(dot(x, y)));
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- detail::tvec4<valType> TransformedVector = rotate(detail::tquat<valType>(), Angle, cross(x, y)) * y;
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+ detail::tvec4<valType> TransformedVector = glm::gtx::rotate_vector::rotate(y, Angle, glm::core::function::geometric::cross(x, y));
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if(all(equalEpsilon(x, TransformedVector, valType(0.01))))
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- return -degrees(Angle);
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+ return -Angle;
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else
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- return degrees(Angle);
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+ return Angle;
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}
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template <typename valType>
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