Inactivated code part 2
Matrix to angularAxis conversions in OysterMath
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@ -81,20 +81,20 @@ namespace Oyster { namespace Math2D
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namespace Oyster { namespace Math3D
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namespace Oyster { namespace Math3D
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{
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{
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Float4 AngularAxis( const Float3x3 &rotationMatrix )
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//Float4 AngularAxis( const Float3x3 &rotationMatrix )
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{
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//{
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return ::LinearAlgebra3D::AngularAxis( rotationMatrix );
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// return ::LinearAlgebra3D::AngularAxis( rotationMatrix );
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}
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//}
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Float4 AngularAxis( const Float4x4 &rotationMatrix )
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//Float4 AngularAxis( const Float4x4 &rotationMatrix )
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{
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//{
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return ::LinearAlgebra3D::AngularAxis( rotationMatrix );
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// return ::LinearAlgebra3D::AngularAxis( rotationMatrix );
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}
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//}
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Float4 ExtractAngularAxis( const Float4x4 &orientationMatrix )
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//Float4 ExtractAngularAxis( const Float4x4 &orientationMatrix )
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{
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//{
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return ::LinearAlgebra3D::ExtractAngularAxis( orientationMatrix );
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// return ::LinearAlgebra3D::ExtractAngularAxis( orientationMatrix );
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}
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//}
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Float4x4 & TranslationMatrix( const Float3 &position, Float4x4 &targetMem )
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Float4x4 & TranslationMatrix( const Float3 &position, Float4x4 &targetMem )
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{
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{
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