Camera_Basic stuff
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@ -68,10 +68,18 @@ void Camera_Basic::Rotate( const Float3 &deltaAngularAxis )
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this->rotationIsOutOfDate = true;
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}
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Float3 Camera_Basic::GetNormalOf( const Float3 &axis ) const
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{
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return WorldAxisOf( this->GetRotation(), axis );
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}
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const Quaternion & Camera_Basic::GetRotation() const
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{
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if( this->rotationIsOutOfDate )
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{
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/*Float4 temp;
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::std::fmod( Float4(this->angularAxis, 0.0f) );*/
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this->rotation = Rotation( this->angularAxis );
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this->rotationIsOutOfDate = false;
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}
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@ -21,6 +21,7 @@ public:
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void Move( const ::Oyster::Math::Float3 &deltaPosition );
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void Rotate( const ::Oyster::Math::Float3 &deltaAngularAxis );
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::Oyster::Math::Float3 GetNormalOf( const ::Oyster::Math::Float3 &axis ) const;
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const ::Oyster::Math::Quaternion & GetRotation() const;
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::Oyster::Math::Float3x3 & GetRotationMatrix( ::Oyster::Math::Float3x3 &targetMem ) const;
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::Oyster::Math::Float4x4 & GetRotationMatrix( ::Oyster::Math::Float4x4 &targetMem ) const;
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@ -331,6 +331,7 @@ namespace Oyster { namespace Math3D //! Oyster's native math library specialized
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using ::LinearAlgebra3D::InterpolateOrientation_UsingRigidNlerp;
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using ::LinearAlgebra3D::InterpolateOrientation_UsingSlerp;
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using ::LinearAlgebra3D::SnapAngularAxis;
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using ::LinearAlgebra3D::WorldAxisOf;
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} }
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#endif
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