Fixed axisAngle NaN #638
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@ -1,6 +1,8 @@
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/// @ref gtx_matrix_interpolation
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/// @ref gtx_matrix_interpolation
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/// @file glm/gtx/matrix_interpolation.hpp
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/// @file glm/gtx/matrix_interpolation.hpp
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#include "../gtc/constants.hpp"
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namespace glm
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namespace glm
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{
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{
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template<typename T, precision P>
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template<typename T, precision P>
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@ -72,7 +74,11 @@ namespace glm
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T s = sqrt((mat[2][1] - mat[1][2]) * (mat[2][1] - mat[1][2]) + (mat[2][0] - mat[0][2]) * (mat[2][0] - mat[0][2]) + (mat[1][0] - mat[0][1]) * (mat[1][0] - mat[0][1]));
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T s = sqrt((mat[2][1] - mat[1][2]) * (mat[2][1] - mat[1][2]) + (mat[2][0] - mat[0][2]) * (mat[2][0] - mat[0][2]) + (mat[1][0] - mat[0][1]) * (mat[1][0] - mat[0][1]));
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if (glm::abs(s) < T(0.001))
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if (glm::abs(s) < T(0.001))
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s = (T)1.0;
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s = (T)1.0;
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angle = acos((mat[0][0] + mat[1][1] + mat[2][2] - (T)1.0) * (T)0.5);
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T const angleCos = (mat[0][0] + mat[1][1] + mat[2][2] - (T)1.0) * (T)0.5;
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if (angleCos - static_cast<T>(1)) < epsilon)
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angle = pi<T>() * static_cast<T>(0.25);
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else
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angle = acos(angleCos);
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axis.x = (mat[1][2] - mat[2][1]) / s;
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axis.x = (mat[1][2] - mat[2][1]) / s;
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axis.y = (mat[2][0] - mat[0][2]) / s;
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axis.y = (mat[2][0] - mat[0][2]) / s;
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axis.z = (mat[0][1] - mat[1][0]) / s;
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axis.z = (mat[0][1] - mat[1][0]) / s;
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@ -82,6 +82,7 @@ glm::mat4 camera(float Translate, glm::vec2 const & Rotate)
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- Fixed usused variable warning in GTX_spline #618
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- Fixed usused variable warning in GTX_spline #618
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- Fixed references to GLM_FORCE_RADIANS which was removed #642
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- Fixed references to GLM_FORCE_RADIANS which was removed #642
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- Fixed glm::fastInverseSqrt to use fast inverse square #640
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- Fixed glm::fastInverseSqrt to use fast inverse square #640
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- Fixed axisAngle NaN #638
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#### Deprecation:
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#### Deprecation:
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- Requires Visual Studio 2013, GCC 4.7, Clang 3.4, Cuda 7, ICC 2013 or a C++11 compiler
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- Requires Visual Studio 2013, GCC 4.7, Clang 3.4, Cuda 7, ICC 2013 or a C++11 compiler
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@ -1,9 +1,45 @@
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#define GLM_ENABLE_EXPERIMENTAL
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#define GLM_ENABLE_EXPERIMENTAL
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#include <glm/gtc/quaternion.hpp>
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#include <glm/gtx/matrix_interpolation.hpp>
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#include <glm/gtx/matrix_interpolation.hpp>
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#include <iostream>
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int test_axisAngle()
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{
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int Error = 0;
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float p = 0.171654f;
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glm::mat4 m1(-0.9946f, 0.0f, -0.104531f, 0.0f,
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0.0f, 1.0f, 0.0f, 0.0f,
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0.104531f, 0.0f, -0.9946f, 0.0f,
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0.0f, 0.0f, 0.0f, 1.0f);
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glm::mat4 m2(-0.992624f, 0.0f, -0.121874f, 0.0f,
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0.0f, 1.0f, 0.0f, 0.0f,
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0.121874f, 0.0f, -0.992624f, 0.0f,
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0.0f, 0.0f, 0.0f, 1.0f);
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glm::mat4 const m1rot = glm::extractMatrixRotation(m1);
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glm::mat4 const dltRotation = m2 * glm::transpose(m1rot);
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glm::vec3 dltAxis(0.0f);
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float dltAngle = 0.0f;
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glm::axisAngle(dltRotation, dltAxis, dltAngle);
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std::cout << "dltAngle: (" << dltAxis.x << ", " << dltAxis.y << ", " << dltAxis.z << "), dltAngle: " << dltAngle << std::endl;
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glm::fquat q = glm::quat_cast(dltRotation);
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std::cout << "q: (" << q.x << ", " << q.y << ", " << q.z << ", " << q.w << ")" << std::endl;
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float yaw = glm::yaw(q);
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std::cout << "Yaw: " << yaw << std::endl;
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return Error;
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}
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int main()
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int main()
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{
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{
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int Error(0);
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int Error = 0;
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Error += test_axisAngle();
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return Error;
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return Error;
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}
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}
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