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										 |  |  | /*************************************************************************/ | 
					
						
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										 |  |  | /*  quaternion.h                                                         */ | 
					
						
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										 |  |  | /*************************************************************************/ | 
					
						
							|  |  |  | /*                       This file is part of:                           */ | 
					
						
							|  |  |  | /*                           GODOT ENGINE                                */ | 
					
						
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										 |  |  | /*                      https://godotengine.org                          */ | 
					
						
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										 |  |  | /*************************************************************************/ | 
					
						
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											2022-01-03 21:27:34 +01:00
										 |  |  | /* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur.                 */ | 
					
						
							|  |  |  | /* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md).   */ | 
					
						
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										 |  |  | /*                                                                       */ | 
					
						
							|  |  |  | /* Permission is hereby granted, free of charge, to any person obtaining */ | 
					
						
							|  |  |  | /* a copy of this software and associated documentation files (the       */ | 
					
						
							|  |  |  | /* "Software"), to deal in the Software without restriction, including   */ | 
					
						
							|  |  |  | /* without limitation the rights to use, copy, modify, merge, publish,   */ | 
					
						
							|  |  |  | /* distribute, sublicense, and/or sell copies of the Software, and to    */ | 
					
						
							|  |  |  | /* permit persons to whom the Software is furnished to do so, subject to */ | 
					
						
							|  |  |  | /* the following conditions:                                             */ | 
					
						
							|  |  |  | /*                                                                       */ | 
					
						
							|  |  |  | /* The above copyright notice and this permission notice shall be        */ | 
					
						
							|  |  |  | /* included in all copies or substantial portions of the Software.       */ | 
					
						
							|  |  |  | /*                                                                       */ | 
					
						
							|  |  |  | /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,       */ | 
					
						
							|  |  |  | /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF    */ | 
					
						
							|  |  |  | /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/ | 
					
						
							|  |  |  | /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY  */ | 
					
						
							|  |  |  | /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,  */ | 
					
						
							|  |  |  | /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE     */ | 
					
						
							|  |  |  | /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.                */ | 
					
						
							|  |  |  | /*************************************************************************/ | 
					
						
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										 |  |  | #ifndef QUATERNION_H
 | 
					
						
							|  |  |  | #define QUATERNION_H
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										 |  |  | 
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										 |  |  | #include "core/math/math_funcs.h"
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										 |  |  | #include "core/math/vector3.h"
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										 |  |  | 
 | 
					
						
							|  |  |  | class String; | 
					
						
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										 |  |  | 
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										 |  |  | struct _NO_DISCARD_ Quaternion { | 
					
						
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										 |  |  | 	union { | 
					
						
							|  |  |  | 		struct { | 
					
						
							|  |  |  | 			real_t x; | 
					
						
							|  |  |  | 			real_t y; | 
					
						
							|  |  |  | 			real_t z; | 
					
						
							|  |  |  | 			real_t w; | 
					
						
							|  |  |  | 		}; | 
					
						
							|  |  |  | 		real_t components[4] = { 0, 0, 0, 1.0 }; | 
					
						
							|  |  |  | 	}; | 
					
						
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										 |  |  | 
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										 |  |  | 	_FORCE_INLINE_ real_t &operator[](int idx) { | 
					
						
							|  |  |  | 		return components[idx]; | 
					
						
							|  |  |  | 	} | 
					
						
							|  |  |  | 	_FORCE_INLINE_ const real_t &operator[](int idx) const { | 
					
						
							|  |  |  | 		return components[idx]; | 
					
						
							|  |  |  | 	} | 
					
						
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										 |  |  | 	_FORCE_INLINE_ real_t length_squared() const; | 
					
						
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										 |  |  | 	bool is_equal_approx(const Quaternion &p_quaternion) const; | 
					
						
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										 |  |  | 	bool is_finite() const; | 
					
						
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										 |  |  | 	real_t length() const; | 
					
						
							|  |  |  | 	void normalize(); | 
					
						
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										 |  |  | 	Quaternion normalized() const; | 
					
						
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										 |  |  | 	bool is_normalized() const; | 
					
						
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										 |  |  | 	Quaternion inverse() const; | 
					
						
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										 |  |  | 	Quaternion log() const; | 
					
						
							|  |  |  | 	Quaternion exp() const; | 
					
						
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										 |  |  | 	_FORCE_INLINE_ real_t dot(const Quaternion &p_q) const; | 
					
						
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										 |  |  | 	real_t angle_to(const Quaternion &p_to) const; | 
					
						
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										 |  |  | 
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										 |  |  | 	Vector3 get_euler(EulerOrder p_order = EulerOrder::YXZ) const; | 
					
						
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										 |  |  | 	static Quaternion from_euler(const Vector3 &p_euler); | 
					
						
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										 |  |  | 
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										 |  |  | 	Quaternion slerp(const Quaternion &p_to, const real_t &p_weight) const; | 
					
						
							|  |  |  | 	Quaternion slerpni(const Quaternion &p_to, const real_t &p_weight) const; | 
					
						
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										 |  |  | 	Quaternion spherical_cubic_interpolate(const Quaternion &p_b, const Quaternion &p_pre_a, const Quaternion &p_post_b, const real_t &p_weight) const; | 
					
						
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										 |  |  | 	Quaternion spherical_cubic_interpolate_in_time(const Quaternion &p_b, const Quaternion &p_pre_a, const Quaternion &p_post_b, const real_t &p_weight, const real_t &p_b_t, const real_t &p_pre_a_t, const real_t &p_post_b_t) const; | 
					
						
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										 |  |  | 
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										 |  |  | 	Vector3 get_axis() const; | 
					
						
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										 |  |  | 	real_t get_angle() const; | 
					
						
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										 |  |  | 
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										 |  |  | 	_FORCE_INLINE_ void get_axis_angle(Vector3 &r_axis, real_t &r_angle) const { | 
					
						
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										 |  |  | 		r_angle = 2 * Math::acos(w); | 
					
						
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										 |  |  | 		real_t r = ((real_t)1) / Math::sqrt(1 - w * w); | 
					
						
							|  |  |  | 		r_axis.x = x * r; | 
					
						
							|  |  |  | 		r_axis.y = y * r; | 
					
						
							|  |  |  | 		r_axis.z = z * r; | 
					
						
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										 |  |  | 	} | 
					
						
							|  |  |  | 
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										 |  |  | 	void operator*=(const Quaternion &p_q); | 
					
						
							|  |  |  | 	Quaternion operator*(const Quaternion &p_q) const; | 
					
						
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										 |  |  | 
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										 |  |  | 	_FORCE_INLINE_ Vector3 xform(const Vector3 &v) const { | 
					
						
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										 |  |  | #ifdef MATH_CHECKS
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										 |  |  | 		ERR_FAIL_COND_V_MSG(!is_normalized(), v, "The quaternion must be normalized."); | 
					
						
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										 |  |  | #endif
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										 |  |  | 		Vector3 u(x, y, z); | 
					
						
							|  |  |  | 		Vector3 uv = u.cross(v); | 
					
						
							|  |  |  | 		return v + ((uv * w) + u.cross(uv)) * ((real_t)2); | 
					
						
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										 |  |  | 	} | 
					
						
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										 |  |  | 	_FORCE_INLINE_ Vector3 xform_inv(const Vector3 &v) const { | 
					
						
							|  |  |  | 		return inverse().xform(v); | 
					
						
							|  |  |  | 	} | 
					
						
							|  |  |  | 
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										 |  |  | 	_FORCE_INLINE_ void operator+=(const Quaternion &p_q); | 
					
						
							|  |  |  | 	_FORCE_INLINE_ void operator-=(const Quaternion &p_q); | 
					
						
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										 |  |  | 	_FORCE_INLINE_ void operator*=(const real_t &s); | 
					
						
							|  |  |  | 	_FORCE_INLINE_ void operator/=(const real_t &s); | 
					
						
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										 |  |  | 	_FORCE_INLINE_ Quaternion operator+(const Quaternion &q2) const; | 
					
						
							|  |  |  | 	_FORCE_INLINE_ Quaternion operator-(const Quaternion &q2) const; | 
					
						
							|  |  |  | 	_FORCE_INLINE_ Quaternion operator-() const; | 
					
						
							|  |  |  | 	_FORCE_INLINE_ Quaternion operator*(const real_t &s) const; | 
					
						
							|  |  |  | 	_FORCE_INLINE_ Quaternion operator/(const real_t &s) const; | 
					
						
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										 |  |  | 
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										 |  |  | 	_FORCE_INLINE_ bool operator==(const Quaternion &p_quaternion) const; | 
					
						
							|  |  |  | 	_FORCE_INLINE_ bool operator!=(const Quaternion &p_quaternion) const; | 
					
						
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										 |  |  | 	operator String() const; | 
					
						
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										 |  |  | 
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										 |  |  | 	_FORCE_INLINE_ Quaternion() {} | 
					
						
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										 |  |  | 	_FORCE_INLINE_ Quaternion(real_t p_x, real_t p_y, real_t p_z, real_t p_w) : | 
					
						
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										 |  |  | 			x(p_x), | 
					
						
							|  |  |  | 			y(p_y), | 
					
						
							|  |  |  | 			z(p_z), | 
					
						
							|  |  |  | 			w(p_w) { | 
					
						
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										 |  |  | 	} | 
					
						
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										 |  |  | 	Quaternion(const Vector3 &p_axis, real_t p_angle); | 
					
						
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										 |  |  | 	Quaternion(const Quaternion &p_q) : | 
					
						
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										 |  |  | 			x(p_q.x), | 
					
						
							|  |  |  | 			y(p_q.y), | 
					
						
							|  |  |  | 			z(p_q.z), | 
					
						
							|  |  |  | 			w(p_q.w) { | 
					
						
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										 |  |  | 	} | 
					
						
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										 |  |  | 	void operator=(const Quaternion &p_q) { | 
					
						
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										 |  |  | 		x = p_q.x; | 
					
						
							|  |  |  | 		y = p_q.y; | 
					
						
							|  |  |  | 		z = p_q.z; | 
					
						
							|  |  |  | 		w = p_q.w; | 
					
						
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										 |  |  | 	} | 
					
						
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										 |  |  | 	Quaternion(const Vector3 &v0, const Vector3 &v1) { // Shortest arc.
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										 |  |  | 		Vector3 c = v0.cross(v1); | 
					
						
							|  |  |  | 		real_t d = v0.dot(v1); | 
					
						
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										 |  |  | 		if (d < -1.0f + (real_t)CMP_EPSILON) { | 
					
						
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										 |  |  | 			x = 0; | 
					
						
							|  |  |  | 			y = 1; | 
					
						
							|  |  |  | 			z = 0; | 
					
						
							|  |  |  | 			w = 0; | 
					
						
							|  |  |  | 		} else { | 
					
						
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										 |  |  | 			real_t s = Math::sqrt((1.0f + d) * 2.0f); | 
					
						
							|  |  |  | 			real_t rs = 1.0f / s; | 
					
						
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										 |  |  | 
 | 
					
						
							|  |  |  | 			x = c.x * rs; | 
					
						
							|  |  |  | 			y = c.y * rs; | 
					
						
							|  |  |  | 			z = c.z * rs; | 
					
						
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										 |  |  | 			w = s * 0.5f; | 
					
						
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										 |  |  | 		} | 
					
						
							|  |  |  | 	} | 
					
						
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										 |  |  | }; | 
					
						
							|  |  |  | 
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										 |  |  | real_t Quaternion::dot(const Quaternion &p_q) const { | 
					
						
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										 |  |  | 	return x * p_q.x + y * p_q.y + z * p_q.z + w * p_q.w; | 
					
						
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										 |  |  | } | 
					
						
							|  |  |  | 
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										 |  |  | real_t Quaternion::length_squared() const { | 
					
						
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										 |  |  | 	return dot(*this); | 
					
						
							|  |  |  | } | 
					
						
							|  |  |  | 
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										 |  |  | void Quaternion::operator+=(const Quaternion &p_q) { | 
					
						
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										 |  |  | 	x += p_q.x; | 
					
						
							|  |  |  | 	y += p_q.y; | 
					
						
							|  |  |  | 	z += p_q.z; | 
					
						
							|  |  |  | 	w += p_q.w; | 
					
						
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										 |  |  | } | 
					
						
							|  |  |  | 
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										 |  |  | void Quaternion::operator-=(const Quaternion &p_q) { | 
					
						
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										 |  |  | 	x -= p_q.x; | 
					
						
							|  |  |  | 	y -= p_q.y; | 
					
						
							|  |  |  | 	z -= p_q.z; | 
					
						
							|  |  |  | 	w -= p_q.w; | 
					
						
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										 |  |  | } | 
					
						
							|  |  |  | 
 | 
					
						
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										 |  |  | void Quaternion::operator*=(const real_t &s) { | 
					
						
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										 |  |  | 	x *= s; | 
					
						
							|  |  |  | 	y *= s; | 
					
						
							|  |  |  | 	z *= s; | 
					
						
							|  |  |  | 	w *= s; | 
					
						
							|  |  |  | } | 
					
						
							|  |  |  | 
 | 
					
						
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										 |  |  | void Quaternion::operator/=(const real_t &s) { | 
					
						
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										 |  |  | 	*this *= 1.0f / s; | 
					
						
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										 |  |  | } | 
					
						
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										 |  |  | Quaternion Quaternion::operator+(const Quaternion &q2) const { | 
					
						
							|  |  |  | 	const Quaternion &q1 = *this; | 
					
						
							|  |  |  | 	return Quaternion(q1.x + q2.x, q1.y + q2.y, q1.z + q2.z, q1.w + q2.w); | 
					
						
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										 |  |  | } | 
					
						
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										 |  |  | Quaternion Quaternion::operator-(const Quaternion &q2) const { | 
					
						
							|  |  |  | 	const Quaternion &q1 = *this; | 
					
						
							|  |  |  | 	return Quaternion(q1.x - q2.x, q1.y - q2.y, q1.z - q2.z, q1.w - q2.w); | 
					
						
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										 |  |  | } | 
					
						
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										 |  |  | Quaternion Quaternion::operator-() const { | 
					
						
							|  |  |  | 	const Quaternion &q2 = *this; | 
					
						
							|  |  |  | 	return Quaternion(-q2.x, -q2.y, -q2.z, -q2.w); | 
					
						
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										 |  |  | } | 
					
						
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										 |  |  | Quaternion Quaternion::operator*(const real_t &s) const { | 
					
						
							|  |  |  | 	return Quaternion(x * s, y * s, z * s, w * s); | 
					
						
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										 |  |  | } | 
					
						
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										 |  |  | Quaternion Quaternion::operator/(const real_t &s) const { | 
					
						
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										 |  |  | 	return *this * (1.0f / s); | 
					
						
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										 |  |  | } | 
					
						
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										 |  |  | bool Quaternion::operator==(const Quaternion &p_quaternion) const { | 
					
						
							|  |  |  | 	return x == p_quaternion.x && y == p_quaternion.y && z == p_quaternion.z && w == p_quaternion.w; | 
					
						
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										 |  |  | } | 
					
						
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										 |  |  | bool Quaternion::operator!=(const Quaternion &p_quaternion) const { | 
					
						
							|  |  |  | 	return x != p_quaternion.x || y != p_quaternion.y || z != p_quaternion.z || w != p_quaternion.w; | 
					
						
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										 |  |  | } | 
					
						
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										 |  |  | _FORCE_INLINE_ Quaternion operator*(const real_t &p_real, const Quaternion &p_quaternion) { | 
					
						
							|  |  |  | 	return p_quaternion * p_real; | 
					
						
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										 |  |  | } | 
					
						
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										 |  |  | #endif // QUATERNION_H
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