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										 |  |  | /**************************************************************************/ | 
					
						
							|  |  |  | /*  quaternion.h                                                          */ | 
					
						
							|  |  |  | /**************************************************************************/ | 
					
						
							|  |  |  | /*                         This file is part of:                          */ | 
					
						
							|  |  |  | /*                             GODOT ENGINE                               */ | 
					
						
							|  |  |  | /*                        https://godotengine.org                         */ | 
					
						
							|  |  |  | /**************************************************************************/ | 
					
						
							|  |  |  | /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ | 
					
						
							|  |  |  | /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur.                  */ | 
					
						
							|  |  |  | /*                                                                        */ | 
					
						
							|  |  |  | /* 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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										 |  |  | #pragma once
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										 |  |  | #include "core/math/math_funcs.h"
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										 |  |  | #include "core/math/vector3.h"
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										 |  |  | #include "core/string/ustring.h"
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										 |  |  | struct [[nodiscard]] Quaternion { | 
					
						
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										 |  |  | 	union { | 
					
						
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										 |  |  | 		// NOLINTBEGIN(modernize-use-default-member-init)
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										 |  |  | 		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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										 |  |  | 		// NOLINTEND(modernize-use-default-member-init)
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										 |  |  | 	}; | 
					
						
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										 |  |  | 	_FORCE_INLINE_ real_t &operator[](int p_idx) { | 
					
						
							|  |  |  | 		return components[p_idx]; | 
					
						
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										 |  |  | 	} | 
					
						
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										 |  |  | 	_FORCE_INLINE_ const real_t &operator[](int p_idx) const { | 
					
						
							|  |  |  | 		return components[p_idx]; | 
					
						
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										 |  |  | 	} | 
					
						
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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_same(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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										 |  |  | 	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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										 |  |  | 	Quaternion slerp(const Quaternion &p_to, real_t p_weight) const; | 
					
						
							|  |  |  | 	Quaternion slerpni(const Quaternion &p_to, real_t p_weight) const; | 
					
						
							|  |  |  | 	Quaternion spherical_cubic_interpolate(const Quaternion &p_b, const Quaternion &p_pre_a, const Quaternion &p_post_b, real_t p_weight) const; | 
					
						
							|  |  |  | 	Quaternion spherical_cubic_interpolate_in_time(const Quaternion &p_b, const Quaternion &p_pre_a, const Quaternion &p_post_b, real_t p_weight, real_t p_b_t, real_t p_pre_a_t, real_t p_post_b_t) const; | 
					
						
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										 |  |  | 	Vector3 get_axis() const; | 
					
						
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										 |  |  | 	real_t get_angle() const; | 
					
						
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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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										 |  |  | 	constexpr void operator*=(const Quaternion &p_q); | 
					
						
							|  |  |  | 	constexpr Quaternion operator*(const Quaternion &p_q) const; | 
					
						
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										 |  |  | 	_FORCE_INLINE_ Vector3 xform(const Vector3 &p_v) const { | 
					
						
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										 |  |  | #ifdef MATH_CHECKS
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										 |  |  | 		ERR_FAIL_COND_V_MSG(!is_normalized(), p_v, "The quaternion " + operator String() + " must be normalized."); | 
					
						
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										 |  |  | #endif
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										 |  |  | 		Vector3 u(x, y, z); | 
					
						
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										 |  |  | 		Vector3 uv = u.cross(p_v); | 
					
						
							|  |  |  | 		return p_v + ((uv * w) + u.cross(uv)) * ((real_t)2); | 
					
						
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										 |  |  | 	} | 
					
						
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										 |  |  | 	_FORCE_INLINE_ Vector3 xform_inv(const Vector3 &p_v) const { | 
					
						
							|  |  |  | 		return inverse().xform(p_v); | 
					
						
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										 |  |  | 	} | 
					
						
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										 |  |  | 	constexpr void operator+=(const Quaternion &p_q); | 
					
						
							|  |  |  | 	constexpr void operator-=(const Quaternion &p_q); | 
					
						
							|  |  |  | 	constexpr void operator*=(real_t p_s); | 
					
						
							|  |  |  | 	constexpr void operator/=(real_t p_s); | 
					
						
							|  |  |  | 	constexpr Quaternion operator+(const Quaternion &p_q2) const; | 
					
						
							|  |  |  | 	constexpr Quaternion operator-(const Quaternion &p_q2) const; | 
					
						
							|  |  |  | 	constexpr Quaternion operator-() const; | 
					
						
							|  |  |  | 	constexpr Quaternion operator*(real_t p_s) const; | 
					
						
							|  |  |  | 	constexpr Quaternion operator/(real_t p_s) const; | 
					
						
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										 |  |  | 	constexpr bool operator==(const Quaternion &p_quaternion) const; | 
					
						
							|  |  |  | 	constexpr bool operator!=(const Quaternion &p_quaternion) const; | 
					
						
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										 |  |  | 	explicit operator String() const; | 
					
						
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										 |  |  | 	constexpr Quaternion() : | 
					
						
							|  |  |  | 			x(0), y(0), z(0), w(1) {} | 
					
						
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										 |  |  | 	constexpr Quaternion(real_t p_x, real_t p_y, real_t p_z, real_t p_w) : | 
					
						
							|  |  |  | 			x(p_x), y(p_y), z(p_z), w(p_w) {} | 
					
						
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										 |  |  | 	Quaternion(const Vector3 &p_axis, real_t p_angle); | 
					
						
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										 |  |  | 	constexpr Quaternion(const Quaternion &p_q) : | 
					
						
							|  |  |  | 			x(p_q.x), y(p_q.y), z(p_q.z), w(p_q.w) {} | 
					
						
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										 |  |  | 	constexpr 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 &p_v0, const Vector3 &p_v1) { // Shortest arc.
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										 |  |  | #ifdef MATH_CHECKS
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							|  |  |  | 		ERR_FAIL_COND_MSG(p_v0.is_zero_approx() || p_v1.is_zero_approx(), "The vectors must not be zero."); | 
					
						
							|  |  |  | #endif
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										 |  |  | #ifdef REAL_T_IS_DOUBLE
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							|  |  |  | 		constexpr real_t ALMOST_ONE = 0.999999999999999; | 
					
						
							|  |  |  | #else
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							|  |  |  | 		constexpr real_t ALMOST_ONE = 0.99999975f; | 
					
						
							|  |  |  | #endif
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										 |  |  | 		Vector3 n0 = p_v0.normalized(); | 
					
						
							|  |  |  | 		Vector3 n1 = p_v1.normalized(); | 
					
						
							|  |  |  | 		real_t d = n0.dot(n1); | 
					
						
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										 |  |  | 		if (Math::abs(d) > ALMOST_ONE) { | 
					
						
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										 |  |  | 			if (d >= 0) { | 
					
						
							|  |  |  | 				return; // Vectors are same.
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							|  |  |  | 			} | 
					
						
							|  |  |  | 			Vector3 axis = n0.get_any_perpendicular(); | 
					
						
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										 |  |  | 			x = axis.x; | 
					
						
							|  |  |  | 			y = axis.y; | 
					
						
							|  |  |  | 			z = axis.z; | 
					
						
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										 |  |  | 			w = 0; | 
					
						
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										 |  |  | 		} else { | 
					
						
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										 |  |  | 			Vector3 c = n0.cross(n1); | 
					
						
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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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										 |  |  | 		normalize(); | 
					
						
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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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										 |  |  | constexpr 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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										 |  |  | constexpr 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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										 |  |  | constexpr void Quaternion::operator*=(real_t p_s) { | 
					
						
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										 |  |  | 	x *= p_s; | 
					
						
							|  |  |  | 	y *= p_s; | 
					
						
							|  |  |  | 	z *= p_s; | 
					
						
							|  |  |  | 	w *= p_s; | 
					
						
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										 |  |  | } | 
					
						
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										 |  |  | constexpr void Quaternion::operator/=(real_t p_s) { | 
					
						
							|  |  |  | 	*this *= (1 / p_s); | 
					
						
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										 |  |  | } | 
					
						
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										 |  |  | constexpr Quaternion Quaternion::operator+(const Quaternion &p_q2) const { | 
					
						
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										 |  |  | 	const Quaternion &q1 = *this; | 
					
						
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										 |  |  | 	return Quaternion(q1.x + p_q2.x, q1.y + p_q2.y, q1.z + p_q2.z, q1.w + p_q2.w); | 
					
						
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										 |  |  | } | 
					
						
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										 |  |  | constexpr Quaternion Quaternion::operator-(const Quaternion &p_q2) const { | 
					
						
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										 |  |  | 	const Quaternion &q1 = *this; | 
					
						
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										 |  |  | 	return Quaternion(q1.x - p_q2.x, q1.y - p_q2.y, q1.z - p_q2.z, q1.w - p_q2.w); | 
					
						
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										 |  |  | } | 
					
						
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										 |  |  | constexpr Quaternion Quaternion::operator-() const { | 
					
						
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										 |  |  | 	const Quaternion &q2 = *this; | 
					
						
							|  |  |  | 	return Quaternion(-q2.x, -q2.y, -q2.z, -q2.w); | 
					
						
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										 |  |  | } | 
					
						
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										 |  |  | constexpr Quaternion Quaternion::operator*(real_t p_s) const { | 
					
						
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										 |  |  | 	return Quaternion(x * p_s, y * p_s, z * p_s, w * p_s); | 
					
						
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										 |  |  | } | 
					
						
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										 |  |  | constexpr Quaternion Quaternion::operator/(real_t p_s) const { | 
					
						
							|  |  |  | 	return *this * (1 / p_s); | 
					
						
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										 |  |  | } | 
					
						
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										 |  |  | constexpr bool Quaternion::operator==(const Quaternion &p_quaternion) const { | 
					
						
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										 |  |  | 	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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										 |  |  | constexpr bool Quaternion::operator!=(const Quaternion &p_quaternion) const { | 
					
						
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										 |  |  | 	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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										 |  |  | constexpr void Quaternion::operator*=(const Quaternion &p_q) { | 
					
						
							|  |  |  | 	real_t xx = w * p_q.x + x * p_q.w + y * p_q.z - z * p_q.y; | 
					
						
							|  |  |  | 	real_t yy = w * p_q.y + y * p_q.w + z * p_q.x - x * p_q.z; | 
					
						
							|  |  |  | 	real_t zz = w * p_q.z + z * p_q.w + x * p_q.y - y * p_q.x; | 
					
						
							|  |  |  | 	w = w * p_q.w - x * p_q.x - y * p_q.y - z * p_q.z; | 
					
						
							|  |  |  | 	x = xx; | 
					
						
							|  |  |  | 	y = yy; | 
					
						
							|  |  |  | 	z = zz; | 
					
						
							|  |  |  | } | 
					
						
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 | 
					
						
							|  |  |  | constexpr Quaternion Quaternion::operator*(const Quaternion &p_q) const { | 
					
						
							|  |  |  | 	Quaternion r = *this; | 
					
						
							|  |  |  | 	r *= p_q; | 
					
						
							|  |  |  | 	return r; | 
					
						
							|  |  |  | } | 
					
						
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 | 
					
						
							|  |  |  | constexpr Quaternion operator*(real_t p_real, const Quaternion &p_quaternion) { | 
					
						
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										 |  |  | 	return p_quaternion * p_real; | 
					
						
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										 |  |  | } |