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@@ -479,7 +479,7 @@ HMMDEF hmm_quaternion HMM_Quaternion_Multiply(hmm_quaternion QuaternionOne, hmm_
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HMMDEF hmm_quaternion HMM_Quaternion_Multiply_Float(hmm_quaternion QuaternionOne, float Multiplicative);
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HMMDEF hmm_quaternion HMM_Quaternion_Divide(hmm_quaternion QuaternionOne, hmm_quaternion QuaternionTwo);
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HMMDEF float HMM_Quaternion_Dot(hmm_quaternion QuaternionOne, hmm_quaternion QuaternionTwo);
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HMMDEF hmm_quaternion HMM_Quaternion_Slerp(hmm_quaternion QuaternionOne, hmm_quaternion QuaternionTwo, float time);
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HMMDEF hmm_quaternion HMM_Quaternion_Slerp(hmm_quaternion QuaternionOne, hmm_quaternion QuaternionTwo, float Time);
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#ifdef __cplusplus
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}
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@@ -640,30 +640,30 @@ HMM_TanF(float Radians)
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HINLINE float
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HMM_ATanF(float Theta)
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{
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float u = Theta*Theta;
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float u2 = u*u;
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float u3 = u2*u;
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float u4 = u3*u;
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float f = 1.0f + 0.33288950512027f*u - 0.08467922817644f*u2 + 0.03252232640125f*u3 - 0.00749305860992f*u4;
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return Theta / f;
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float U = Theta*Theta;
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float U2 = u*u;
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float U3 = u2*u;
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float U4 = u3*u;
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float F = 1.0f + 0.33288950512027f*U - 0.08467922817644f*U2 + 0.03252232640125f*U3 - 0.00749305860992f*U4;
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return Theta / F;
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}
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HINLINE float
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HMM_ATanF2(float Theta, float Theta2)
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{
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if (HMM_ABS(Theta2) > HMM_ABS(Theta)) {
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float a = HMM_ATanF(Theta / Theta2);
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float A = HMM_ATanF(Theta / Theta2);
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if (Theta2 > 0.0f)
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return a;
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return A;
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else
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return Theta > 0.0f ? a + HMM_PI : a - HMM_PI;
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return Theta > 0.0f ? A + HMM_PI : A - HMM_PI;
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}
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else {
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float a = HMM_ATanF(Theta2 / Theta);
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float A = HMM_ATanF(Theta2 / Theta);
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if (Theta2 > 0.0f)
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return Theta > 0.0f ? (HMM_PI/2) - a : - (HMM_PI/2) - a;
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return Theta > 0.0f ? (HMM_PI/2) - A : - (HMM_PI/2) - A;
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else
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return Theta > 0.0f ? (HMM_PI/2) + a : - (HMM_PI/2) + a;
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return Theta > 0.0f ? (HMM_PI/2) + A : - (HMM_PI/2) + A;
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}
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}
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@@ -1592,38 +1592,38 @@ HMM_Quaternion_Dot(hmm_quaternion QuaternionOne, hmm_quaternion QuaternionTwo)
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}
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HINLINE hmm_quaternion
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HMM_Quaternion_Slerp(hmm_quaternion QuaternionOne, hmm_quaternion QuaternionTwo, float time)
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HMM_Quaternion_Slerp(hmm_quaternion QuaternionOne, hmm_quaternion QuaternionTwo, float Time)
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{
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hmm_quaternion Result = {0};
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hmm_quaternion QuaternionLeft = {0};
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hmm_quaternion QuaternionRight = {0};
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float Cos_Theta = HMM_Quaternion_Dot(QuaternionOne, QuaternionTwo);
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float angle = HMM_ACosF(Cos_Theta);
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float Angle = HMM_ACosF(Cos_Theta);
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float s1 = HMM_SinF(1.0f - time*angle);
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float s2 = HMM_SinF(time*angle);
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float is = 1.0f / HMM_SinF(angle);
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float S1 = HMM_SinF(1.0f - Time*angle);
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float S2 = HMM_SinF(Time*angle);
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float Is = 1.0f / HMM_SinF(angle);
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QuaternionLeft.X = QuaternionTwo.X * s1;
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QuaternionLeft.Y = QuaternionTwo.Y * s1;
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QuaternionLeft.Z = QuaternionTwo.Z * s1;
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QuaternionLeft.W = QuaternionTwo.W * s1;
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QuaternionLeft.X = QuaternionTwo.X * S1;
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QuaternionLeft.Y = QuaternionTwo.Y * S1;
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QuaternionLeft.Z = QuaternionTwo.Z * S1;
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QuaternionLeft.W = QuaternionTwo.W * S1;
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QuaternionRight.X = QuaternionTwo.X * s2;
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QuaternionRight.Y = QuaternionTwo.Y * s2;
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QuaternionRight.Z = QuaternionTwo.Z * s2;
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QuaternionRight.W = QuaternionTwo.W * s2;
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QuaternionRight.X = QuaternionTwo.X * S2;
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QuaternionRight.Y = QuaternionTwo.Y * S2;
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QuaternionRight.Z = QuaternionTwo.Z * S2;
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QuaternionRight.W = QuaternionTwo.W * S2;
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Result.X = QuaternionLeft.X + QuaternionRight.X;
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Result.Y = QuaternionLeft.Y + QuaternionRight.Y;
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Result.Z = QuaternionLeft.Z + QuaternionRight.Z;
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Result.W = QuaternionLeft.W + QuaternionRight.W;
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Result.X = Result.X * is;
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Result.Y = Result.Y * is;
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Result.Z = Result.Z * is;
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Result.W = Result.W * is;
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Result.X = Result.X * Is;
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Result.Y = Result.Y * Is;
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Result.Z = Result.Z * Is;
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Result.W = Result.W * Is;
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return(Result);
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}
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