Added Quat functions and DecomposeTransform function and TransformMatrix4f class.
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@ -7,10 +7,14 @@
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// 而MGL是行矩阵,需要反过来pos*matrix
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#include<glm/gtc/matrix_transform.hpp>
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#include<glm/gtc/quaternion.hpp>
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#include<glm/gtc/constants.hpp>
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#include<glm/gtx/quaternion.hpp>
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namespace hgl
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{
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using Quat4f=glm::quat;
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using Quatf=glm::quat;
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constexpr const Quatf IdentityQuatf=Quatf(1,0,0,0);
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#define DEFINE_MATRIX(num) using Matrix##num##f=glm::mat##num; \
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constexpr const Matrix##num##f Identity##num##f=Matrix##num##f(1.0f); \
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@ -150,6 +154,22 @@ namespace hgl
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return Vector3f(result.x,result.y,result.z);
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}
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inline Quatf RotationQuat(const float angle,const Vector3f &axis)
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{
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return glm::angleAxis(glm::radians(angle),axis);
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}
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inline Matrix4f ToMatrix(const Quatf &quat)
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{
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return glm::toMat4(quat);
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}
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inline void ExtractedQuat(const Quatf &quat,Vector3f &axis,float &angle)
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{
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angle=glm::degrees(glm::angle(quat));
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axis=glm::axis(quat);
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}
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inline Vector3f TransformPosition(const Matrix4f &m,const Vector3f &v)
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{
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return Vector3f(m*Vector4f(v,1.0f));
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@ -208,5 +228,170 @@ namespace hgl
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return 0;
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}
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// 函数用于从 glm::mat4 中提取平移、旋转和缩放
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bool DecomposeTransform(const Matrix4f & transform, Vector3f & outTranslation, Quatf & outRotation, Vector3f & outScale);
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/**
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* 变换矩阵<Br>
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* 便于分散管理平移、旋转、缩放等数值
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*/
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class TransformMatrix4f
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{
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protected:
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Matrix4f matrix;
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Matrix4f inverse_matrix;
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Matrix4f transpose_inverse_matrix;
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bool matrix_dirty;
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Vector3f translation_vector;
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Quatf rotation_quat;
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Vector3f rotation_axis;
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float rotate_angle;
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Vector3f scale_vector;
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protected:
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void UpdateMatrix()
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{
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if(!matrix_dirty)
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return;
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matrix=translate(translation_vector)*ToMatrix(rotation_quat)*scale(scale_vector);
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inverse_matrix=inverse(matrix);
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transpose_inverse_matrix=transpose(inverse_matrix);
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matrix_dirty=false;
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}
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void UpdateQuat()
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{
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rotation_quat=RotationQuat(rotate_angle,rotation_axis);
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matrix_dirty=true;
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}
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public:
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const Matrix4f &GetMatrix()
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{
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UpdateMatrix();
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return matrix;
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}
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const Matrix4f &GetInverseMatrix()
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{
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UpdateMatrix();
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return inverse_matrix;
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}
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const Vector3f &GetTranslation ()const{return translation_vector;}
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const Vector3f &GetScale ()const{return scale_vector;}
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const Quatf & GetRotationQuat ()const{return rotation_quat;}
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const Vector3f &GetRotationAxis ()const{return rotation_axis;}
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const float GetRotateAngle ()const{return rotate_angle;}
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void SetTranslation(const Vector3f &v)
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{
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translation_vector=v;
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matrix_dirty=true;
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}
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void SetRotation(const Quatf &q)
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{
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rotation_quat=q;
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ExtractedQuat(q,rotation_axis,rotate_angle);
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matrix_dirty=true;
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}
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void SetRotation(const Vector3f &axis,float angle)
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{
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rotation_axis=axis;
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rotate_angle=angle;
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UpdateQuat();
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}
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void SetRotationAxis(const Vector3f &axis)
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{
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rotation_axis=axis;
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UpdateQuat();
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}
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void SetRotateAngle(float angle)
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{
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rotate_angle=angle;
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UpdateQuat();
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}
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void SetScale(const Vector3f &v)
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{
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scale_vector=v;
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matrix_dirty=true;
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}
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public:
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TransformMatrix4f()
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{
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matrix=Identity4f;
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inverse_matrix=Identity4f;
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matrix_dirty=false;
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translation_vector=Vector3f(0,0,0);
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rotation_quat=Quatf(1,0,0,0);
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rotation_axis=Vector3f(0,0,0);
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rotate_angle=0;
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scale_vector=Vector3f(1,1,1);
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}
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TransformMatrix4f(const Matrix4f &m)
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{
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SetFromMatrix4f(m);
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}
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void SetFromMatrix4f(const Matrix4f &m)
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{
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matrix=m;
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inverse_matrix=inverse(m);
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matrix_dirty=false;
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DecomposeTransform(m,translation_vector,rotation_quat,scale_vector);
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ExtractedQuat(rotation_quat,rotation_axis,rotate_angle);
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}
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inline Vector3f TransformPosition(const Vector3f &v)
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{
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return Vector3f(matrix*Vector4f(v,1.0f));
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}
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inline Vector3f TransformDirection(const Vector3f &v)
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{
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return Vector3f(matrix*Vector4f(v,0.0f));
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}
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inline Vector3f TransformNormal(const Vector3f &v)
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{
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return normalize(Vector3f(transpose_inverse_matrix*Vector4f(v,0.0f)));
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}
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inline Matrix3f TransformMatrix(const Matrix3f &child)
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{
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return Matrix3f(matrix*Matrix4f(child));
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}
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inline Matrix4f TransformMatrix(const Matrix4f &child)
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{
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return matrix*child;
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}
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};//TransformMatrix4f
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constexpr const size_t TransformMatrix4fLength=sizeof(TransformMatrix4f);
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}//namespace hgl
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#endif//HGL_ALGORITHM_MATH_VECTOR_MATRIX_INCLUDE
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@ -134,4 +134,37 @@ namespace hgl
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//经查证,此代码完全等于glm::lookAtRH,无任何差别
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}
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// 函数用于从 glm::mat4 中提取平移、旋转和缩放
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bool DecomposeTransform(const Matrix4f & transform, Vector3f & outTranslation, Quatf & outRotation, Vector3f & outScale)
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{
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using namespace glm;
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mat4 LocalMatrix(transform);
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// 提取平移
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outTranslation = vec3(LocalMatrix[3]);
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// 提取缩放和旋转
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vec3 Row[3];
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for (int i = 0; i < 3; ++i)
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for (int j = 0; j < 3; ++j)
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Row[i][j] = LocalMatrix[i][j];
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// 提取缩放
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outScale.x = length(Row[0]);
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outScale.y = length(Row[1]);
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outScale.z = length(Row[2]);
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// 归一化行向量以提取旋转
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if (outScale.x) Row[0] /= outScale.x;
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if (outScale.y) Row[1] /= outScale.y;
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if (outScale.z) Row[2] /= outScale.z;
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// 提取旋转
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mat3 RotationMatrix(Row[0], Row[1], Row[2]);
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outRotation = quat_cast(RotationMatrix);
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return true;
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}
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}//namespace hgl
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