Add 'extractRotation' based on "A robust method to extract the rotational part of deformations"
///See http://dl.acm.org/citation.cfm?doid=2994258.2994269 Rewrite 'diagonalize' to use 'extractRotation', should fix Issue 846
This commit is contained in:
@@ -647,92 +647,48 @@ public:
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return m_el[0].z() * v.x() + m_el[1].z() * v.y() + m_el[2].z() * v.z();
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return m_el[0].z() * v.x() + m_el[1].z() * v.y() + m_el[2].z() * v.z();
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}
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}
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///extractRotation is from "A robust method to extract the rotational part of deformations"
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///See http://dl.acm.org/citation.cfm?doid=2994258.2994269
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SIMD_FORCE_INLINE void extractRotation(btQuaternion &q,btScalar tolerance = 1.0e-9, int maxIter=100)
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{
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int iter =0;
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btScalar w;
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const btMatrix3x3& A=*this;
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for(iter = 0; iter < maxIter; iter++)
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{
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btMatrix3x3 R(q);
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btVector3 omega = (R.getColumn(0).cross(A.getColumn(0)) + R.getColumn(1).cross(A.getColumn(1))
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+ R.getColumn(2).cross(A.getColumn(2))
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) * (btScalar(1.0) / btFabs(R.getColumn(0).dot(A.getColumn(0)) + R.getColumn
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(1).dot(A.getColumn(1)) + R.getColumn(2).dot(A.getColumn(2))) +
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tolerance);
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w = omega.norm();
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if(w < tolerance)
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break;
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q = btQuaternion(btVector3((btScalar(1.0) / w) * omega),w) *
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q;
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q.normalize();
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}
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}
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/**@brief diagonalizes this matrix by the Jacobi method.
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/**@brief diagonalizes this matrix
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* @param rot stores the rotation from the coordinate system in which the matrix is diagonal to the original
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* @param rot stores the rotation from the coordinate system in which the matrix is diagonal to the original
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* coordinate system, i.e., old_this = rot * new_this * rot^T.
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* coordinate system, i.e., old_this = rot * new_this * rot^T.
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* @param threshold See iteration
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* @param threshold See iteration
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* @param iteration The iteration stops when all off-diagonal elements are less than the threshold multiplied
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* @param maxIter The iteration stops when we hit the given tolerance or when maxIter have been executed.
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* by the sum of the absolute values of the diagonal, or when maxSteps have been executed.
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*
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* Note that this matrix is assumed to be symmetric.
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*/
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*/
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void diagonalize(btMatrix3x3& rot, btScalar threshold, int maxSteps)
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void diagonalize(btMatrix3x3& rot, btScalar tolerance = 1.0e-9, int maxIter=100)
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{
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{
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rot.setIdentity();
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btQuaternion r;
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for (int step = maxSteps; step > 0; step--)
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extractRotation(r,tolerance,maxIter);
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{
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rot.setRotation(r);
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// find off-diagonal element [p][q] with largest magnitude
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btMatrix3x3 rotInv = btMatrix3x3(r.inverse());
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int p = 0;
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btMatrix3x3 old = *this;
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int q = 1;
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setValue(old.tdotx( rotInv[0]), old.tdoty( rotInv[0]), old.tdotz( rotInv[0]),
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int r = 2;
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old.tdotx( rotInv[1]), old.tdoty( rotInv[1]), old.tdotz( rotInv[1]),
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btScalar max = btFabs(m_el[0][1]);
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old.tdotx( rotInv[2]), old.tdoty( rotInv[2]), old.tdotz( rotInv[2]));
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btScalar v = btFabs(m_el[0][2]);
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if (v > max)
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{
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q = 2;
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r = 1;
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max = v;
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}
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v = btFabs(m_el[1][2]);
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if (v > max)
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{
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p = 1;
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q = 2;
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r = 0;
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max = v;
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}
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btScalar t = threshold * (btFabs(m_el[0][0]) + btFabs(m_el[1][1]) + btFabs(m_el[2][2]));
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if (max <= t)
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{
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if (max <= SIMD_EPSILON * t)
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{
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return;
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}
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step = 1;
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}
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// compute Jacobi rotation J which leads to a zero for element [p][q]
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btScalar mpq = m_el[p][q];
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btScalar theta = (m_el[q][q] - m_el[p][p]) / (2 * mpq);
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btScalar theta2 = theta * theta;
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btScalar cos;
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btScalar sin;
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if (theta2 * theta2 < btScalar(10 / SIMD_EPSILON))
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{
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t = (theta >= 0) ? 1 / (theta + btSqrt(1 + theta2))
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: 1 / (theta - btSqrt(1 + theta2));
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cos = 1 / btSqrt(1 + t * t);
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sin = cos * t;
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}
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else
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{
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// approximation for large theta-value, i.e., a nearly diagonal matrix
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t = 1 / (theta * (2 + btScalar(0.5) / theta2));
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cos = 1 - btScalar(0.5) * t * t;
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sin = cos * t;
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}
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// apply rotation to matrix (this = J^T * this * J)
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m_el[p][q] = m_el[q][p] = 0;
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m_el[p][p] -= t * mpq;
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m_el[q][q] += t * mpq;
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btScalar mrp = m_el[r][p];
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btScalar mrq = m_el[r][q];
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m_el[r][p] = m_el[p][r] = cos * mrp - sin * mrq;
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m_el[r][q] = m_el[q][r] = cos * mrq + sin * mrp;
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// apply rotation to rot (rot = rot * J)
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for (int i = 0; i < 3; i++)
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{
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btVector3& row = rot[i];
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mrp = row[p];
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mrq = row[q];
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row[p] = cos * mrp - sin * mrq;
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row[q] = cos * mrq + sin * mrp;
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}
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}
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}
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}
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@@ -141,11 +141,11 @@ public:
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* @param yaw Angle around Z
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* @param yaw Angle around Z
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* @param pitch Angle around Y
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* @param pitch Angle around Y
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* @param roll Angle around X */
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* @param roll Angle around X */
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void setEulerZYX(const btScalar& yaw, const btScalar& pitch, const btScalar& roll)
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void setEulerZYX(const btScalar& yawZ, const btScalar& pitchY, const btScalar& rollX)
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{
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{
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btScalar halfYaw = btScalar(yaw) * btScalar(0.5);
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btScalar halfYaw = btScalar(yawZ) * btScalar(0.5);
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btScalar halfPitch = btScalar(pitch) * btScalar(0.5);
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btScalar halfPitch = btScalar(pitchY) * btScalar(0.5);
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btScalar halfRoll = btScalar(roll) * btScalar(0.5);
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btScalar halfRoll = btScalar(rollX) * btScalar(0.5);
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btScalar cosYaw = btCos(halfYaw);
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btScalar cosYaw = btCos(halfYaw);
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btScalar sinYaw = btSin(halfYaw);
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btScalar sinYaw = btSin(halfYaw);
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btScalar cosPitch = btCos(halfPitch);
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btScalar cosPitch = btCos(halfPitch);
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@@ -157,6 +157,28 @@ public:
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cosRoll * cosPitch * sinYaw - sinRoll * sinPitch * cosYaw, //z
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cosRoll * cosPitch * sinYaw - sinRoll * sinPitch * cosYaw, //z
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cosRoll * cosPitch * cosYaw + sinRoll * sinPitch * sinYaw); //formerly yzx
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cosRoll * cosPitch * cosYaw + sinRoll * sinPitch * sinYaw); //formerly yzx
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}
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}
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/**@brief Get the euler angles from this quaternion
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* @param yaw Angle around Z
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* @param pitch Angle around Y
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* @param roll Angle around X */
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void getEulerZYX(btScalar& yawZ, btScalar& pitchY, btScalar& rollX) const
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{
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btScalar squ;
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btScalar sqx;
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btScalar sqy;
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btScalar sqz;
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btScalar sarg;
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sqx = m_floats[0] * m_floats[0];
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sqy = m_floats[1] * m_floats[1];
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sqz = m_floats[2] * m_floats[2];
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squ = m_floats[3] * m_floats[3];
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rollX = btAtan2(2 * (m_floats[1] * m_floats[2] + m_floats[3] * m_floats[0]), squ - sqx - sqy + sqz);
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sarg = btScalar(-2.) * (m_floats[0] * m_floats[2] - m_floats[3] * m_floats[1]);
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pitchY = sarg <= btScalar(-1.0) ? btScalar(-0.5) * SIMD_PI: (sarg >= btScalar(1.0) ? btScalar(0.5) * SIMD_PI : btAsin(sarg));
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yawZ = btAtan2(2 * (m_floats[0] * m_floats[1] + m_floats[3] * m_floats[2]), squ + sqx - sqy - sqz);
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}
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/**@brief Add two quaternions
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/**@brief Add two quaternions
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* @param q The quaternion to add to this one */
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* @param q The quaternion to add to this one */
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SIMD_FORCE_INLINE btQuaternion& operator+=(const btQuaternion& q)
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SIMD_FORCE_INLINE btQuaternion& operator+=(const btQuaternion& q)
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