Object libraries like Vector2 optimizations.
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@@ -13,19 +13,19 @@ local metatable = {
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return "{"..tostring( q.x )..", "..tostring( q.y )..", "..tostring( q.z )..", "..tostring( q.w ).."}"
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end,
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__add = function( q1, q2 )
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return Quaternion:new( RL.QuaternionAdd( q1, q2 ) )
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return Quaternion:newT( RL.QuaternionAdd( q1, q2 ) )
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end,
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__sub = function( q1, q2 )
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return Quaternion:new( RL.QuaternionSubtract( q1, q2 ) )
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return Quaternion:newT( RL.QuaternionSubtract( q1, q2 ) )
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end,
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__mul = function( q1, q2 )
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return Quaternion:new( RL.QuaternionMultiply( q1, q2 ) )
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return Quaternion:newT( RL.QuaternionMultiply( q1, q2 ) )
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end,
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__div = function( q1, q2 )
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return Quaternion:new( RL.QuaternionDivide( q1, q2 ) )
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return Quaternion:newT( RL.QuaternionDivide( q1, q2 ) )
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end,
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__unm = function( q )
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return Quaternion:new( RL.QuaternionInvert( q ) )
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return Quaternion:newT( RL.QuaternionInvert( q ) )
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end,
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__len = function()
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return 4
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@@ -39,33 +39,33 @@ local metatable = {
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}
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function Quaternion:new( x, y, z, w )
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if type( x ) == "table" then
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x, y, z, w = table.unpack( x )
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elseif type( x ) == "nil" then
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x, y, z, w = 0, 0, 0, 1 -- QuaternionIdentity.
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end
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local object = setmetatable( {}, metatable )
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object.x = x
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object.y = y
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object.z = z
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object.w = w
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object.x = x or 0
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object.y = y or 0
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object.z = z or 0
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object.w = w or 1
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return object
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end
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function Quaternion:newT( t )
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local object = setmetatable( {}, metatable )
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object.x, object.y, object.z, object.w = table.unpack( t )
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return object
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end
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function Quaternion:set( x, y, z, w )
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if type( x ) == "table" then
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x, y, z, w = table.unpack( x )
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elseif type( x ) == "nil" then
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x, y, z, w = 0, 0, 0, 1 -- QuaternionIdentity.
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end
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self.x = x or 0
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self.y = y or 0
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self.z = z or 0
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self.w = w or 1
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end
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self.x = x
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self.y = y
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self.z = z
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self.w = w
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function Quaternion:setT( t )
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self.x, self.y, self.z, self.w = table.unpack( t )
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end
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function Quaternion:arr()
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@@ -81,15 +81,15 @@ function Quaternion:clone()
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end
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function Quaternion:addValue( value )
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return Quaternion:new( RL.QuaternionAddValue( self, value ) )
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return Quaternion:newT( RL.QuaternionAddValue( self, value ) )
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end
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function Quaternion:subValue( value )
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return Quaternion:new( RL.QuaternionSubtractValue( self, value ) )
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return Quaternion:newT( RL.QuaternionSubtractValue( self, value ) )
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end
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function Quaternion:identity()
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return Quaternion:new( RL.QuaternionIdentity() )
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return Quaternion:newT( RL.QuaternionIdentity() )
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end
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function Quaternion:length()
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@@ -97,88 +97,103 @@ function Quaternion:length()
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end
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function Quaternion:normalize()
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return Quaternion:new( RL.QuaternionNormalize( self ) )
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return Quaternion:newT( RL.QuaternionNormalize( self ) )
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end
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function Quaternion:invert()
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return Quaternion:new( RL.QuaternionInvert( self ) )
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return Quaternion:newT( RL.QuaternionInvert( self ) )
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end
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function Quaternion:scale( scalar )
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return Quaternion:new( RL.QuaternionScale( self, scalar ) )
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return Quaternion:newT( RL.QuaternionScale( self, scalar ) )
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end
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function Quaternion:lerp( q2, value )
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return Quaternion:new( RL.QuaternionLerp( self, q2, value ) )
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return Quaternion:newT( RL.QuaternionLerp( self, q2, value ) )
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end
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function Quaternion:nLerp( q2, value )
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return Quaternion:new( RL.QuaternionNLerp( self, q2, value ) )
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return Quaternion:newT( RL.QuaternionNLerp( self, q2, value ) )
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end
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function Quaternion:sLerp( q2, value )
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return Quaternion:new( RL.QuaternionSLerp( self, q2, value ) )
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return Quaternion:newT( RL.QuaternionSLerp( self, q2, value ) )
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end
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function Quaternion:fromVector3ToVector3( from, to )
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return Vector3:new( RL.QuaternionFromVector3ToVector3( from, to ) )
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return Vector3:newT( RL.QuaternionFromVector3ToVector3( from, to ) )
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end
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function Quaternion:fromMatrix( mat )
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return Quaternion:new( RL.QuaternionFromMatrix( mat ) )
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return Quaternion:newT( RL.QuaternionFromMatrix( mat ) )
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end
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function Quaternion:toMatrix()
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return Matrix:new( RL.QuaternionToMatrix( self ) )
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return Matrix:newT( RL.QuaternionToMatrix( self ) )
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end
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function Quaternion:fromAxisAngle( axis, angle )
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return Quaternion:new( RL.QuaternionFromAxisAngle( axis, angle ) )
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return Quaternion:newT( RL.QuaternionFromAxisAngle( axis, angle ) )
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end
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function Quaternion:toAxisAngle()
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local axis, angle = Quaternion:new( RL.QuaternionToAxisAngle( self ) )
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local axis, angle = Quaternion:newT( RL.QuaternionToAxisAngle( self ) )
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return Vector3:new( axis ), angle
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end
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function Quaternion:fromEuler( pitch, yaw, roll )
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return Quaternion:new( RL.QuaternionFromEuler( pitch, yaw, roll ) )
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return Quaternion:newT( RL.QuaternionFromEuler( pitch, yaw, roll ) )
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end
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function Quaternion:toEuler()
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return Vector3:new( RL.QuaternionToEuler( self ) )
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return Vector3:newT( RL.QuaternionToEuler( self ) )
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end
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function Quaternion:transform( mat )
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return Quaternion:new( RL.QuaternionTransform( self, mat ) )
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return Quaternion:newT( RL.QuaternionTransform( self, mat ) )
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end
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function Quaternion:addEq( q2 )
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self.x = self.x + q2.x
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self.y = self.y + q2.y
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self.z = self.z + q2.z
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self.w = self.w + q2.w
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local TEMP_COUNT = 100
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local tempPool = {}
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local curTemp = 1
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for _ = 1, TEMP_COUNT do
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table.insert( tempPool, Quaternion:new( 0, 0, 0, 1 ) )
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end
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function Quaternion:subEq( q2 )
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self.x = self.x - q2.x
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self.y = self.y - q2.y
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self.z = self.z - q2.z
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self.w = self.w - q2.w
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-- Uses pre generated objects to avoid "slow" table generation.
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function Quaternion:temp( x, y, z, w )
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local object = tempPool[ curTemp ]
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curTemp = curTemp + 1
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if TEMP_COUNT < curTemp then
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curTemp = 1
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end
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object.x = x or 0
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object.y = y or 0
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object.z = z or 0
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object.w = w or 1
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return object
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end
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function Quaternion:mulEq( q2 )
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self.x = self.x * q2.x
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self.y = self.y * q2.y
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self.z = self.z * q2.z
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self.w = self.w * q2.w
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-- Uses pre generated objects to avoid "slow" table generation.
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function Quaternion:tempT( t )
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local object = tempPool[ curTemp ]
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curTemp = curTemp + 1
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if TEMP_COUNT < curTemp then
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curTemp = 1
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end
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object.x, object.y, object.z, object.w = table.unpack( t )
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return object
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end
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function Quaternion:divEq( q2 )
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self.x = self.x / q2.x
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self.y = self.y / q2.y
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self.z = self.z / q2.z
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self.w = self.w / q2.w
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function Quaternion:getTempId()
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return curTemp
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end
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return Quaternion
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