222 lines
5.9 KiB
C++
222 lines
5.9 KiB
C++
/// @ref gtx_quaternion
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/// @file glm/gtx/quaternion.hpp
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///
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/// @see core (dependence)
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/// @see gtx_extented_min_max (dependence)
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///
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/// @defgroup gtx_quaternion GLM_GTX_quaternion
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/// @ingroup gtx
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///
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/// Include <glm/gtx/quaternion.hpp> to use the features of this extension.
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///
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/// Extented quaternion types and functions
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#pragma once
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// Dependency:
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#include "../glm.hpp"
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#include "../gtc/constants.hpp"
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#include "../gtc/quaternion.hpp"
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#include "../gtx/norm.hpp"
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#ifndef GLM_ENABLE_EXPERIMENTAL
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# error "GLM: GLM_GTX_quaternion is an experimental extension and may change in the future. Use #define GLM_ENABLE_EXPERIMENTAL before including it, if you really want to use it."
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#endif
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#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)
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# pragma message("GLM: GLM_GTX_quaternion extension included")
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#endif
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namespace glm
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{
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/// @addtogroup gtx_quaternion
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/// @{
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/// Create an identity quaternion.
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///
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/// @see gtx_quaternion
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template<typename T, qualifier Q>
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GLM_FUNC_DECL qua<T, Q> quat_identity();
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/// Compute a cross product between a quaternion and a vector.
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///
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/// @see gtx_quaternion
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template<typename T, qualifier Q>
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GLM_FUNC_DECL vec<3, T, Q> cross(
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qua<T, Q> const& q,
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vec<3, T, Q> const& v);
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//! Compute a cross product between a vector and a quaternion.
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///
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/// @see gtx_quaternion
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template<typename T, qualifier Q>
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GLM_FUNC_DECL vec<3, T, Q> cross(
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vec<3, T, Q> const& v,
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qua<T, Q> const& q);
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//! Compute a point on a path according squad equation.
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//! q1 and q2 are control points; s1 and s2 are intermediate control points.
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///
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/// @see gtx_quaternion
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template<typename T, qualifier Q>
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GLM_FUNC_DECL qua<T, Q> squad(
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qua<T, Q> const& q1,
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qua<T, Q> const& q2,
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qua<T, Q> const& s1,
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qua<T, Q> const& s2,
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T const& h);
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//! Returns an intermediate control point for squad interpolation.
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///
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/// @see gtx_quaternion
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template<typename T, qualifier Q>
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GLM_FUNC_DECL qua<T, Q> intermediate(
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qua<T, Q> const& prev,
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qua<T, Q> const& curr,
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qua<T, Q> const& next);
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//! Returns a exp of a quaternion.
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///
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/// @see gtx_quaternion
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template<typename T, qualifier Q>
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GLM_FUNC_DECL qua<T, Q> exp(
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qua<T, Q> const& q);
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//! Returns a log of a quaternion.
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///
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/// @see gtx_quaternion
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template<typename T, qualifier Q>
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GLM_FUNC_DECL qua<T, Q> log(
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qua<T, Q> const& q);
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/// Returns x raised to the y power.
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///
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/// @see gtx_quaternion
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template<typename T, qualifier Q>
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GLM_FUNC_DECL qua<T, Q> pow(
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qua<T, Q> const& x,
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T const& y);
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//! Returns quarternion square root.
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///
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/// @see gtx_quaternion
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//template<typename T, qualifier Q>
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//qua<T, Q> sqrt(
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// qua<T, Q> const& q);
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//! Rotates a 3 components vector by a quaternion.
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///
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/// @see gtx_quaternion
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template<typename T, qualifier Q>
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GLM_FUNC_DECL vec<3, T, Q> rotate(
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qua<T, Q> const& q,
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vec<3, T, Q> const& v);
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/// Rotates a 4 components vector by a quaternion.
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///
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/// @see gtx_quaternion
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template<typename T, qualifier Q>
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GLM_FUNC_DECL vec<4, T, Q> rotate(
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qua<T, Q> const& q,
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vec<4, T, Q> const& v);
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/// Extract the real component of a quaternion.
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///
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/// @see gtx_quaternion
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template<typename T, qualifier Q>
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GLM_FUNC_DECL T extractRealComponent(
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qua<T, Q> const& q);
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/// Converts a quaternion to a 3 * 3 matrix.
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///
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/// @see gtx_quaternion
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template<typename T, qualifier Q>
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GLM_FUNC_DECL mat<3, 3, T, Q> toMat3(
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qua<T, Q> const& x){return mat3_cast(x);}
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/// Converts a quaternion to a 4 * 4 matrix.
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///
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/// @see gtx_quaternion
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template<typename T, qualifier Q>
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GLM_FUNC_DECL mat<4, 4, T, Q> toMat4(
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qua<T, Q> const& x){return mat4_cast(x);}
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/// Converts a 3 * 3 matrix to a quaternion.
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///
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/// @see gtx_quaternion
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template<typename T, qualifier Q>
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GLM_FUNC_DECL qua<T, Q> toQuat(
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mat<3, 3, T, Q> const& x){return quat_cast(x);}
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/// Converts a 4 * 4 matrix to a quaternion.
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///
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/// @see gtx_quaternion
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template<typename T, qualifier Q>
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GLM_FUNC_DECL qua<T, Q> toQuat(
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mat<4, 4, T, Q> const& x){return quat_cast(x);}
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/// Quaternion interpolation using the rotation short path.
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///
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/// @see gtx_quaternion
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template<typename T, qualifier Q>
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GLM_FUNC_DECL qua<T, Q> shortMix(
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qua<T, Q> const& x,
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qua<T, Q> const& y,
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T const& a);
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/// Quaternion normalized linear interpolation.
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///
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/// @see gtx_quaternion
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template<typename T, qualifier Q>
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GLM_FUNC_DECL qua<T, Q> fastMix(
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qua<T, Q> const& x,
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qua<T, Q> const& y,
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T const& a);
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/// Compute the rotation between two vectors.
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/// param orig vector, needs to be normalized
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/// param dest vector, needs to be normalized
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///
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/// @see gtx_quaternion
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template<typename T, qualifier Q>
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GLM_FUNC_DECL qua<T, Q> rotation(
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vec<3, T, Q> const& orig,
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vec<3, T, Q> const& dest);
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/// Build a look at quaternion based on the default handedness.
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///
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/// @param direction Desired forward direction. Needs to be normalized.
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/// @param up Up vector, how the camera is oriented. Typically (0, 1, 0).
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template<typename T, qualifier Q>
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GLM_FUNC_DECL qua<T, Q> quatLookAt(
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vec<3, T, Q> const& direction,
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vec<3, T, Q> const& up);
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/// Build a right-handed look at quaternion.
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///
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/// @param direction Desired forward direction onto which the -z-axis gets mapped. Needs to be normalized.
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/// @param up Up vector, how the camera is oriented. Typically (0, 1, 0).
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template<typename T, qualifier Q>
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GLM_FUNC_DECL qua<T, Q> quatLookAtRH(
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vec<3, T, Q> const& direction,
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vec<3, T, Q> const& up);
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/// Build a left-handed look at quaternion.
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///
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/// @param direction Desired forward direction onto which the +z-axis gets mapped. Needs to be normalized.
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/// @param up Up vector, how the camera is oriented. Typically (0, 1, 0).
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template<typename T, qualifier Q>
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GLM_FUNC_DECL qua<T, Q> quatLookAtLH(
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vec<3, T, Q> const& direction,
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vec<3, T, Q> const& up);
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/// Returns the squared length of x.
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///
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/// @see gtx_quaternion
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template<typename T, qualifier Q>
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GLM_FUNC_DECL T length2(qua<T, Q> const& q);
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/// @}
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}//namespace glm
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#include "quaternion.inl"
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