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f831c701e2
@ -712,6 +712,14 @@ C3D_FQuat Quat_RotateZ(C3D_FQuat q, float r, bool bRightSide);
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*/
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*/
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C3D_FQuat Quat_FromMtx(const C3D_Mtx* m);
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C3D_FQuat Quat_FromMtx(const C3D_Mtx* m);
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/**
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* @brief Get Quaternion equivalent to 4x4 matrix
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* @note If the matrix is orthogonal or special orthogonal, where determinant(matrix) = +1.0f, then the matrix can be converted.
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* @param[in] m Input Matrix
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* @return Generated Quaternion
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*/
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C3D_FQuat Quat_FromMtx(const C3D_Mtx* m);
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/**
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/**
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* @brief Identity Quaternion
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* @brief Identity Quaternion
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* @return Identity Quaternion
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* @return Identity Quaternion
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