Add conversion from Quaternion
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@ -22,6 +22,15 @@ AngleAxis<T>::AngleAxis(float angle, Vector3 axis) {
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this->axis = Direction<T>(axis);
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}
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template <typename T>
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AngleAxis<T>::AngleAxis(Quaternion q) {
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float angle;
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Vector3 axis;
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q.ToAngleAxis(&angle, &axis);
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this->angle = AngleOf<T>(angle);
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this->axis = Direction<T>(axis);
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}
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template <typename T>
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Quaternion AngleAxis<T>::ToQuaternion() {
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Vector3 axisVector = this->axis.ToVector3();
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@ -20,6 +20,7 @@ class AngleAxis {
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AngleAxis();
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AngleAxis(AngleOf<T> angle, Direction<T> axis);
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AngleAxis(Quaternion q);
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AngleAxis(float angle, Vector3 axis);
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Quaternion ToQuaternion();
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