Fixes
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@ -6,10 +6,6 @@ using Vector3Float = UnityEngine.Vector3;
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namespace LinearAlgebra
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{
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public class Direction
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{
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namespace LinearAlgebra {
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/// <summary>
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/// A direction in 3D space
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/// </summary>
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@ -84,8 +84,6 @@ namespace LinearAlgebra {
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for (int ix = 0; ix < n; ix++)
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this.data[ix, ix] = v.data[ix];
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}
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public void FillDiagonal(float f) {
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uint n = Math.Min(this.nRows, this.nCols);
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public void FillDiagonal(float f)
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{
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int n = Math.Min(this.nRows, this.nCols);
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@ -18,12 +18,11 @@ namespace LinearAlgebra {
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this.w = w;
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}
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#if UNITY_5_3_OR_NEWER
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public static Quaternion Reflect(Quaternion q) {
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return new(-q.x, -q.y, -q.z, q.w);
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}
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#if UNITY_5_3_OR_NEWER
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public static Matrix2 ToRotationMatrix(Quaternion q) {
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float w = q.x, x = q.y, y = q.z, z = q.w;
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@ -3,8 +3,6 @@ using System.Numerics;
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using Quaternion = UnityEngine.Quaternion;
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#endif
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namespace LinearAlgebra
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{
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namespace LinearAlgebra {
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public class SwingTwist {
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