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#18051: Remove redundant casts and 'using', 'else', 'this' statements
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@@ -1,6 +1,5 @@
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using System;
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using System.Runtime.InteropServices;
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#if REAL_T_IS_DOUBLE
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using real_t = System.Double;
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#else
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@@ -106,10 +105,10 @@ namespace Godot
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}
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public void Set(Quat q)
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{
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this.x = q.x;
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this.y = q.y;
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this.z = q.z;
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this.w = q.w;
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x = q.x;
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y = q.y;
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z = q.z;
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w = q.w;
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}
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public Quat Slerp(Quat b, real_t t)
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@@ -165,7 +164,7 @@ namespace Godot
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public Quat Slerpni(Quat b, real_t t)
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{
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real_t dot = this.Dot(b);
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real_t dot = Dot(b);
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if (Mathf.Abs(dot) > 0.9999f)
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{
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@@ -179,17 +178,17 @@ namespace Godot
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return new Quat
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(
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invFactor * this.x + newFactor * b.x,
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invFactor * this.y + newFactor * b.y,
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invFactor * this.z + newFactor * b.z,
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invFactor * this.w + newFactor * b.w
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invFactor * x + newFactor * b.x,
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invFactor * y + newFactor * b.y,
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invFactor * z + newFactor * b.z,
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invFactor * w + newFactor * b.w
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);
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}
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public Vector3 Xform(Vector3 v)
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{
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Quat q = this * v;
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q *= this.Inverse();
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q *= Inverse();
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return new Vector3(q.x, q.y, q.z);
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}
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@@ -203,10 +202,10 @@ namespace Godot
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}
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public Quat(Quat q)
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{
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this.x = q.x;
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this.y = q.y;
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this.z = q.z;
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this.w = q.w;
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x = q.x;
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y = q.y;
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z = q.z;
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w = q.w;
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}
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public Quat(Vector3 axis, real_t angle)
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@@ -327,24 +326,12 @@ namespace Godot
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public override string ToString()
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{
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return String.Format("({0}, {1}, {2}, {3})", new object[]
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{
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this.x.ToString(),
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this.y.ToString(),
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this.z.ToString(),
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this.w.ToString()
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});
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return String.Format("({0}, {1}, {2}, {3})", x.ToString(), y.ToString(), z.ToString(), w.ToString());
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}
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public string ToString(string format)
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{
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return String.Format("({0}, {1}, {2}, {3})", new object[]
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{
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this.x.ToString(format),
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this.y.ToString(format),
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this.z.ToString(format),
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this.w.ToString(format)
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});
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return String.Format("({0}, {1}, {2}, {3})", x.ToString(format), y.ToString(format), z.ToString(format), w.ToString(format));
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}
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}
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}
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