startet quaternions *yay*
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@ -99,7 +99,11 @@ namespace ANX.Framework
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public static void Add(ref Quaternion quaternion1, ref Quaternion quaternion2, out Quaternion result)
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{
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throw new NotImplementedException();
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result.X = quaternion1.X + quaternion2.X;
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result.Y = quaternion1.Y + quaternion2.Y;
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result.Z = quaternion1.Z + quaternion2.Z;
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result.W = quaternion1.W + quaternion2.W;
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}
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public static Quaternion Concatenate(Quaternion value1, Quaternion value2)
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@ -124,7 +128,10 @@ namespace ANX.Framework
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public static void Conjugate(ref Quaternion value, out Quaternion result)
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{
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throw new NotImplementedException();
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result.X = -value.X;
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result.Y = -value.Y;
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result.Z = -value.Z;
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result.W = -value.W;
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}
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public static Quaternion CreateFromAxisAngle(Vector3 axis, float angle)
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@ -194,12 +201,12 @@ namespace ANX.Framework
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public float Length()
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{
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throw new NotImplementedException();
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return (float)Math.Sqrt(this.X * this.X + this.Y * this.Y + this.Z * this.Z + this.W * this.W);
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}
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public float LengthSquared()
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{
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throw new NotImplementedException();
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return this.X * this.X + this.Y * this.Y + this.Z * this.Z + this.W * this.W;
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}
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public static Quaternion Lerp(Quaternion quaternion1, Quaternion quaternion2, float amount)
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