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all is double now, and clarifying comment
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@ -277,8 +277,6 @@ TransformationMatrix TransformationMatrix::mat_rotation(double angle_rad, const
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TransformationMatrix TransformationMatrix::mat_rotation(Vectorf3 origin, Vectorf3 target)
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{
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// TODO: there is a lot of float <-> double conversion going on here
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TransformationMatrix mat;
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double length_sq = origin.x*origin.x + origin.y*origin.y + origin.z*origin.z;
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double rec_length;
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@ -333,7 +331,7 @@ TransformationMatrix TransformationMatrix::mat_rotation(Vectorf3 origin, Vectorf
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}
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}
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else
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{// not colinear, cross represents rotation axis so that angle is positive
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{// not colinear, cross represents rotation axis so that angle is (0, 180)
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// dot's vectors have previously been normalized, so nothing to do except arccos
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double angle = acos(dot);
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