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Get rid of definitelyIdentityMatrix (#15480)
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@@ -358,8 +358,6 @@ inline void quaternion::getMatrixFast(matrix4 &dest) const
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dest[13] = 0.f;
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dest[14] = 0.f;
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dest[15] = 1.f;
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dest.setDefinitelyIdentityMatrix(false);
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}
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/*!
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@@ -397,8 +395,6 @@ inline void quaternion::getMatrix(matrix4 &dest,
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dest[13] = center.Y;
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dest[14] = center.Z;
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dest[15] = 1.f;
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dest.setDefinitelyIdentityMatrix(false);
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}
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/*!
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@@ -471,8 +467,6 @@ inline void quaternion::getMatrix_transposed(matrix4 &dest) const
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dest[7] = 0.f;
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dest[11] = 0.f;
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dest[15] = 1.f;
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dest.setDefinitelyIdentityMatrix(false);
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}
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// Inverts this quaternion
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