Revision a733dd00 include/maths.h

b/include/maths.h
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            x(_x), y(_y), z(_z), w(_w)
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            {}
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        void ToAxis(Vector3 &axis, double angle){
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            (void) angle;
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            Quaternion q=(*this).Norm();
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            angle=acosf(q.w)*2.0f /*TO_RADIANS*/;
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            double sa=1.0f/sqrtf(1.0f-q.w*q.w);

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