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Add argument names to quaternion classes so they show up in the API ref
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@ -21,11 +21,11 @@ class FLOATNAME(LRotation);
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class EXPCL_PANDA_LINMATH FLOATNAME(LOrientation) : public FLOATNAME(LQuaternion) {
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PUBLISHED:
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INLINE_LINMATH FLOATNAME(LOrientation)();
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INLINE_LINMATH FLOATNAME(LOrientation)(const FLOATNAME(LQuaternion)&);
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INLINE_LINMATH FLOATNAME(LOrientation)(FLOATTYPE, FLOATTYPE, FLOATTYPE, FLOATTYPE);
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INLINE_LINMATH FLOATNAME(LOrientation)(const FLOATNAME(LVector3) &, float);
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INLINE_LINMATH FLOATNAME(LOrientation)(const FLOATNAME(LMatrix3) &);
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INLINE_LINMATH FLOATNAME(LOrientation)(const FLOATNAME(LMatrix4) &);
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INLINE_LINMATH FLOATNAME(LOrientation)(const FLOATNAME(LQuaternion) &c);
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INLINE_LINMATH FLOATNAME(LOrientation)(FLOATTYPE r, FLOATTYPE i, FLOATTYPE j, FLOATTYPE k);
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INLINE_LINMATH FLOATNAME(LOrientation)(const FLOATNAME(LVector3) &point_at, float twist);
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INLINE_LINMATH FLOATNAME(LOrientation)(const FLOATNAME(LMatrix3) &m);
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INLINE_LINMATH FLOATNAME(LOrientation)(const FLOATNAME(LMatrix4) &m);
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INLINE_LINMATH FLOATNAME(LOrientation)
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operator * (const FLOATNAME(LRotation) &other) const;
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@ -20,10 +20,10 @@ class EXPCL_PANDA_LINMATH FLOATNAME(LQuaternion) : public FLOATNAME(LVecBase4) {
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PUBLISHED:
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INLINE_LINMATH FLOATNAME(LQuaternion)();
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INLINE_LINMATH FLOATNAME(LQuaternion)(const FLOATNAME(LVecBase4) ©);
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INLINE_LINMATH FLOATNAME(LQuaternion)(FLOATTYPE, const FLOATNAME(LVecBase3) ©);
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INLINE_LINMATH FLOATNAME(LQuaternion)(FLOATTYPE, FLOATTYPE, FLOATTYPE, FLOATTYPE);
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INLINE_LINMATH FLOATNAME(LQuaternion)(FLOATTYPE r, const FLOATNAME(LVecBase3) ©);
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INLINE_LINMATH FLOATNAME(LQuaternion)(FLOATTYPE r, FLOATTYPE i, FLOATTYPE j, FLOATTYPE k);
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static FLOATNAME(LQuaternion) pure_imaginary(const FLOATNAME(LVector3) &);
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static FLOATNAME(LQuaternion) pure_imaginary(const FLOATNAME(LVector3) &v);
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INLINE_LINMATH FLOATNAME(LQuaternion) conjugate() const;
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@ -19,13 +19,13 @@
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class EXPCL_PANDA_LINMATH FLOATNAME(LRotation) : public FLOATNAME(LQuaternion) {
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PUBLISHED:
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INLINE_LINMATH FLOATNAME(LRotation)();
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INLINE_LINMATH FLOATNAME(LRotation)(const FLOATNAME(LQuaternion) &);
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INLINE_LINMATH FLOATNAME(LRotation)(const FLOATNAME(LQuaternion) &c);
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INLINE_LINMATH FLOATNAME(LRotation)(const FLOATNAME(LVecBase4) ©);
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INLINE_LINMATH FLOATNAME(LRotation)(FLOATTYPE, FLOATTYPE, FLOATTYPE, FLOATTYPE);
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INLINE_LINMATH FLOATNAME(LRotation)(const FLOATNAME(LVector3) &, FLOATTYPE);
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INLINE_LINMATH FLOATNAME(LRotation)(const FLOATNAME(LMatrix3) &);
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INLINE_LINMATH FLOATNAME(LRotation)(const FLOATNAME(LMatrix4) &);
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INLINE_LINMATH FLOATNAME(LRotation)(FLOATTYPE, FLOATTYPE, FLOATTYPE);
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INLINE_LINMATH FLOATNAME(LRotation)(FLOATTYPE r, FLOATTYPE i, FLOATTYPE j, FLOATTYPE k);
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INLINE_LINMATH FLOATNAME(LRotation)(const FLOATNAME(LVector3) &axis, FLOATTYPE angle);
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INLINE_LINMATH FLOATNAME(LRotation)(const FLOATNAME(LMatrix3) &m);
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INLINE_LINMATH FLOATNAME(LRotation)(const FLOATNAME(LMatrix4) &m);
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INLINE_LINMATH FLOATNAME(LRotation)(FLOATTYPE h, FLOATTYPE p, FLOATTYPE r);
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INLINE_LINMATH FLOATNAME(LRotation) operator * (FLOATTYPE scalar) const;
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INLINE_LINMATH FLOATNAME(LRotation) operator / (FLOATTYPE scalar) const;
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