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					@ -25,12 +25,12 @@ namespace glm | 
				
			
			
		
	
		
		
			
				
					
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									return; | 
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									return; | 
				
			
			
		
	
		
		
			
				
					
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								} | 
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								} | 
				
			
			
		
	
		
		
			
				
					
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								angle = static_cast<T>(3.1415926535897932384626433832795); | 
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								angle = static_cast<T>(3.1415926535897932384626433832795); | 
				
			
			
		
	
		
		
			
				
					
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								T xx = (mat[0][0] + (T)1.0) / (T)2.0; | 
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								T xx = (mat[0][0] + (T)1.0) * (T)0.5; | 
				
			
			
				
				
			
		
	
		
		
			
				
					
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								T yy = (mat[1][1] + (T)1.0) / (T)2.0; | 
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								T yy = (mat[1][1] + (T)1.0) * (T)0.5; | 
				
			
			
				
				
			
		
	
		
		
			
				
					
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								T zz = (mat[2][2] + (T)1.0) / (T)2.0; | 
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								T zz = (mat[2][2] + (T)1.0) * (T)0.5; | 
				
			
			
				
				
			
		
	
		
		
			
				
					
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								T xy = (mat[1][0] + mat[0][1]) / (T)4.0; | 
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								T xy = (mat[1][0] + mat[0][1]) * (T)0.25; | 
				
			
			
				
				
			
		
	
		
		
			
				
					
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								T xz = (mat[2][0] + mat[0][2]) / (T)4.0; | 
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								T xz = (mat[2][0] + mat[0][2]) * (T)0.25; | 
				
			
			
				
				
			
		
	
		
		
			
				
					
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								T yz = (mat[2][1] + mat[1][2]) / (T)4.0; | 
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								T yz = (mat[2][1] + mat[1][2]) * (T)0.25; | 
				
			
			
				
				
			
		
	
		
		
	
		
		
	
		
		
	
		
		
	
		
		
	
		
		
	
		
		
			
				
					
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								if((xx > yy) && (xx > zz)) | 
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								if((xx > yy) && (xx > zz)) | 
				
			
			
		
	
		
		
			
				
					
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								{ | 
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								{ | 
				
			
			
		
	
		
		
			
				
					
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									if (xx < epsilon) { | 
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									if (xx < epsilon) { | 
				
			
			
		
	
	
		
		
			
				
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					@ -72,7 +72,7 @@ namespace glm | 
				
			
			
		
	
		
		
			
				
					
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							T s = sqrt((mat[2][1] - mat[1][2]) * (mat[2][1] - mat[1][2]) + (mat[2][0] - mat[0][2]) * (mat[2][0] - mat[0][2]) + (mat[1][0] - mat[0][1]) * (mat[1][0] - mat[0][1])); | 
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							T s = sqrt((mat[2][1] - mat[1][2]) * (mat[2][1] - mat[1][2]) + (mat[2][0] - mat[0][2]) * (mat[2][0] - mat[0][2]) + (mat[1][0] - mat[0][1]) * (mat[1][0] - mat[0][1])); | 
				
			
			
		
	
		
		
			
				
					
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							if (glm::abs(s) < T(0.001)) | 
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							if (glm::abs(s) < T(0.001)) | 
				
			
			
		
	
		
		
			
				
					
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								s = (T)1.0; | 
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								s = (T)1.0; | 
				
			
			
		
	
		
		
			
				
					
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							angle = acos((mat[0][0] + mat[1][1] + mat[2][2] - (T)1.0) / (T)2.0); | 
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							angle = acos((mat[0][0] + mat[1][1] + mat[2][2] - (T)1.0) * (T)0.5); | 
				
			
			
				
				
			
		
	
		
		
	
		
		
			
				
					
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							axis.x = (mat[1][2] - mat[2][1]) / s; | 
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							axis.x = (mat[1][2] - mat[2][1]) / s; | 
				
			
			
		
	
		
		
			
				
					
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							axis.y = (mat[2][0] - mat[0][2]) / s; | 
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							axis.y = (mat[2][0] - mat[0][2]) / s; | 
				
			
			
		
	
		
		
			
				
					
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							axis.z = (mat[0][1] - mat[1][0]) / s; | 
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							axis.z = (mat[0][1] - mat[1][0]) / s; | 
				
			
			
		
	
	
		
		
			
				
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