Определение ориентации как в рабочей прошивке
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@@ -58,7 +58,7 @@ Quaternion QuatNegate(const Quaternion* q)
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Quaternion QuatSum(const Quaternion* q1, const Quaternion* q2)
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{
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Quaternion res = {.x = q1->x + q2->x, .y = q1->y + q2->y, .z = q1->z + q2->z, .w = q1->w + q2->w};
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Quaternion res = {q1->x + q2->x, q1->y + q2->y, q1->z + q2->z, q1->w + q2->w};
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return res;
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}
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