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@@ -1083,16 +1083,16 @@
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var nbRevert = 0;
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var cross: Vector3;
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var dot = 0.0;
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-
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+
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// step 1 : rotation around w
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// Rv3(u) = u1, and u1 belongs to plane xOz
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// Rv3(w) = w1 = w invariant
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var u1: Vector3;
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var v1: Vector3;
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- if (w.z == 0) {
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+ if (Tools.WithinEpsilon(w.z, 0, Engine.Epsilon)) {
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z = 1.0;
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}
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- else if (w.x == 0) {
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+ else if (Tools.WithinEpsilon(w.x, 0, Engine.Epsilon)) {
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x = 1.0;
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}
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else {
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@@ -1131,7 +1131,7 @@
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y = 0.0;
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z = 0.0;
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sign = -1;
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- if (w.z == 0) {
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+ if (Tools.WithinEpsilon(w.z, 0, Engine.Epsilon)) {
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x = 1.0;
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}
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else {
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