small refactoring
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@@ -398,7 +398,6 @@ QVector3D Transform::fromDirection(QVector3D d, float pitch) {
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QVector3D Transform::fromRotationMatrix(const QMatrix3x3 & m) {
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//return QQuaternion::fromRotationMatrix(m);
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float sy = sqrt(m(0,0) * m(0,0) + m(1,0) * m(1,0));
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bool singular = sy < 1.E-6; // If
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float x, y, z;
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