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diff --git a/dep/include/g3dlite/G3D/PhysicsFrame.h b/dep/include/g3dlite/G3D/PhysicsFrame.h
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-/**
- @file PhysicsFrame.h
-
- @maintainer Morgan McGuire, http://graphics.cs.williams.edu
-
- @created 2002-07-08
- @edited 2006-01-10
-*/
-
-#ifndef G3D_PHYSICSFRAME_H
-#define G3D_PHYSICSFRAME_H
-
-#include "G3D/platform.h"
-#include "G3D/Vector3.h"
-#include "G3D/Matrix3.h"
-#include "G3D/Quat.h"
-#include "G3D/CoordinateFrame.h"
-#include <math.h>
-#include <string>
-
-
-namespace G3D {
-
-/**
- An RT transformation using a quaternion; suitable for
- physics integration.
-
- This interface is in "Beta" and will change in the next release.
- */
-class PhysicsFrame {
-public:
-
- Quat rotation;
-
- /**
- Takes object space points to world space.
- */
- Vector3 translation;
-
- /**
- Initializes to the identity frame.
- */
- PhysicsFrame();
-
- /**
- Purely translational force
- */
- PhysicsFrame(const Vector3& translation) : translation(translation) {}
-
- PhysicsFrame(const CoordinateFrame& coordinateFrame);
-
- /** Compose: create the transformation that is <I>other</I> followed by <I>this</I>.*/
- PhysicsFrame operator*(const PhysicsFrame& other) const;
-
- virtual ~PhysicsFrame() {}
-
- CoordinateFrame toCoordinateFrame() const;
-
- /**
- Linear interpolation (spherical linear for the rotations).
- */
- PhysicsFrame lerp(
- const PhysicsFrame& other,
- float alpha) const;
-
- void deserialize(class BinaryInput& b);
-
- void serialize(class BinaryOutput& b) const;
-
-};
-
-} // namespace
-
-#endif