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4fb17561bc
- use FVector3 for sprite rotations.
261 lines
6.1 KiB
C++
261 lines
6.1 KiB
C++
#ifndef __GL_GEOM
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#define __GL_GEOM
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#include "math.h"
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#include "r_defs.h"
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class Vector
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{
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public:
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Vector()
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{
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SetX(0.f);
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SetY(1.f);
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SetZ(0.f);
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m_length = 1.f;
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}
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Vector(float x, float y, float z)
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{
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SetX(x);
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SetY(y);
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SetZ(z);
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m_length=-1.0f;
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}
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Vector(float *v)
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{
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SetX(v[0]);
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SetY(v[1]);
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SetZ(v[2]);
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m_length=-1.0f;
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}
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Vector(vertex_t * v)
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{
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SetX((float)v->fX());
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SetY((float)v->fY());
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SetZ(0);
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}
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void Normalize()
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{
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float l = 1.f / Length();
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SetX(X() * l);
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SetY(Y() * l);
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SetZ(Z() * l);
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m_length=1.0f;
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}
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void UpdateLength()
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{
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m_length = sqrtf((X() * X()) + (Y() * Y()) + (Z() * Z()));
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}
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void Set(float *v)
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{
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SetX(v[0]);
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SetY(v[1]);
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SetZ(v[2]);
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m_length=-1.0f;
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}
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void Set(float x, float y, float z)
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{
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SetX(x);
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SetY(y);
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SetZ(z);
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m_length=-1.0f;
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}
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float Length()
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{
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if (m_length<0.0f) UpdateLength();
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return m_length;
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}
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float Dist(Vector &v)
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{
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Vector t(X() - v.X(), Y() - v.Y(), Z() - v.Z());
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return t.Length();
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}
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float Dot(Vector &v)
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{
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return (X() * v.X()) + (Y() * v.Y()) + (Z() * v.Z());
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}
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Vector Cross(Vector &v);
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Vector operator- (Vector &v);
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Vector operator+ (Vector &v);
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Vector operator* (float f);
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Vector operator/ (float f);
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bool operator== (Vector &v);
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bool operator!= (Vector &v) { return !((*this) == v); }
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void GetRightUp(Vector &up, Vector &right);
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float operator[] (int index) const { return m_vec[index]; }
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float &operator[] (int index) { return m_vec[index]; }
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float X() const { return m_vec[0]; }
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float Y() const { return m_vec[1]; }
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float Z() const { return m_vec[2]; }
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void SetX(float x) { m_vec[0] = x; }
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void SetY(float y) { m_vec[1] = y; }
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void SetZ(float z) { m_vec[2] = z; }
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void Scale(float scale);
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Vector ProjectVector(Vector &a);
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Vector ProjectPlane(Vector &right, Vector &up);
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protected:
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float m_vec[3];
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float m_length;
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};
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class Plane
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{
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public:
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Plane()
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{
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m_normal.Set(0.f, 1.f, 0.f);
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m_d = 0.f;
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}
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void Init(float *v1, float *v2, float *v3);
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void Init(float a, float b, float c, float d);
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void Init(float *verts, int numVerts);
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void Set(secplane_t &plane);
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float DistToPoint(float x, float y, float z);
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bool PointOnSide(float x, float y, float z);
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bool PointOnSide(Vector &v) { return PointOnSide(v.X(), v.Y(), v.Z()); }
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bool ValidNormal() { return m_normal.Length() == 1.f; }
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float A() { return m_normal.X(); }
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float B() { return m_normal.Y(); }
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float C() { return m_normal.Z(); }
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float D() { return m_d; }
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const Vector &Normal() const { return m_normal; }
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protected:
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Vector m_normal;
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float m_d;
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};
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class Matrix3x4 // used like a 4x4 matrix with the last row always being (0,0,0,1)
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{
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float m[3][4];
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public:
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void MakeIdentity()
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{
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memset(m, 0, sizeof(m));
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m[0][0] = m[1][1] = m[2][2] = 1.f;
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}
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void Translate(float x, float y, float z)
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{
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m[0][3] = m[0][0]*x + m[0][1]*y + m[0][2]*z + m[0][3];
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m[1][3] = m[1][0]*x + m[1][1]*y + m[1][2]*z + m[1][3];
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m[2][3] = m[2][0]*x + m[2][1]*y + m[2][2]*z + m[2][3];
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}
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void Scale(float x, float y, float z)
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{
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m[0][0] *=x;
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m[1][0] *=x;
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m[2][0] *=x;
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m[0][1] *=y;
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m[1][1] *=y;
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m[2][1] *=y;
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m[0][2] *=z;
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m[1][2] *=z;
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m[2][2] *=z;
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}
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void Rotate(float ax, float ay, float az, float angle)
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{
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Matrix3x4 m1;
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Vector axis(ax, ay, az);
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axis.Normalize();
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double c = cos(angle * M_PI/180.), s = sin(angle * M_PI/180.), t = 1 - c;
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double sx = s*axis.X(), sy = s*axis.Y(), sz = s*axis.Z();
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double tx, ty, txx, tyy, u, v;
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tx = t*axis.X();
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m1.m[0][0] = float( (txx=tx*axis.X()) + c );
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m1.m[0][1] = float( (u=tx*axis.Y()) - sz);
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m1.m[0][2] = float( (v=tx*axis.Z()) + sy);
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ty = t*axis.Y();
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m1.m[1][0] = float( u + sz);
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m1.m[1][1] = float( (tyy=ty*axis.Y()) + c );
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m1.m[1][2] = float( (u=ty*axis.Z()) - sx);
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m1.m[2][0] = float( v - sy);
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m1.m[2][1] = float( u + sx);
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m1.m[2][2] = float( (t-txx-tyy) + c );
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m1.m[0][3] = 0.f;
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m1.m[1][3] = 0.f;
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m1.m[2][3] = 0.f;
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*this = (*this) * m1;
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}
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Matrix3x4 operator *(const Matrix3x4 &other)
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{
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Matrix3x4 result;
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result.m[0][0] = m[0][0]*other.m[0][0] + m[0][1]*other.m[1][0] + m[0][2]*other.m[2][0];
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result.m[0][1] = m[0][0]*other.m[0][1] + m[0][1]*other.m[1][1] + m[0][2]*other.m[2][1];
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result.m[0][2] = m[0][0]*other.m[0][2] + m[0][1]*other.m[1][2] + m[0][2]*other.m[2][2];
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result.m[0][3] = m[0][0]*other.m[0][3] + m[0][1]*other.m[1][3] + m[0][2]*other.m[2][3] + m[0][3];
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result.m[1][0] = m[1][0]*other.m[0][0] + m[1][1]*other.m[1][0] + m[1][2]*other.m[2][0];
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result.m[1][1] = m[1][0]*other.m[0][1] + m[1][1]*other.m[1][1] + m[1][2]*other.m[2][1];
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result.m[1][2] = m[1][0]*other.m[0][2] + m[1][1]*other.m[1][2] + m[1][2]*other.m[2][2];
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result.m[1][3] = m[1][0]*other.m[0][3] + m[1][1]*other.m[1][3] + m[1][2]*other.m[2][3] + m[1][3];
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result.m[2][0] = m[2][0]*other.m[0][0] + m[2][1]*other.m[1][0] + m[2][2]*other.m[2][0];
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result.m[2][1] = m[2][0]*other.m[0][1] + m[2][1]*other.m[1][1] + m[2][2]*other.m[2][1];
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result.m[2][2] = m[2][0]*other.m[0][2] + m[2][1]*other.m[1][2] + m[2][2]*other.m[2][2];
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result.m[2][3] = m[2][0]*other.m[0][3] + m[2][1]*other.m[1][3] + m[2][2]*other.m[2][3] + m[2][3];
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return result;
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}
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Vector operator *(const Vector &vec)
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{
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Vector result;
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result.SetX(vec.X()*m[0][0] + vec.Y()*m[0][1] + vec.Z()*m[0][2] + m[0][3]);
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result.SetY(vec.X()*m[1][0] + vec.Y()*m[1][1] + vec.Z()*m[1][2] + m[1][3]);
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result.SetZ(vec.X()*m[2][0] + vec.Y()*m[2][1] + vec.Z()*m[2][2] + m[2][3]);
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return result;
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}
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FVector3 operator *(const FVector3 &vec)
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{
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FVector3 result;
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result.X = vec.X*m[0][0] + vec.Y*m[0][1] + vec.Z*m[0][2] + m[0][3];
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result.Y = vec.X*m[1][0] + vec.Y*m[1][1] + vec.Z*m[1][2] + m[1][3];
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result.Z = vec.X*m[2][0] + vec.Y*m[2][1] + vec.Z*m[2][2] + m[2][3];
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return result;
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}
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void MultiplyVector(float *f3 , float *f3o)
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{
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float x = f3[0] * m[0][0] + f3[1] * m[0][1] + f3[2] * m[0][2] + m[0][3];
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float y = f3[0] * m[1][0] + f3[1] * m[1][1] + f3[2] * m[1][2] + m[1][3];
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float z = f3[0] * m[2][0] + f3[1] * m[2][1] + f3[2] * m[2][2] + m[2][3];
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f3o[2] = z; f3o[1] = y; f3o[0] = x;
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}
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};
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#endif
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