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e2f5e8fe34
We'll need 'common' for something else.
214 lines
No EOL
5.9 KiB
C++
214 lines
No EOL
5.9 KiB
C++
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// Matrix class based on code from VSML:
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/** ----------------------------------------------------------
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* \class VSMathLib
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*
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* Lighthouse3D
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*
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* VSMathLib - Very Simple Matrix Library
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*
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* Full documentation at
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* http://www.lighthouse3d.com/very-simple-libs
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*
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* This class aims at easing geometric transforms, camera
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* placement and projection definition for programmers
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* working with OpenGL core versions.
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*
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*
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---------------------------------------------------------------*/
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#ifndef __VSMatrix__
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#define __VSMatrix__
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#include <stdlib.h>
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#include "vectors.h"
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#ifdef USE_DOUBLE
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typedef double FLOATTYPE;
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#else
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typedef float FLOATTYPE;
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#endif
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class VSMatrix {
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public:
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VSMatrix()
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{
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}
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VSMatrix(int)
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{
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loadIdentity();
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}
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void translate(FLOATTYPE x, FLOATTYPE y, FLOATTYPE z);
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void scale(FLOATTYPE x, FLOATTYPE y, FLOATTYPE z);
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void rotate(FLOATTYPE angle, FLOATTYPE x, FLOATTYPE y, FLOATTYPE z);
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void loadIdentity();
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#ifdef USE_DOUBLE
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void multMatrix(const float *aMatrix);
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#endif
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void multVector(FLOATTYPE *aVector);
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void multMatrix(const FLOATTYPE *aMatrix);
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void multMatrix(const VSMatrix &aMatrix)
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{
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multMatrix(aMatrix.mMatrix);
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}
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void loadMatrix(const FLOATTYPE *aMatrix);
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#ifdef USE_DOUBLE
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void loadMatrix(const float *aMatrix);
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#endif
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void lookAt(FLOATTYPE xPos, FLOATTYPE yPos, FLOATTYPE zPos, FLOATTYPE xLook, FLOATTYPE yLook, FLOATTYPE zLook, FLOATTYPE xUp, FLOATTYPE yUp, FLOATTYPE zUp);
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void perspective(FLOATTYPE fov, FLOATTYPE ratio, FLOATTYPE nearp, FLOATTYPE farp);
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void ortho(FLOATTYPE left, FLOATTYPE right, FLOATTYPE bottom, FLOATTYPE top, FLOATTYPE nearp=-1.0f, FLOATTYPE farp=1.0f);
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void frustum(FLOATTYPE left, FLOATTYPE right, FLOATTYPE bottom, FLOATTYPE top, FLOATTYPE nearp, FLOATTYPE farp);
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void copy(FLOATTYPE * pDest)
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{
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memcpy(pDest, mMatrix, 16 * sizeof(FLOATTYPE));
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}
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#ifdef USE_DOUBLE
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void copy(float * pDest)
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{
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for (int i = 0; i < 16; i++)
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{
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pDest[i] = (float)mMatrix[i];
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}
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}
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#endif
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const FLOATTYPE *get() const
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{
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return mMatrix;
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}
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void multMatrixPoint(const FLOATTYPE *point, FLOATTYPE *res);
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#ifdef USE_DOUBLE
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void computeNormalMatrix(const float *aMatrix);
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#endif
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void computeNormalMatrix(const FLOATTYPE *aMatrix);
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void computeNormalMatrix(const VSMatrix &aMatrix)
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{
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computeNormalMatrix(aMatrix.mMatrix);
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}
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bool inverseMatrix(VSMatrix &result);
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void transpose();
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protected:
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static void crossProduct(const FLOATTYPE *a, const FLOATTYPE *b, FLOATTYPE *res);
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static FLOATTYPE dotProduct(const FLOATTYPE *a, const FLOATTYPE * b);
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static void normalize(FLOATTYPE *a);
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static void subtract(const FLOATTYPE *a, const FLOATTYPE *b, FLOATTYPE *res);
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static void add(const FLOATTYPE *a, const FLOATTYPE *b, FLOATTYPE *res);
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static FLOATTYPE length(const FLOATTYPE *a);
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static void multMatrix(FLOATTYPE *resMatrix, const FLOATTYPE *aMatrix);
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static void setIdentityMatrix(FLOATTYPE *mat, int size = 4);
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/// The storage for matrices
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FLOATTYPE mMatrix[16];
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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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FVector3 axis(ax, ay, az);
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axis.MakeUnit();
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double c = cos(angle * pi::pi()/180.), s = sin(angle * pi::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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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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};
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#endif |