2020-09-14 17:48:49 +00:00
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#include "common.h"
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void
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CVector::Normalise(void)
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{
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float sq = MagnitudeSqr();
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if (sq > 0.0f) {
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float invsqrt = RecipSqrt(sq);
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x *= invsqrt;
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y *= invsqrt;
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z *= invsqrt;
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} else
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x = 1.0f;
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}
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CVector
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CrossProduct(const CVector &v1, const CVector &v2)
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{
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return CVector(v1.y * v2.z - v1.z * v2.y, v1.z * v2.x - v1.x * v2.z, v1.x * v2.y - v1.y * v2.x);
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}
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CVector
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Multiply3x3(const CMatrix &mat, const CVector &vec)
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{
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// TODO: VU0 code
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2021-01-19 15:09:06 +00:00
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return CVector(mat.rx * vec.x + mat.fx * vec.y + mat.ux * vec.z,
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mat.ry * vec.x + mat.fy * vec.y + mat.uy * vec.z,
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mat.rz * vec.x + mat.fz * vec.y + mat.uz * vec.z);
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2020-09-14 17:48:49 +00:00
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}
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CVector
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Multiply3x3(const CVector &vec, const CMatrix &mat)
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{
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2021-01-19 15:09:06 +00:00
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return CVector(mat.rx * vec.x + mat.ry * vec.y + mat.rz * vec.z,
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mat.fx * vec.x + mat.fy * vec.y + mat.fz * vec.z,
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mat.ux * vec.x + mat.uy * vec.y + mat.uz * vec.z);
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2020-09-14 17:48:49 +00:00
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}
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CVector
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operator*(const CMatrix &mat, const CVector &vec)
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{
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// TODO: VU0 code
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2021-01-19 15:09:06 +00:00
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return CVector(mat.rx * vec.x + mat.fx * vec.y + mat.ux * vec.z + mat.px,
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mat.ry * vec.x + mat.fy * vec.y + mat.uy * vec.z + mat.py,
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mat.rz * vec.x + mat.fz * vec.y + mat.uz * vec.z + mat.pz);
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2020-09-14 17:48:49 +00:00
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}
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