#include "common.h" void CVector::Normalise(void) { float sq = MagnitudeSqr(); if (sq > 0.0f) { float invsqrt = RecipSqrt(sq); x *= invsqrt; y *= invsqrt; z *= invsqrt; } else x = 1.0f; } CVector CrossProduct(const CVector &v1, const CVector &v2) { 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); } CVector Multiply3x3(const CMatrix &mat, const CVector &vec) { // TODO: VU0 code return CVector(mat.right.x * vec.x + mat.forward.x * vec.y + mat.up.x * vec.z, mat.right.y * vec.x + mat.forward.y * vec.y + mat.up.y * vec.z, mat.right.z * vec.x + mat.forward.z * vec.y + mat.up.z * vec.z); } CVector Multiply3x3(const CVector &vec, const CMatrix &mat) { return CVector(mat.right.x * vec.x + mat.right.y * vec.y + mat.right.z * vec.z, mat.forward.x * vec.x + mat.forward.y * vec.y + mat.forward.z * vec.z, mat.up.x * vec.x + mat.up.y * vec.y + mat.up.z * vec.z); } CVector operator*(const CMatrix &mat, const CVector &vec) { // TODO: VU0 code return CVector(mat.right.x * vec.x + mat.forward.x * vec.y + mat.up.x * vec.z + mat.pos.x, mat.right.y * vec.x + mat.forward.y * vec.y + mat.up.y * vec.z + mat.pos.y, mat.right.z * vec.x + mat.forward.z * vec.y + mat.up.z * vec.z + mat.pos.z); }