1fb4f58ff2
Originally committed to SVN as r1399.
521 lines
8.8 KiB
C++
521 lines
8.8 KiB
C++
/*
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* Copyright (C) 2003-2006 Gabest
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* http://www.gabest.org
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*
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* This Program is free software; you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation; either version 2, or (at your option)
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* any later version.
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*
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* This Program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with GNU Make; see the file COPYING. If not, write to
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* the Free Software Foundation, 675 Mass Ave, Cambridge, MA 02139, USA.
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* http://www.gnu.org/copyleft/gpl.html
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*
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*/
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#include "stdafx.h"
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#include <math.h>
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#include "CoordGeom.h"
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#define EPSILON (1e-7)
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#define BIGNUMBER (1e+9)
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#define IsZero(d) (fabs(d) < EPSILON)
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//
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// Vector
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//
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Vector::Vector(float x, float y, float z)
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{
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this->x = x;
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this->y = y;
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this->z = z;
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}
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void Vector::Set(float x, float y, float z)
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{
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this->x = x;
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this->y = y;
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this->z = z;
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}
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float Vector::Length()
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{
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return(sqrt(x * x + y * y + z * z));
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}
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float Vector::Sum()
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{
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return(x + y + z);
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}
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float Vector::CrossSum()
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{
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return(x*y + x*z + y*z);
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}
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Vector Vector::Cross()
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{
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return(Vector(x*y, x*z, y*z));
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}
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Vector Vector::Pow(float exp)
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{
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return(exp == 0 ? Vector(1, 1, 1) : exp == 1 ? *this : Vector(pow(x, exp), pow(y, exp), pow(z, exp)));
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}
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Vector Vector::Unit()
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{
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float l = Length();
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if(!l || l == 1) return(*this);
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return(*this * (1 / l));
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}
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Vector& Vector::Unitalize()
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{
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return(*this = Unit());
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}
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Vector Vector::Normal(Vector& a, Vector& b)
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{
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return((a - *this) % (b - a));
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}
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float Vector::Angle(Vector& a, Vector& b)
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{
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return(((a - *this).Unit()).Angle((b - *this).Unit()));
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}
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float Vector::Angle(Vector& a)
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{
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float angle = *this | a;
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return((angle > 1) ? 0 : (angle < -1) ? PI : acos(angle));
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}
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void Vector::Angle(float& u, float& v)
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{
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Vector n = Unit();
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u = asin(n.y);
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if(IsZero(n.z)) v = PI/2 * Sgn(n.x);
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else if(n.z > 0) v = atan(n.x / n.z);
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else if(n.z < 0) v = IsZero(n.x) ? PI : (PI * Sgn(n.x) + atan(n.x / n.z));
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}
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Vector Vector::Angle()
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{
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Vector ret;
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Angle(ret.x, ret.y);
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ret.z = 0;
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return(ret);
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}
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Vector& Vector::Min(Vector& a)
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{
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x = (x < a.x) ? x : a.x;
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y = (y < a.y) ? y : a.y;
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z = (z < a.z) ? z : a.z;
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return(*this);
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}
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Vector& Vector::Max(Vector& a)
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{
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x = (x > a.x) ? x : a.x;
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y = (y > a.y) ? y : a.y;
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z = (z > a.z) ? z : a.z;
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return(*this);
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}
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Vector Vector::Abs()
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{
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return(Vector(fabs(x), fabs(y), fabs(z)));
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}
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Vector Vector::Reflect(Vector& n)
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{
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return(n * ((-*this) | n) * 2 - (-*this));
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}
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Vector Vector::Refract(Vector& N, float nFront, float nBack, float* nOut)
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{
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Vector D = -*this;
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float N_dot_D = (N | D);
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float n = N_dot_D >= 0 ? (nFront / nBack) : (nBack / nFront);
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Vector cos_D = N * N_dot_D;
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Vector sin_T = (cos_D - D) * n;
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float len_sin_T = sin_T | sin_T;
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if(len_sin_T > 1)
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{
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if(nOut) {*nOut = N_dot_D >= 0 ? nFront : nBack;}
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return((*this).Reflect(N));
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}
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float N_dot_T = sqrt(1.0 - len_sin_T);
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if(N_dot_D < 0) N_dot_T = -N_dot_T;
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if(nOut) {*nOut = N_dot_D >= 0 ? nBack : nFront;}
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return(sin_T - (N * N_dot_T));
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}
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Vector Vector::Refract2(Vector& N, float nFrom, float nTo, float* nOut)
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{
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Vector D = -*this;
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float N_dot_D = (N | D);
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float n = nFrom / nTo;
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Vector cos_D = N * N_dot_D;
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Vector sin_T = (cos_D - D) * n;
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float len_sin_T = sin_T | sin_T;
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if(len_sin_T > 1)
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{
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if(nOut) {*nOut = nFrom;}
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return((*this).Reflect(N));
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}
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float N_dot_T = sqrt(1.0 - len_sin_T);
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if(N_dot_D < 0) N_dot_T = -N_dot_T;
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if(nOut) {*nOut = nTo;}
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return(sin_T - (N * N_dot_T));
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}
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float Vector::operator | (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 Vector::operator % (Vector& v)
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{
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return(Vector(y * v.z - z * v.y, z * v.x - x * v.z, x * v.y - y * v.x));
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}
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float& Vector::operator [] (int i)
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{
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return(!i ? x : (i == 1) ? y : z);
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}
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Vector Vector::operator - ()
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{
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return(Vector(-x, -y, -z));
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}
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bool Vector::operator == (const Vector& v) const
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{
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if(IsZero(x - v.x) && IsZero(y - v.y) && IsZero(z - v.z)) return(true);
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return(false);
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}
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bool Vector::operator != (const Vector& v) const
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{
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return((*this == v) ? false : true);
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}
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Vector Vector::operator + (float d)
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{
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return(Vector(x + d, y + d, z + d));
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}
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Vector Vector::operator + (Vector& v)
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{
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return(Vector(x + v.x, y + v.y, z + v.z));
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}
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Vector Vector::operator - (float d)
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{
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return(Vector(x - d, y - d, z - d));
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}
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Vector Vector::operator - (Vector& v)
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{
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return(Vector(x - v.x, y - v.y, z - v.z));
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}
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Vector Vector::operator * (float d)
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{
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return(Vector(x * d, y * d, z * d));
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}
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Vector Vector::operator * (Vector& v)
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{
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return(Vector(x * v.x, y * v.y, z * v.z));
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}
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Vector Vector::operator / (float d)
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{
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return(Vector(x / d, y / d, z / d));
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}
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Vector Vector::operator / (Vector& v)
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{
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return(Vector(x / v.x, y / v.y, z / v.z));
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}
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Vector& Vector::operator += (float d)
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{
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x += d; y += d; z += d;
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return(*this);
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}
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Vector& Vector::operator += (Vector& v)
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{
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x += v.x; y += v.y; z += v.z;
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return(*this);
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}
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Vector& Vector::operator -= (float d)
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{
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x -= d; y -= d; z -= d;
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return(*this);
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}
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Vector& Vector::operator -= (Vector& v)
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{
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x -= v.x; y -= v.y; z -= v.z;
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return(*this);
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}
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Vector& Vector::operator *= (float d)
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{
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x *= d; y *= d; z *= d;
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return(*this);
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}
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Vector& Vector::operator *= (Vector& v)
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{
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x *= v.x; y *= v.y; z *= v.z;
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return(*this);
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}
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Vector& Vector::operator /= (float d)
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{
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x /= d; y /= d; z /= d;
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return(*this);
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}
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Vector& Vector::operator /= (Vector& v)
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{
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x /= v.x; y /= v.y; z /= v.z;
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return(*this);
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}
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//
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// Ray
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//
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Ray::Ray(Vector& p, Vector& d)
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{
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this->p = p;
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this->d = d;
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}
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void Ray::Set(Vector& p, Vector& d)
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{
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this->p = p;
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this->d = d;
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}
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float Ray::GetDistanceFrom(Ray& r)
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{
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float t = (d | r.d);
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if(IsZero(t)) return(-BIGNUMBER); // plane is paralell to the ray, return -infinite
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return(((r.p - p) | r.d) / t);
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}
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float Ray::GetDistanceFrom(Vector& v)
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{
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float t = ((v - p) | d) / (d | d);
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return(((p + d*t) - v).Length());
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}
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Vector Ray::operator [] (float t)
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{
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return(p + d*t);
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}
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//
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// XForm
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//
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XForm::XForm(Ray& r, Vector& s, bool isWorldToLocal)
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{
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Initalize(r, s, isWorldToLocal);
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}
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void XForm::Initalize()
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{
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m.Initalize();
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}
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void XForm::Initalize(Ray& r, Vector& s, bool isWorldToLocal)
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{
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Initalize();
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if(m_isWorldToLocal = isWorldToLocal)
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{
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*this -= r.p;
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*this >>= r.d;
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*this /= s;
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}
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else
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{
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*this *= s;
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*this <<= r.d;
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*this += r.p;
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}
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}
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void XForm::operator *= (Vector& v)
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{
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Matrix s;
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s.mat[0][0] = v.x;
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s.mat[1][1] = v.y;
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s.mat[2][2] = v.z;
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m *= s;
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}
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void XForm::operator += (Vector& v)
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{
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Matrix t;
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t.mat[3][0] = v.x;
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t.mat[3][1] = v.y;
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t.mat[3][2] = v.z;
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m *= t;
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}
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void XForm::operator <<= (Vector& v)
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{
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Matrix x;
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x.mat[1][1] = cos(v.x); x.mat[1][2] = -sin(v.x);
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x.mat[2][1] = sin(v.x); x.mat[2][2] = cos(v.x);
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Matrix y;
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y.mat[0][0] = cos(v.y); y.mat[0][2] = -sin(v.y);
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y.mat[2][0] = sin(v.y); y.mat[2][2] = cos(v.y);
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Matrix z;
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z.mat[0][0] = cos(v.z); z.mat[0][1] = -sin(v.z);
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z.mat[1][0] = sin(v.z); z.mat[1][1] = cos(v.z);
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m = m_isWorldToLocal ? (m * y * x * z) : (m * z * x * y);
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}
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void XForm::operator /= (Vector& v)
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{
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Vector s;
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s.x = IsZero(v.x) ? 0 : 1 / v.x;
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s.y = IsZero(v.y) ? 0 : 1 / v.y;
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s.z = IsZero(v.z) ? 0 : 1 / v.z;
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*this *= s;
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}
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void XForm::operator -= (Vector& v)
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{
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*this += -v;
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}
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void XForm::operator >>= (Vector& v)
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{
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*this <<= -v;
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}
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Vector XForm::operator < (Vector& n)
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{
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Vector ret;
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ret.x = n.x * m.mat[0][0] +
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n.y * m.mat[1][0] +
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n.z * m.mat[2][0];
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ret.y = n.x * m.mat[0][1] +
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n.y * m.mat[1][1] +
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n.z * m.mat[2][1];
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ret.z = n.x * m.mat[0][2] +
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n.y * m.mat[1][2] +
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n.z * m.mat[2][2];
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return(ret);
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}
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Vector XForm::operator << (Vector& v)
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{
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Vector ret;
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ret.x = v.x * m.mat[0][0] +
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v.y * m.mat[1][0] +
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v.z * m.mat[2][0] +
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m.mat[3][0];
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ret.y = v.x * m.mat[0][1] +
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v.y * m.mat[1][1] +
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v.z * m.mat[2][1] +
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m.mat[3][1];
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ret.z = v.x * m.mat[0][2] +
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v.y * m.mat[1][2] +
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v.z * m.mat[2][2] +
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m.mat[3][2];
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return(ret);
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}
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Ray XForm::operator << (Ray& r)
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{
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return(Ray(*this << r.p, *this < r.d));
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}
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//
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// XForm::Matrix
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//
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XForm::Matrix::Matrix()
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{
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Initalize();
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}
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void XForm::Matrix::Initalize()
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{
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mat[0][0] = 1; mat[0][1] = 0; mat[0][2] = 0; mat[0][3] = 0;
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mat[1][0] = 0; mat[1][1] = 1; mat[1][2] = 0; mat[1][3] = 0;
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mat[2][0] = 0; mat[2][1] = 0; mat[2][2] = 1; mat[2][3] = 0;
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mat[3][0] = 0; mat[3][1] = 0; mat[3][2] = 0; mat[3][3] = 1;
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}
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XForm::Matrix XForm::Matrix::operator * (Matrix& m)
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{
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Matrix ret;
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for(int i = 0; i < 4; i++)
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{
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for(int j = 0; j < 4; j++)
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{
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ret.mat[i][j] = mat[i][0] * m.mat[0][j] +
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mat[i][1] * m.mat[1][j] +
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mat[i][2] * m.mat[2][j] +
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mat[i][3] * m.mat[3][j];
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if(IsZero(ret.mat[i][j])) ret.mat[i][j] = 0;
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}
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}
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return(ret);
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}
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XForm::Matrix& XForm::Matrix::operator *= (XForm::Matrix& m)
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{
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return(*this = *this * m);
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}
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