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https://github.com/halpz/re3.git
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VU0 collision
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@ -81,6 +81,7 @@ public:
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m_matrix.pos.z += rhs.m_matrix.pos.z;
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return *this;
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}
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CMatrix& operator*=(CMatrix const &rhs);
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CVector &GetPosition(void){ return *(CVector*)&m_matrix.pos; }
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CVector &GetRight(void) { return *(CVector*)&m_matrix.right; }
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41
src/math/VuVector.h
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41
src/math/VuVector.h
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@ -0,0 +1,41 @@
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#pragma once
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class TYPEALIGN(16) CVuVector : public CVector
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{
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public:
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float w;
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CVuVector(void) {}
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CVuVector(float x, float y, float z) : CVector(x, y, z) {}
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CVuVector(float x, float y, float z, float w) : CVector(x, y, z), w(w) {}
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CVuVector(const CVector &v) : CVector(v.x, v.y, v.z) {}
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#ifdef RWCORE_H
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CVuVector(const RwV3d &v) : CVector(v.x, v.y, v.z) {}
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operator RwV3d (void) const {
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RwV3d vecRw = { this->x, this->y, this->z };
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return vecRw;
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}
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operator RwV3d *(void) {
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return (RwV3d*)this;
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}
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#endif
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/*
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void Normalise(void) {
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float sq = MagnitudeSqr();
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// TODO: VU0 code
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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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*/
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};
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void TransformPoint(CVuVector &out, const CMatrix &mat, const CVuVector &in);
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void TransformPoint(CVuVector &out, const CMatrix &mat, const RwV3d &in);
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void TransformPoints(CVuVector *out, int n, const CMatrix &mat, const RwV3d *in, int stride);
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void TransformPoints(CVuVector *out, int n, const CMatrix &mat, const CVuVector *in);
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@ -1,9 +1,124 @@
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#include "common.h"
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#include "Quaternion.h"
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#include "VuVector.h"
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// TODO: move more stuff into here
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void TransformPoint(CVuVector &out, const CMatrix &mat, const CVuVector &in)
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{
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#ifdef GTA_PS2
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__asm__ __volatile__("\n\
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lqc2 vf01,0x0(%2)\n\
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lqc2 vf02,0x0(%1)\n\
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lqc2 vf03,0x10(%1)\n\
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lqc2 vf04,0x20(%1)\n\
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lqc2 vf05,0x30(%1)\n\
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vmulax.xyz ACC, vf02,vf01\n\
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vmadday.xyz ACC, vf03,vf01\n\
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vmaddaz.xyz ACC, vf04,vf01\n\
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vmaddw.xyz vf06,vf05,vf00\n\
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sqc2 vf06,0x0(%0)\n\
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": : "r" (&out) , "r" (&mat) ,"r" (&in): "memory");
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#else
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out = mat * in;
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#endif
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}
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void TransformPoint(CVuVector &out, const CMatrix &mat, const RwV3d &in)
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{
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#ifdef GTA_PS2
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__asm__ __volatile__("\n\
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ldr $8,0x0(%2)\n\
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ldl $8,0x7(%2)\n\
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lw $9,0x8(%2)\n\
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pcpyld $10,$9,$8\n\
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qmtc2 $10,vf01\n\
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lqc2 vf02,0x0(%1)\n\
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lqc2 vf03,0x10(%1)\n\
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lqc2 vf04,0x20(%1)\n\
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lqc2 vf05,0x30(%1)\n\
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vmulax.xyz ACC, vf02,vf01\n\
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vmadday.xyz ACC, vf03,vf01\n\
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vmaddaz.xyz ACC, vf04,vf01\n\
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vmaddw.xyz vf06,vf05,vf00\n\
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sqc2 vf06,0x0(%0)\n\
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": : "r" (&out) , "r" (&mat) ,"r" (&in): "memory");
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#else
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out = mat * in;
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#endif
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}
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void TransformPoints(CVuVector *out, int n, const CMatrix &mat, const RwV3d *in, int stride)
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{
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#ifdef GTA_PS3
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__asm__ __volatile__("\n\
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paddub $3,%4,$0\n\
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lqc2 vf02,0x0(%2)\n\
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lqc2 vf03,0x10(%2)\n\
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lqc2 vf04,0x20(%2)\n\
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lqc2 vf05,0x30(%2)\n\
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ldr $8,0x0(%3)\n\
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ldl $8,0x7(%3)\n\
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lw $9,0x8(%3)\n\
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pcpyld $10,$9,$8\n\
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qmtc2 $10,vf01\n\
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1: vmulax.xyz ACC, vf02,vf01\n\
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vmadday.xyz ACC, vf03,vf01\n\
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vmaddaz.xyz ACC, vf04,vf01\n\
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vmaddw.xyz vf06,vf05,vf00\n\
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add %3,%3,$3\n\
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ldr $8,0x0(%3)\n\
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ldl $8,0x7(%3)\n\
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lw $9,0x8(%3)\n\
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pcpyld $10,$9,$8\n\
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qmtc2 $10,vf01\n\
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addi %1,%1,-1\n\
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addiu %0,%0,0x10\n\
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sqc2 vf06,-0x10(%0)\n\
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bnez %1,1b\n\
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": : "r" (out) , "r" (n), "r" (&mat), "r" (in), "r" (stride): "memory");
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#else
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while(n--){
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*out = mat * *in;
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in = (RwV3d*)((uint8*)in + stride);
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out++;
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}
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#endif
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}
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void TransformPoints(CVuVector *out, int n, const CMatrix &mat, const CVuVector *in)
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{
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#ifdef GTA_PS2
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__asm__ __volatile__("\n\
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lqc2 vf02,0x0(%2)\n\
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lqc2 vf03,0x10(%2)\n\
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lqc2 vf04,0x20(%2)\n\
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lqc2 vf05,0x30(%2)\n\
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lqc2 vf01,0x0(%3)\n\
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nop\n\
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1: vmulax.xyz ACC, vf02,vf01\n\
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vmadday.xyz ACC, vf03,vf01\n\
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vmaddaz.xyz ACC, vf04,vf01\n\
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vmaddw.xyz vf06,vf05,vf00\n\
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lqc2 vf01,0x10(%3)\n\
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addiu %3,%3,0x10\n\
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addi %1,%1,-1\n\
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addiu %0,%0,0x10\n\
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sqc2 vf06,-0x10(%0)\n\
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bnez %1,1b\n\
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": : "r" (out) , "r" (n), "r" (&mat) ,"r" (in): "memory");
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#else
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while(n--){
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*out = mat * *in;
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in++;
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out++;
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}
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#endif
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}
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void
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CVector2D::Normalise(void)
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{
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@ -87,6 +202,7 @@ CMatrix::Reorthogonalise(void)
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CMatrix&
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Invert(const CMatrix &src, CMatrix &dst)
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{
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// TODO: VU0 code
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// GTA handles this as a raw 4x4 orthonormal matrix
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// and trashes the RW flags, let's not do that
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// actual copy of librw code:
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@ -117,6 +233,7 @@ Invert(const CMatrix &src, CMatrix &dst)
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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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return CVector(
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mat.m_matrix.right.x * vec.x + mat.m_matrix.up.x * vec.y + mat.m_matrix.at.x * vec.z + mat.m_matrix.pos.x,
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mat.m_matrix.right.y * vec.x + mat.m_matrix.up.y * vec.y + mat.m_matrix.at.y * vec.z + mat.m_matrix.pos.y,
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@ -126,6 +243,7 @@ operator*(const CMatrix &mat, const CVector &vec)
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CMatrix
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operator*(const CMatrix &m1, const CMatrix &m2)
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{
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// TODO: VU0 code
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CMatrix out;
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RwMatrix *dst = &out.m_matrix;
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const RwMatrix *src1 = &m1.m_matrix;
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@ -145,9 +263,18 @@ operator*(const CMatrix &m1, const CMatrix &m2)
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return out;
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}
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CMatrix&
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CMatrix::operator*=(CMatrix const &rhs)
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{
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// TODO: VU0 code
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*this = *this * rhs;
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return *this;
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}
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const 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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return CVector(
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mat.m_matrix.right.x * vec.x + mat.m_matrix.up.x * vec.y + mat.m_matrix.at.x * vec.z,
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mat.m_matrix.right.y * vec.x + mat.m_matrix.up.y * vec.y + mat.m_matrix.at.y * vec.z,
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@ -179,6 +306,7 @@ CQuaternion::Slerp(const CQuaternion &q1, const CQuaternion &q2, float theta, fl
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w1 = Sin((1.0f - t) * theta) * invSin;
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w2 = Sin(t * theta) * invSin;
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}
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// TODO: VU0 code
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*this = w1*q1 + w2*q2;
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}
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}
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