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269
Float3d.h
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269
Float3d.h
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//---------------------------------------------------------------------------
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#ifndef float3dH
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#define float3dH
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#include <math.h>
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//---------------------------------------------------------------------------
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class float3
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{//wapó³rzêdne wiercho³ka 3D o pojedynczej precyzji
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public:
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float x,y,z;
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float3(void) {};
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__fastcall float3(float a,float b,float c) {x=a;y=b;z=c;};
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double inline __fastcall Length() const;
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};
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inline bool operator==(const float3& v1,const float3& v2)
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{return (v1.x==v2.x&&v1.y==v2.y&&v1.z==v2.z);
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};
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inline float3& operator+=(float3& v1,const float3& v2)
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{v1.x+=v2.x; v1.y+=v2.y; v1.z+=v2.z;
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return v1;
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};
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inline float3 operator-(const float3& v)
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{return float3(-v.x,-v.y,-v.z);
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};
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inline float3 operator-(const float3 &v1,const float3 &v2)
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{return float3(v1.x-v2.x,v1.y-v2.y,v1.z-v2.z);
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};
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inline float3 operator+(const float3 &v1,const float3 &v2)
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{return float3(v1.x+v2.x,v1.y+v2.y,v1.z+v2.z);
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};
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double inline __fastcall float3::Length() const
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{return sqrt(x*x+y*y+z*z);
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};
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inline float3 operator/(const float3& v, double k)
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{return float3(v.x/k,v.y/k,v.z/k);
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};
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inline float3 SafeNormalize(const float3 &v)
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{//bezpieczna normalizacja (wektor d³ugoœci 1.0)
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double l=v.Length();
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float3 retVal;
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if (l==0)
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retVal.x=retVal.y=retVal.z=0;
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else
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retVal=v/l;
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return retVal;
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};
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inline float3 CrossProduct(const float3& v1,const float3& v2)
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{return float3(v1.y*v2.z-v1.z*v2.y,v2.x*v1.z-v2.z*v1.x,v1.x*v2.y-v1.y*v2.x);
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}
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class float4
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{//kwaternion obrotu
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public:
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float x,y,z,w;
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__fastcall float4() {x=y=z=0.f;w=1.f;};
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__fastcall float4(float a,float b,float c,float d) {x=a;y=b;z=c;w=d;};
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double inline float4::LengthSquared() const
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{return x*x+y*y+z*z+w*w;};
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double inline float4::Length() const
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{return sqrt(x*x+y*y+z*z+w*w);};
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};
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inline float4 operator*(const float4 &q1,const float4 &q2)
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{//mno¿enie to prawie jak mno¿enie macierzy
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return float4
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(q1.w*q2.x+q1.x*q2.w+q1.y*q2.z-q1.z*q2.y,
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q1.w*q2.y+q1.y*q2.w+q1.z*q2.x-q1.x*q2.z,
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q1.w*q2.z+q1.z*q2.w+q1.x*q2.y-q1.y*q2.x,
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q1.w*q2.w-q1.x*q2.x-q1.y*q2.y-q1.z*q2.z
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);
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}
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inline float4 operator-(const float4& q)
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{//sprzê¿ony; odwrotny tylko dla znormalizowanych!
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return float4(-q.x,-q.y,-q.z,q.w);
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};
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inline float4 operator-(const float4 &q1,const float4 &q2)
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{//z odejmowaniem nie ma lekko
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return (-q1)*q2; //inwersja tylko dla znormalizowanych!
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};
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inline float4 operator+(const float4 &v1,const float4 &v2)
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{return float4(v1.x+v2.x,v1.y+v2.y,v1.z+v2.z,v1.w+v2.w);};
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inline float4 operator/(const float4& v, double k)
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{return float4(v.x/k,v.y/k,v.z/k,v.w/k);};
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inline float4 Normalize(const float4 &v)
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{//bezpieczna normalizacja (wektor d³ugoœci 1.0)
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double l=v.LengthSquared();
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if (l==1.0)
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return v;
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if (l==0.0)
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return float4(); //wektor zerowy, w=1
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else
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return v/sqrt(l); //pierwiastek liczony tylko jeœli trzeba wykonaæ dzielenia
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};
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float Dot(const float4 &q1,const float4 &q2)
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{//iloczyn skalarny
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return q1.x*q2.x+q1.y*q2.y+q1.z*q2.z+q1.w*q2.w;
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}
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inline float4& operator*=(float4& v1,double d)
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{//mno¿enie przez skalar, jaki ma sens?
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v1.x*=d; v1.y*=d; v1.z*=d; v1.w*=d;
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return v1;
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};
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inline float4 Slerp(const float4 &q0,const float4 &q1,float t)
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//void Slerp(QUATERNION *Out, const QUATERNION &q0, const QUATERNION &q1, float t)
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{//interpolacja sweryczna
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float cosOmega=Dot(q0,q1);
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float4 new_q1(q1);
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if (cosOmega<0.0f)
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{//je¿eli s¹ niezgodne kierunki, jeden z nich trzeba zanegowaæ
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new_q1.x=-new_q1.x;
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new_q1.y=-new_q1.y;
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new_q1.z=-new_q1.z;
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new_q1.w=-new_q1.w;
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cosOmega=-cosOmega;
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}
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double k0,k1;
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if (cosOmega>0.9999f)
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{//jeœli jesteœmy z (t) na maksimum kosinusa, to tam prawie liniowo jest
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k0=1.0f-t;
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k1=t;
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}
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else
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{//a w ogólnym przypadku trzeba liczyæ na trygonometriê
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double sinOmega=sqrt(1.0f-cosOmega*cosOmega); //sinus z jedynki tryg.
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double omega=atan2(sinOmega,cosOmega); //wyznaczenie k¹ta
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double oneOverSinOmega=1.0f/sinOmega; //odwrotnoϾ sinusa, bo sinus w mianowniku
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k0=sin((1.0f-t)*omega)*oneOverSinOmega;
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k1=sin(t*omega)*oneOverSinOmega;
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}
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return float4
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(q0.x*k0+new_q1.x*k1,
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q0.y*k0+new_q1.y*k1,
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q0.z*k0+new_q1.z*k1,
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q0.w*k0+new_q1.w*k1
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);
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}
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struct float8
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{//wiercho³ek 3D z wektorem normalnym i mapowaniem, pojedyncza precyzja
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public:
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float3 Point;
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float3 Normal;
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float tu,tv;
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};
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class float4x4
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{//macierz transformacji pojedynczej precyzji
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float e[16];
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public:
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float4x4(void) {};
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float4x4(float f[16]) {for (int i=0;i<16;++i) e[i]=f[i];};
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float* __fastcall operator() (int i) { return &e[i<<2]; }
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const float* __fastcall readArray(void) { return e; }
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void __fastcall Identity()
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{for (int i=0;i<16;++i)
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e[i]=0;
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e[0]=e[5]=e[10]=e[15]=1.0f;
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}
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const float* operator[](int i) const {return &e[i<<2];};
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void __fastcall InitialRotate()
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{//taka specjalna rotacja, nie ma co ci¹gaæ trygonometrii
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float f;
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for (int i=0;i<16;i+=4)
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{e[i]=-e[i]; //zmiana znaku X
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f=e[i+1]; e[i+1]=e[i+2]; e[i+2]=f; //zamiana Y i Z
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}
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};
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inline float4x4& Rotation(double angle,float3 axis);
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inline bool IdentityIs()
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{//sprawdzenie jednostkowoœci
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for (int i=0;i<16;++i)
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if (e[i]!=((i%5)?0.0:1.0)) //jedynki tylko na 0, 5, 10 i 15
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return false;
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return true;
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}
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void __fastcall Quaternion(float4 *q);
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inline float3* TranslationGet()
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{return (float3*)(e+12);}
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};
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inline float3 operator*(const float4x4& m,const float3& v)
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{//mno¿enie wektora przez macierz
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return float3(
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v.x*m[0][0]+v.y*m[1][0]+v.z*m[2][0]+m[3][0],
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v.x*m[0][1]+v.y*m[1][1]+v.z*m[2][1]+m[3][1],
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v.x*m[0][2]+v.y*m[1][2]+v.z*m[2][2]+m[3][2]
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);
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}
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inline float4x4& float4x4::Rotation(double angle,float3 axis)
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{
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double c=cos(angle);
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double s=sin(angle);
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// One minus c (short name for legibility of formulai)
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double omc=(1-c);
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if (axis.Length()!=1.0f) axis=SafeNormalize(axis);
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double x = axis.x;
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double y = axis.y;
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double z = axis.z;
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double xs = x * s;
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double ys = y * s;
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double zs = z * s;
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double xyomc = x * y * omc;
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double xzomc = x * z * omc;
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double yzomc = y * z * omc;
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e[0] =x*x*omc+c;
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e[1] =xyomc+zs;
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e[2] =xzomc-ys;
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e[3] =0;
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e[4] =xyomc-zs;
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e[5] =y*y*omc+c;
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e[6] =yzomc+xs;
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e[7] =0;
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e[8] =xzomc+ys;
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e[9] =yzomc-xs;
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e[10]=z*z*omc+c;
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e[11]=0;
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e[12]=0;
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e[13]=0;
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e[14]=0;
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e[15]=1;
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return *this;
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};
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inline float4x4 operator*(const float4x4& m1, const float4x4& m2)
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{//iloczyn macierzy
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float4x4 retVal;
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for (int x=0;x<4;++x)
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for (int y=0;y<4;++y)
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{
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retVal(x)[y]=0;
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for (int i=0;i<4;++i)
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retVal(x)[y]+=m1[i][y]*m2[x][i];
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}
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return retVal;
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};
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// From code in Graphics Gems; p. 766
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inline float Det2x2(float a,float b,float c,float d)
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{//obliczenie wyznacznika macierzy 2×2
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return a*d-b*c;
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};
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inline float Det3x3(float a1,float a2,float a3,
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float b1,float b2,float b3,
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float c1,float c2,float c3)
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{//obliczenie wyznacznika macierzy 3×3
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return
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+a1*Det2x2(b2,b3,c2,c3)
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-b1*Det2x2(a2,a3,c2,c3)
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+c1*Det2x2(a2,a3,b2,b3);
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};
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float Det(const float4x4 &m)
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{//obliczenie wyznacznika macierzy 4×4
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float a1=m[0][0],a2=m[1][0],a3=m[2][0],a4=m[3][0];
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float b1=m[0][1],b2=m[1][1],b3=m[2][1],b4=m[3][1];
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float c1=m[0][2],c2=m[1][2],c3=m[2][2],c4=m[3][2];
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float d1=m[0][3],d2=m[1][3],d3=m[2][3],d4=m[3][3];
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return
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+a1*Det3x3(b2,b3,b4,c2,c3,c4,d2,d3,d4)
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-b1*Det3x3(a2,a3,a4,c2,c3,c4,d2,d3,d4)
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+c1*Det3x3(a2,a3,a4,b2,b3,b4,d2,d3,d4)
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-d1*Det3x3(a2,a3,a4,b2,b3,b4,c2,c3,c4);
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};
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#endif
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