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Common: Add additional Matrix/Vec functions.
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@ -84,6 +84,23 @@ Matrix33 Matrix33::RotateZ(float rad)
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return mtx;
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}
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Matrix33 Matrix33::Rotate(float rad, const Vec3& axis)
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{
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const float s = std::sin(rad);
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const float c = std::cos(rad);
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Matrix33 mtx;
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mtx.data[0] = axis.x * axis.x * (1 - c) + c;
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mtx.data[1] = axis.x * axis.y * (1 - c) - axis.z * s;
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mtx.data[2] = axis.x * axis.z * (1 - c) + axis.y * s;
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mtx.data[3] = axis.y * axis.x * (1 - c) + axis.z * s;
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mtx.data[4] = axis.y * axis.y * (1 - c) + c;
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mtx.data[5] = axis.y * axis.z * (1 - c) - axis.x * s;
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mtx.data[6] = axis.z * axis.x * (1 - c) - axis.y * s;
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mtx.data[7] = axis.z * axis.y * (1 - c) + axis.x * s;
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mtx.data[8] = axis.z * axis.z * (1 - c) + c;
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return mtx;
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}
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Matrix33 Matrix33::Scale(const Vec3& vec)
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{
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Matrix33 mtx = {};
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@ -20,6 +20,10 @@ union TVec3
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TVec3() = default;
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TVec3(T _x, T _y, T _z) : data{_x, _y, _z} {}
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TVec3 Cross(const TVec3& rhs) const
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{
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return {(y * rhs.z) - (rhs.y * z), (z * rhs.x) - (rhs.z * x), (x * rhs.y) - (rhs.x * y)};
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}
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T Dot(const TVec3& other) const { return x * other.x + y * other.y + z * other.z; }
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T LengthSquared() const { return Dot(*this); }
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T Length() const { return std::sqrt(LengthSquared()); }
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@ -275,6 +279,8 @@ public:
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static Matrix33 RotateY(float rad);
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static Matrix33 RotateZ(float rad);
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static Matrix33 Rotate(float rad, const Vec3& axis);
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static Matrix33 Scale(const Vec3& vec);
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// set result = a x b
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