#include #include void vrVector4f::mult( const vrMatrix4x4f& mat, const vrVector4f& vector) { const float* m = mat.get(); x = vector.x*m[0]+vector.y*m[4]+vector.z*m[8]+vector.w*m[12]; y = vector.x*m[1]+vector.y*m[5]+vector.z*m[9]+vector.w*m[13]; z = vector.x*m[2]+vector.y*m[6]+vector.z*m[10]+vector.w*m[14]; w = vector.x*m[3]+vector.y*m[7]+vector.z*m[11]+vector.w*m[15]; } void vrVector4f::mult(const vrMatrix4x4f& mat) { vrVector4f vector(x, y, z, w); const float* m = mat.get(); x = vector.x*m[0]+vector.y*m[4]+vector.z*m[8]+vector.w*m[12]; y = vector.x*m[1]+vector.y*m[5]+vector.z*m[9]+vector.w*m[13]; z = vector.x*m[2]+vector.y*m[6]+vector.z*m[10]+vector.w*m[14]; w = vector.x*m[3]+vector.y*m[7]+vector.z*m[11]+vector.w*m[15]; } void vrVector4f::transform(const vrVector4f& v, const vrMatrix4x4f& mat) { vrVector4f vector(x, y, z, w); const float* m = mat.get(); x = vector.x * m[0] + vector.y*m[4]+vector.z*m[8]+vector.w*m[12]; y = vector.x * m[1] + vector.y*m[5]+vector.z*m[9]+vector.w*m[13]; z = vector.x*m[2]+vector.y*m[6]+vector.z*m[10]+vector.w*m[14]; w = vector.x*m[3]+vector.y*m[7]+vector.z*m[11]+vector.w*m[15]; }