1 | /* -*- mode: c++; c-basic-offset: 4; indent-tabs-mode: nil -*- */ |
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2 | #include <vrmath/vrVector4f.h> |
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3 | #include <vrmath/vrMatrix4x4f.h> |
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4 | |
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5 | void vrVector4f::mult( const vrMatrix4x4f& mat, const vrVector4f& vector) |
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6 | { |
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7 | const float* m = mat.get(); |
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8 | x = vector.x*m[0]+vector.y*m[4]+vector.z*m[8]+vector.w*m[12]; |
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9 | y = vector.x*m[1]+vector.y*m[5]+vector.z*m[9]+vector.w*m[13]; |
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10 | z = vector.x*m[2]+vector.y*m[6]+vector.z*m[10]+vector.w*m[14]; |
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11 | w = vector.x*m[3]+vector.y*m[7]+vector.z*m[11]+vector.w*m[15]; |
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12 | } |
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13 | |
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14 | void vrVector4f::mult(const vrMatrix4x4f& mat) |
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15 | { |
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16 | vrVector4f vector(x, y, z, w); |
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17 | const float* m = mat.get(); |
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18 | |
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19 | x = vector.x*m[0]+vector.y*m[4]+vector.z*m[8]+vector.w*m[12]; |
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20 | y = vector.x*m[1]+vector.y*m[5]+vector.z*m[9]+vector.w*m[13]; |
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21 | z = vector.x*m[2]+vector.y*m[6]+vector.z*m[10]+vector.w*m[14]; |
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22 | w = vector.x*m[3]+vector.y*m[7]+vector.z*m[11]+vector.w*m[15]; |
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23 | } |
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24 | |
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25 | void vrVector4f::transform(const vrVector4f& v, const vrMatrix4x4f& mat) |
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26 | { |
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27 | vrVector4f vector(x, y, z, w); |
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28 | const float* m = mat.get(); |
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29 | x = vector.x * m[0] + vector.y*m[4]+vector.z*m[8]+vector.w*m[12]; |
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30 | y = vector.x * m[1] + vector.y*m[5]+vector.z*m[9]+vector.w*m[13]; |
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31 | z = vector.x*m[2]+vector.y*m[6]+vector.z*m[10]+vector.w*m[14]; |
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32 | w = vector.x*m[3]+vector.y*m[7]+vector.z*m[11]+vector.w*m[15]; |
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33 | |
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34 | } |
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