add w to CVector; adjust col structs a bit
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@@ -44,3 +44,18 @@ operator*(const CMatrix &mat, const CVector &vec)
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mat.ry * vec.x + mat.fy * vec.y + mat.uy * vec.z + mat.py,
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mat.rz * vec.x + mat.fz * vec.y + mat.uz * vec.z + mat.pz);
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}
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void
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RwV3dTransformPoints(CVector * pointsOut, const CVector * pointsIn, RwInt32 numPoints, const RwMatrix * matrix)
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{
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while(numPoints--){
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float x = pointsIn->x*matrix->right.x + pointsIn->y*matrix->up.x + pointsIn->z*matrix->at.x + matrix->pos.x;
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float y = pointsIn->x*matrix->right.y + pointsIn->y*matrix->up.y + pointsIn->z*matrix->at.y + matrix->pos.y;
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float z = pointsIn->x*matrix->right.z + pointsIn->y*matrix->up.z + pointsIn->z*matrix->at.z + matrix->pos.z;
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pointsOut->x = x;
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pointsOut->y = y;
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pointsOut->z = z;
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pointsOut++;
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pointsIn++;
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}
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}
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