VU0 collision
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41
src/math/VuVector.h
Normal file
41
src/math/VuVector.h
Normal file
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#pragma once
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class TYPEALIGN(16) CVuVector : public CVector
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{
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public:
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float w;
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CVuVector(void) {}
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CVuVector(float x, float y, float z) : CVector(x, y, z) {}
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CVuVector(float x, float y, float z, float w) : CVector(x, y, z), w(w) {}
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CVuVector(const CVector &v) : CVector(v.x, v.y, v.z) {}
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#ifdef RWCORE_H
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CVuVector(const RwV3d &v) : CVector(v.x, v.y, v.z) {}
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operator RwV3d (void) const {
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RwV3d vecRw = { this->x, this->y, this->z };
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return vecRw;
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}
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operator RwV3d *(void) {
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return (RwV3d*)this;
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}
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#endif
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/*
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void Normalise(void) {
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float sq = MagnitudeSqr();
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// TODO: VU0 code
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if(sq > 0.0f){
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float invsqrt = RecipSqrt(sq);
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x *= invsqrt;
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y *= invsqrt;
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z *= invsqrt;
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}else
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x = 1.0f;
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}
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*/
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};
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void TransformPoint(CVuVector &out, const CMatrix &mat, const CVuVector &in);
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void TransformPoint(CVuVector &out, const CMatrix &mat, const RwV3d &in);
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void TransformPoints(CVuVector *out, int n, const CMatrix &mat, const RwV3d *in, int stride);
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void TransformPoints(CVuVector *out, int n, const CMatrix &mat, const CVuVector *in);
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