Implement D3DOrtho
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@@ -30,6 +30,33 @@ public:
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static const Vector3 Backward;
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static const Vector3 NaN;
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static void Orthonormalize(Vector3& a, Vector3& b)
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{
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a = a.Normalize();
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b = b - b.ProjectToNorm(a);
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b = b.Normalize();
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}
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static void Orthonormalize(Vector3& a, Vector3& b, Vector3& c)
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{
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a = a.Normalize();
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b = b - b.ProjectToNorm(a);
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b = b.Normalize();
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c = c - c.ProjectToNorm(a);
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c = c - c.ProjectToNorm(b);
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c = c.Normalize();
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}
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bool AreOrthonormal(const Vector3& a, const Vector3& b, float epsilon)
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{
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}
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Vector3 ProjectToNorm(const Vector3& direction)
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{
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return direction * this->Dot(direction);
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}
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float GetX() const;
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float GetY() const;
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float GetZ() const;
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