Jim
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@@ -45,14 +45,36 @@ namespace LinearAlgebra {
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Vector3 GetColumn(int index) const;
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float At(int x, int y) const;
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/// Creates a new M3x3 that rotates about the given axis by the given angle
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static Matrix3x3 RotateAxisAngle(const Vector3& rhs);
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void SetRotatePart(const Vector3& a, float angle);
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static Matrix3x3 RotateFromTo(const Vector3& source, const Vector3& direction);
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/// Creates a new M3x3 that rotates about the given axis by the given angle
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static Matrix3x3 RotateAxisAngle(const Vector3& axis, float angleRadians);
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static Matrix3x3 RotateFromTo(const Vector3& source, const Vector3& direction)
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{
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}
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void SetRow(int i, const Vector3 &vector3);
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void SetColumn(int i, const Vector3& vector);
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void Orthonormalize(int c0, int c1, int c2)
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{
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Vector3 v0 = GetColumn(c0);
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Vector3 v1 = GetColumn(c1);
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Vector3 v2 = GetColumn(c2);
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Vector3::Orthonormalize(v0, v1, v2);
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SetColumn(c0, v0);
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SetColumn(c1, v1);
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SetColumn(c2, v2);
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}
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static Matrix3x3 LookAt(const Vector3& forward, const Vector3& target, const Vector3& localUp, const Vector3& worldUp);
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static Matrix3x3 FromQuat(const Quaternion& orientation);
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static Matrix3x3 FromQuat(const Quaternion& orientation)
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{
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return Matrix3x3(orientation);
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}
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Quaternion ToQuat() const;
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