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Author | SHA1 | Date | |
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dea5735c87 |
@@ -32,7 +32,8 @@ file(GLOB_RECURSE J3ML_SRC "src/J3ML/*.c" "src/J3ML/*.cpp")
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include_directories("include")
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add_library(J3ML SHARED ${J3ML_SRC}
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src/J3ML/LinearAlgebra/AxisAngle.cpp)
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src/J3ML/LinearAlgebra/AxisAngle.cpp
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include/J3ML/LinearAlgebra/Vector.h)
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set_target_properties(J3ML PROPERTIES LINKER_LANGUAGE CXX)
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install(TARGETS ${PROJECT_NAME} DESTINATION lib/${PROJECT_NAME})
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@@ -3,12 +3,13 @@
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#pragma once
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namespace Geometry {
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using Point2D = LinearAlgebra::Vector2;
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using Vector2 = LinearAlgebra::Vector2;
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using Vector3 = LinearAlgebra::Vector3;
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class LineSegment2D
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{
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Point2D A;
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Point2D B;
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Vector2 A;
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Vector2 B;
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};
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class Rectangle; //AABB2D;
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@@ -29,7 +30,7 @@ namespace Geometry {
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using Point3D = LinearAlgebra::Vector3;
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// A 3D axis-aligned bounding box
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// This data structure can be used to represent coarse bounds of objects, in situations where detailed triangle-level
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@@ -44,18 +45,59 @@ namespace Geometry {
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class Line;
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class LineSegment
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{
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Point3D A;
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Point3D B;
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Vector3 A;
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Vector3 B;
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};
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class Ray
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{
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Point3D Origin;
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Point3D Direction;
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Vector3 Origin;
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Vector3 Direction;
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};
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class OBB;
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class Frustum;
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class Plane;
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class Plane
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{
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public:
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Vector3 Position;
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Vector3 Normal;
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float distance = 0.f;
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};
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class Frustum {
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public:
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Plane TopFace;
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Plane BottomFace;
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Plane RightFace;
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Plane LeftFace;
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Plane FarFace;
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Plane NearFace;
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};
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class Camera {
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public:
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Vector3 Position;
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Vector3 Front;
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Vector3 Right;
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Vector3 Up;
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};
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static Frustum CreateFrustumFromCamera(const Camera& cam, float aspect, float fovY, float zNear, float zFar)
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{
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Frustum frustum;
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const float halfVSide = zFar * tanf(fovY * 0.5f);
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const float halfHSide = halfVSide * aspect;
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const Vector3 frontMultFar = cam.Front * zFar;
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frustum.NearFace = Plane{cam.Position + cam.Front * zNear, cam.Front};
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frustum.FarFace = Plane{cam.Position + frontMultFar, -cam.Front};
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frustum.RightFace = Plane{cam.Position, Vector3::Cross(frontMultFar - cam.Right * halfHSide, cam.Up)};
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frustum.LeftFace = Plane{cam.Position, Vector3::Cross(cam.Up, frontMultFar+cam.Right*halfHSide)};
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frustum.TopFace = Plane{cam.Position, Vector3::Cross(cam.Right, frontMultFar - cam.Up * halfVSide)};
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frustum.BottomFace = Plane{cam.Position, Vector3::Cross(frontMultFar + cam.Up * halfVSide, cam.Right)};
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return frustum;
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}
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class Polygon;
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class Polyhedron;
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class QuadTree;
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@@ -10,7 +10,7 @@ namespace LinearAlgebra {
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* The elements of this matrix are
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* m_00, m_01, m_02, m_03
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* m_10, m_11, m_12, m_13
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* m_20, m_21, m_22, m_23,
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* m_20, m_21, m_22, xm_23,
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* m_30, m_31, m_32, m_33
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*
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* The element m_yx is the value on the row y and column x.
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@@ -18,8 +18,42 @@ namespace LinearAlgebra {
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*/
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class Matrix4x4 {
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public:
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enum { Rows = 4 };
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enum { Cols = 4 };
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static const Matrix4x4 Zero;
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static const Matrix4x4 Identity;
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static const Matrix4x4 NaN;
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Matrix4x4() {}
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Matrix4x4(float val);
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Matrix4x4(float m00, float m01, float m02, float m03,
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float m10, float m11, float m12, float m13,
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float m20, float m21, float m22, float m23,
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float m30, float m31, float m32, float m33);
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Matrix4x4(const Vector4& r1, const Vector4& r2, const Vector4& r3, const Vector4& r4);
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explicit Matrix4x4(const Quaternion& orientation);
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Vector4 GetRow(int index) const;
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Vector4 GetColumn(int index) const;
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float At(int x, int y) const;
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Vector4 Diagonal() const;
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Vector4 WorldX() const;
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Vector4 WorldY() const;
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Vector4 WorldZ() const;
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/// Computes the determinant of this matrix.
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// If the determinant is nonzero, this matrix is invertible.
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float Determinant() const;
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Matrix4x4 Inverse() const;
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Matrix4x4 Transpose() const;
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Vector2 Transform(const Vector2& rhs) const;
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Vector3 Transform(const Vector3& rhs) const;
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Vector4 Transform(const Vector4& rhs) const;
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Vector3 GetTranslationComponent() const;
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Matrix3x3 GetRotationComponent() const;
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13
include/J3ML/LinearAlgebra/Vector.h
Normal file
13
include/J3ML/LinearAlgebra/Vector.h
Normal file
@@ -0,0 +1,13 @@
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#pragma once
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template <typename T, int Dims>
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class templated_vector
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{
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};
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using v2f = templated_vector<float, 2>;
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using v3f = templated_vector<float, 3>;
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using v4f = templated_vector<float, 4>;
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2
main.cpp
2
main.cpp
@@ -1,5 +1,5 @@
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#include <iostream>
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#include <J3ML/Geometry.h>
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int main(int argc, char** argv)
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{
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@@ -1,5 +1,80 @@
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#include <J3ML/LinearAlgebra/Matrix4x4.h>
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#include <J3ML/LinearAlgebra/Vector4.h>
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namespace LinearAlgebra {
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const Matrix4x4 Matrix4x4::Zero = Matrix4x4(0);
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const Matrix4x4 Matrix4x4::Identity = Matrix4x4({1,0,0,0}, {0,1,0,0}, {0,0,1,0}, {0,0,0,1});
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const Matrix4x4 Matrix4x4::NaN = Matrix4x4(NAN);
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Matrix4x4::Matrix4x4(const Vector4 &r1, const Vector4 &r2, const Vector4 &r3, const Vector4 &r4) {
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this->elems[0][0] = r1.x;
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this->elems[0][1] = r1.y;
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this->elems[0][2] = r1.z;
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this->elems[0][3] = r1.w;
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this->elems[1][0] = r2.x;
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this->elems[1][1] = r2.y;
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this->elems[1][2] = r2.z;
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this->elems[1][3] = r2.w;
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this->elems[2][0] = r3.x;
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this->elems[2][1] = r3.y;
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this->elems[2][2] = r3.z;
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this->elems[2][3] = r3.w;
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this->elems[3][0] = r4.x;
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this->elems[3][1] = r4.y;
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this->elems[3][2] = r4.z;
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this->elems[3][3] = r4.w;
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}
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Matrix4x4::Matrix4x4(float val) {
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this->elems[0][0] = val;
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this->elems[0][1] = val;
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this->elems[0][2] = val;
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this->elems[0][3] = val;
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this->elems[1][0] = val;
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this->elems[1][1] = val;
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this->elems[1][2] = val;
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this->elems[1][3] = val;
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this->elems[2][0] = val;
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this->elems[2][1] = val;
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this->elems[2][2] = val;
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this->elems[2][3] = val;
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this->elems[3][0] = val;
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this->elems[3][1] = val;
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this->elems[3][2] = val;
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this->elems[3][3] = val;
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}
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Matrix4x4::Matrix4x4(float m00, float m01, float m02, float m03, float m10, float m11, float m12, float m13,
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float m20, float m21, float m22, float m23, float m30, float m31, float m32, float m33) {
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this->elems[0][0] = m00;
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this->elems[0][1] = m01;
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this->elems[0][2] = m02;
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this->elems[0][3] = m03;
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this->elems[1][0] = m10;
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this->elems[1][1] = m11;
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this->elems[1][2] = m12;
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this->elems[1][3] = m13;
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this->elems[2][0] = m20;
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this->elems[2][1] = m21;
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this->elems[2][2] = m22;
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this->elems[2][3] = m23;
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this->elems[3][0] = m30;
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this->elems[3][1] = m31;
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this->elems[3][2] = m32;
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this->elems[3][3] = m33;
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}
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Matrix4x4::Matrix4x4(const Quaternion &orientation) {
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}
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}
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@@ -189,7 +189,7 @@ TEST(Vector3Test, V3_AngleBetween) {
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Vector3 B {.25f, .75f, .25f};
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A = A.Normalize();
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B = B.Normalize();
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LinearAlgebra::Angle2D ExpectedResult {-0.697914, -2.35619};
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LinearAlgebra::Angle2D ExpectedResult {-0.69791365, -2.3561945};
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std::cout << A.AngleBetween(B).x << ", " << A.AngleBetween(B).y << "";
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auto angle = A.AngleBetween(B);
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EXPECT_FLOAT_EQ(angle.x, ExpectedResult.x);
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