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