// Copyright (c) 2012-2024 Wojciech Figat. All rights reserved. #include "Vector3.h" #include "Vector2.h" #include "Vector4.h" #include "Color.h" #include "Quaternion.h" #include "Matrix.h" #include "Matrix3x3.h" #include "Transform.h" #include "../Types/String.h" // Float static_assert(sizeof(Float3) == 12, "Invalid Float3 type size."); template<> const Float3 Float3::Zero(0.0f); template<> const Float3 Float3::One(1.0f); template<> const Float3 Float3::Half(0.5f); template<> const Float3 Float3::UnitX(1.0f, 0.0f, 0.0f); template<> const Float3 Float3::UnitY(0.0f, 1.0f, 0.0f); template<> const Float3 Float3::UnitZ(0.0f, 0.0f, 1.0f); template<> const Float3 Float3::Up(0.0f, 1.0f, 0.0f); template<> const Float3 Float3::Down(0.0f, -1.0f, 0.0f); template<> const Float3 Float3::Left(-1.0f, 0.0f, 0.0f); template<> const Float3 Float3::Right(1.0f, 0.0f, 0.0f); template<> const Float3 Float3::Forward(0.0f, 0.0f, 1.0f); template<> const Float3 Float3::Backward(0.0f, 0.0f, -1.0f); template<> const Float3 Float3::Minimum(MIN_float); template<> const Float3 Float3::Maximum(MAX_float); template<> Float3::Vector3Base(const Float2& xy, float z) : X(xy.X) , Y(xy.Y) , Z(z) { } template<> Float3::Vector3Base(const Double2& xy, float z) : X((float)xy.X) , Y((float)xy.Y) , Z(0) { } template<> Float3::Vector3Base(const Int2& xy, float z) : X((float)xy.X) , Y((float)xy.Y) , Z(z) { } template<> Float3::Vector3Base(const Int3& xyz) : X((float)xyz.X) , Y((float)xyz.Y) , Z((float)xyz.Z) { } template<> Float3::Vector3Base(const Int4& xyz) : X((float)xyz.X) , Y((float)xyz.Y) , Z((float)xyz.Z) { } template<> Float3::Vector3Base(const Float4& xyz) : X((float)xyz.X) , Y((float)xyz.Y) , Z((float)xyz.Z) { } template<> Float3::Vector3Base(const Double4& xyz) : X((float)xyz.X) , Y((float)xyz.Y) , Z((float)xyz.Z) { } template<> Float3::Vector3Base(const Color& color) : X(color.R) , Y(color.G) , Z(color.B) { } template<> String Float3::ToString() const { return String::Format(TEXT("{}"), *this); } template<> void Float3::Hermite(const Float3& value1, const Float3& tangent1, const Float3& value2, const Float3& tangent2, float amount, Float3& result) { const float squared = amount * amount; const float cubed = amount * squared; const float part1 = 2.0f * cubed - 3.0f * squared + 1.0f; const float part2 = -2.0f * cubed + 3.0f * squared; const float part3 = cubed - 2.0f * squared + amount; const float part4 = cubed - squared; result.X = value1.X * part1 + value2.X * part2 + tangent1.X * part3 + tangent2.X * part4; result.Y = value1.Y * part1 + value2.Y * part2 + tangent1.Y * part3 + tangent2.Y * part4; result.Z = value1.Z * part1 + value2.Z * part2 + tangent1.Z * part3 + tangent2.Z * part4; } template<> void Float3::Reflect(const Float3& vector, const Float3& normal, Float3& result) { const Real dot = vector.X * normal.X + vector.Y * normal.Y + vector.Z * normal.Z; result.X = vector.X - 2.0f * dot * normal.X; result.Y = vector.Y - 2.0f * dot * normal.Y; result.Z = vector.Z - 2.0f * dot * normal.Z; } template<> void Float3::Transform(const Float3& vector, const Quaternion& rotation, Float3& result) { const float x = rotation.X + rotation.X; const float y = rotation.Y + rotation.Y; const float z = rotation.Z + rotation.Z; const float wx = rotation.W * x; const float wy = rotation.W * y; const float wz = rotation.W * z; const float xx = rotation.X * x; const float xy = rotation.X * y; const float xz = rotation.X * z; const float yy = rotation.Y * y; const float yz = rotation.Y * z; const float zz = rotation.Z * z; result = Float3( vector.X * (1.0f - yy - zz) + vector.Y * (xy - wz) + vector.Z * (xz + wy), vector.X * (xy + wz) + vector.Y * (1.0f - xx - zz) + vector.Z * (yz - wx), vector.X * (xz - wy) + vector.Y * (yz + wx) + vector.Z * (1.0f - xx - yy)); } template<> Float3 Float3::Transform(const Float3& vector, const Quaternion& rotation) { const float x = rotation.X + rotation.X; const float y = rotation.Y + rotation.Y; const float z = rotation.Z + rotation.Z; const float wx = rotation.W * x; const float wy = rotation.W * y; const float wz = rotation.W * z; const float xx = rotation.X * x; const float xy = rotation.X * y; const float xz = rotation.X * z; const float yy = rotation.Y * y; const float yz = rotation.Y * z; const float zz = rotation.Z * z; return Float3( vector.X * (1.0f - yy - zz) + vector.Y * (xy - wz) + vector.Z * (xz + wy), vector.X * (xy + wz) + vector.Y * (1.0f - xx - zz) + vector.Z * (yz - wx), vector.X * (xz - wy) + vector.Y * (yz + wx) + vector.Z * (1.0f - xx - yy)); } template<> void Float3::Transform(const Float3& vector, const Matrix& transform, Float4& result) { result = Float4( vector.X * transform.M11 + vector.Y * transform.M21 + vector.Z * transform.M31 + transform.M41, vector.X * transform.M12 + vector.Y * transform.M22 + vector.Z * transform.M32 + transform.M42, vector.X * transform.M13 + vector.Y * transform.M23 + vector.Z * transform.M33 + transform.M43, vector.X * transform.M14 + vector.Y * transform.M24 + vector.Z * transform.M34 + transform.M44); } template<> void Float3::Transform(const Float3& vector, const Matrix& transform, Float3& result) { result = Float3( vector.X * transform.M11 + vector.Y * transform.M21 + vector.Z * transform.M31 + transform.M41, vector.X * transform.M12 + vector.Y * transform.M22 + vector.Z * transform.M32 + transform.M42, vector.X * transform.M13 + vector.Y * transform.M23 + vector.Z * transform.M33 + transform.M43); } template<> void Float3::Transform(const Float3& vector, const Matrix3x3& transform, Float3& result) { result = Float3( vector.X * transform.M11 + vector.Y * transform.M21 + vector.Z * transform.M31, vector.X * transform.M12 + vector.Y * transform.M22 + vector.Z * transform.M32, vector.X * transform.M13 + vector.Y * transform.M23 + vector.Z * transform.M33); } template<> void Float3::Transform(const Float3& vector, const ::Transform& transform, Float3& result) { #if USE_LARGE_WORLDS Vector3 tmp; transform.LocalToWorld(vector, tmp); result = tmp; #else transform.LocalToWorld(vector, result); #endif } template<> Float3 Float3::Transform(const Float3& vector, const Matrix& transform) { return Float3( vector.X * transform.M11 + vector.Y * transform.M21 + vector.Z * transform.M31 + transform.M41, vector.X * transform.M12 + vector.Y * transform.M22 + vector.Z * transform.M32 + transform.M42, vector.X * transform.M13 + vector.Y * transform.M23 + vector.Z * transform.M33 + transform.M43); } template<> Float3 Float3::Transform(const Float3& vector, const ::Transform& transform) { Vector3 result; transform.LocalToWorld(vector, result); return result; } template<> void Float3::TransformCoordinate(const Float3& coordinate, const Matrix& transform, Float3& result) { Float4 v; v.X = coordinate.X * transform.M11 + coordinate.Y * transform.M21 + coordinate.Z * transform.M31 + transform.M41; v.Y = coordinate.X * transform.M12 + coordinate.Y * transform.M22 + coordinate.Z * transform.M32 + transform.M42; v.Z = coordinate.X * transform.M13 + coordinate.Y * transform.M23 + coordinate.Z * transform.M33 + transform.M43; v.W = 1.0f / (coordinate.X * transform.M14 + coordinate.Y * transform.M24 + coordinate.Z * transform.M34 + transform.M44); result = Float3(v.X * v.W, v.Y * v.W, v.Z * v.W); } template<> void Float3::TransformNormal(const Float3& normal, const Matrix& transform, Float3& result) { result = Float3( normal.X * transform.M11 + normal.Y * transform.M21 + normal.Z * transform.M31, normal.X * transform.M12 + normal.Y * transform.M22 + normal.Z * transform.M32, normal.X * transform.M13 + normal.Y * transform.M23 + normal.Z * transform.M33); } template<> Float3 Float3::Project(const Float3& vector, const Float3& onNormal) { const float sqrMag = Dot(onNormal, onNormal); if (sqrMag < ZeroTolerance) return Zero; return onNormal * Dot(vector, onNormal) / sqrMag; } template<> void Float3::Project(const Float3& vector, float x, float y, float width, float height, float minZ, float maxZ, const Matrix& worldViewProjection, Float3& result) { Float3 v; TransformCoordinate(vector, worldViewProjection, v); result = Float3((1.0f + v.X) * 0.5f * width + x, (1.0f - v.Y) * 0.5f * height + y, v.Z * (maxZ - minZ) + minZ); } template<> void Float3::Unproject(const Float3& vector, float x, float y, float width, float height, float minZ, float maxZ, const Matrix& worldViewProjection, Float3& result) { Matrix matrix; Matrix::Invert(worldViewProjection, matrix); const Float3 v((vector.X - x) / width * 2.0f - 1.0f, -((vector.Y - y) / height * 2.0f - 1.0f), (vector.Z - minZ) / (maxZ - minZ)); TransformCoordinate(v, matrix, result); } template<> void Float3::CreateOrthonormalBasis(Float3& xAxis, Float3& yAxis, Float3& zAxis) { xAxis -= (xAxis | zAxis) / (zAxis | zAxis) * zAxis; yAxis -= (yAxis | zAxis) / (zAxis | zAxis) * zAxis; if (xAxis.LengthSquared() < ZeroTolerance) xAxis = yAxis ^ zAxis; if (yAxis.LengthSquared() < ZeroTolerance) yAxis = xAxis ^ zAxis; xAxis.Normalize(); yAxis.Normalize(); zAxis.Normalize(); } template<> void Float3::FindBestAxisVectors(Float3& firstAxis, Float3& secondAxis) const { const float absX = Math::Abs(X); const float absY = Math::Abs(Y); const float absZ = Math::Abs(Z); if (absZ > absX && absZ > absY) firstAxis = Float3(1, 0, 0); else firstAxis = Float3(0, 0, 1); firstAxis = (firstAxis - *this * (firstAxis | *this)).GetNormalized(); secondAxis = firstAxis ^ *this; } template<> float Float3::TriangleArea(const Float3& v0, const Float3& v1, const Float3& v2) { return ((v2 - v0) ^ (v1 - v0)).Length() * 0.5f; } template<> float Float3::Angle(const Float3& from, const Float3& to) { const float dot = Math::Clamp(Dot(Normalize(from), Normalize(to)), -1.0f, 1.0f); if (Math::Abs(dot) > 1.0f - ZeroTolerance) return dot > 0.0f ? 0.0f : PI; return Math::Acos(dot); } // Double static_assert(sizeof(Double3) == 24, "Invalid Double3 type size."); template<> const Double3 Double3::Zero(0.0); template<> const Double3 Double3::One(1.0); template<> const Double3 Double3::Half(0.5); template<> const Double3 Double3::UnitX(1.0, 0.0, 0.0); template<> const Double3 Double3::UnitY(0.0, 1.0, 0.0); template<> const Double3 Double3::UnitZ(0.0, 0.0, 1.0); template<> const Double3 Double3::Up(0.0, 1.0, 0.0); template<> const Double3 Double3::Down(0.0, -1.0, 0.0); template<> const Double3 Double3::Left(-1.0, 0.0, 0.0); template<> const Double3 Double3::Right(1.0, 0.0, 0.0); template<> const Double3 Double3::Forward(0.0, 0.0, 1.0); template<> const Double3 Double3::Backward(0.0, 0.0, -1.0); template<> const Double3 Double3::Minimum(MIN_double); template<> const Double3 Double3::Maximum(MAX_double); template<> Double3::Vector3Base(const Float2& xy, double z) : X((double)xy.X) , Y((double)xy.Y) , Z(z) { } template<> Double3::Vector3Base(const Double2& xy, double z) : X(xy.X) , Y(xy.Y) , Z(0) { } template<> Double3::Vector3Base(const Int2& xy, double z) : X((double)xy.X) , Y((double)xy.Y) , Z(z) { } template<> Double3::Vector3Base(const Int3& xyz) : X((double)xyz.X) , Y((double)xyz.Y) , Z((double)xyz.Z) { } template<> Double3::Vector3Base(const Int4& xyz) : X((double)xyz.X) , Y((double)xyz.Y) , Z((double)xyz.Z) { } template<> Double3::Vector3Base(const Float4& xyz) : X((double)xyz.X) , Y((double)xyz.Y) , Z((double)xyz.Z) { } template<> Double3::Vector3Base(const Double4& xyz) : X(xyz.X) , Y(xyz.Y) , Z(xyz.Z) { } template<> Double3::Vector3Base(const Color& color) : X((double)color.R) , Y((double)color.G) , Z((double)color.B) { } template<> String Double3::ToString() const { return String::Format(TEXT("{}"), *this); } template<> void Double3::Hermite(const Double3& value1, const Double3& tangent1, const Double3& value2, const Double3& tangent2, double amount, Double3& result) { const double squared = amount * amount; const double cubed = amount * squared; const double part1 = 2.0 * cubed - 3.0 * squared + 1.0; const double part2 = -2.0 * cubed + 3.0 * squared; const double part3 = cubed - 2.0 * squared + amount; const double part4 = cubed - squared; result.X = value1.X * part1 + value2.X * part2 + tangent1.X * part3 + tangent2.X * part4; result.Y = value1.Y * part1 + value2.Y * part2 + tangent1.Y * part3 + tangent2.Y * part4; result.Z = value1.Z * part1 + value2.Z * part2 + tangent1.Z * part3 + tangent2.Z * part4; } template<> void Double3::Reflect(const Double3& vector, const Double3& normal, Double3& result) { const double dot = vector.X * normal.X + vector.Y * normal.Y + vector.Z * normal.Z; result.X = vector.X - 2.0 * dot * normal.X; result.Y = vector.Y - 2.0 * dot * normal.Y; result.Z = vector.Z - 2.0 * dot * normal.Z; } template<> void Double3::Transform(const Double3& vector, const Quaternion& rotation, Double3& result) { const float x = rotation.X + rotation.X; const float y = rotation.Y + rotation.Y; const float z = rotation.Z + rotation.Z; const float wx = rotation.W * x; const float wy = rotation.W * y; const float wz = rotation.W * z; const float xx = rotation.X * x; const float xy = rotation.X * y; const float xz = rotation.X * z; const float yy = rotation.Y * y; const float yz = rotation.Y * z; const float zz = rotation.Z * z; result = Double3( vector.X * (1.0f - yy - zz) + vector.Y * (xy - wz) + vector.Z * (xz + wy), vector.X * (xy + wz) + vector.Y * (1.0f - xx - zz) + vector.Z * (yz - wx), vector.X * (xz - wy) + vector.Y * (yz + wx) + vector.Z * (1.0f - xx - yy)); } template<> Double3 Double3::Transform(const Double3& vector, const Quaternion& rotation) { const float x = rotation.X + rotation.X; const float y = rotation.Y + rotation.Y; const float z = rotation.Z + rotation.Z; const float wx = rotation.W * x; const float wy = rotation.W * y; const float wz = rotation.W * z; const float xx = rotation.X * x; const float xy = rotation.X * y; const float xz = rotation.X * z; const float yy = rotation.Y * y; const float yz = rotation.Y * z; const float zz = rotation.Z * z; return Double3( vector.X * double(1.0f - yy - zz) + vector.Y * double(xy - wz) + vector.Z * double(xz + wy), vector.X * double(xy + wz) + vector.Y * double(1.0f - xx - zz) + vector.Z * double(yz - wx), vector.X * double(xz - wy) + vector.Y * double(yz + wx) + vector.Z * double(1.0f - xx - yy)); } template<> void Double3::Transform(const Double3& vector, const Matrix& transform, Double4& result) { result = Double4( vector.X * transform.M11 + vector.Y * transform.M21 + vector.Z * transform.M31 + transform.M41, vector.X * transform.M12 + vector.Y * transform.M22 + vector.Z * transform.M32 + transform.M42, vector.X * transform.M13 + vector.Y * transform.M23 + vector.Z * transform.M33 + transform.M43, vector.X * transform.M14 + vector.Y * transform.M24 + vector.Z * transform.M34 + transform.M44); } template<> void Double3::Transform(const Double3& vector, const Matrix& transform, Double3& result) { result = Double3( vector.X * transform.M11 + vector.Y * transform.M21 + vector.Z * transform.M31 + transform.M41, vector.X * transform.M12 + vector.Y * transform.M22 + vector.Z * transform.M32 + transform.M42, vector.X * transform.M13 + vector.Y * transform.M23 + vector.Z * transform.M33 + transform.M43); } template<> void Double3::Transform(const Double3& vector, const Matrix3x3& transform, Double3& result) { result = Double3( vector.X * transform.M11 + vector.Y * transform.M21 + vector.Z * transform.M31, vector.X * transform.M12 + vector.Y * transform.M22 + vector.Z * transform.M32, vector.X * transform.M13 + vector.Y * transform.M23 + vector.Z * transform.M33); } template<> void Double3::Transform(const Double3& vector, const ::Transform& transform, Double3& result) { #if USE_LARGE_WORLDS transform.LocalToWorld(vector, result); #else Vector3 tmp; transform.LocalToWorld(vector, tmp); result = tmp; #endif } template<> Double3 Double3::Transform(const Double3& vector, const Matrix& transform) { return Double3( vector.X * transform.M11 + vector.Y * transform.M21 + vector.Z * transform.M31 + transform.M41, vector.X * transform.M12 + vector.Y * transform.M22 + vector.Z * transform.M32 + transform.M42, vector.X * transform.M13 + vector.Y * transform.M23 + vector.Z * transform.M33 + transform.M43); } template<> Double3 Double3::Transform(const Double3& vector, const ::Transform& transform) { Vector3 result; transform.LocalToWorld(vector, result); return result; } template<> void Double3::TransformCoordinate(const Double3& coordinate, const Matrix& transform, Double3& result) { Double4 v; v.X = coordinate.X * transform.M11 + coordinate.Y * transform.M21 + coordinate.Z * transform.M31 + transform.M41; v.Y = coordinate.X * transform.M12 + coordinate.Y * transform.M22 + coordinate.Z * transform.M32 + transform.M42; v.Z = coordinate.X * transform.M13 + coordinate.Y * transform.M23 + coordinate.Z * transform.M33 + transform.M43; v.W = 1.0 / (coordinate.X * transform.M14 + coordinate.Y * transform.M24 + coordinate.Z * transform.M34 + transform.M44); result = Double3(v.X * v.W, v.Y * v.W, v.Z * v.W); } template<> void Double3::TransformNormal(const Double3& normal, const Matrix& transform, Double3& result) { result = Double3( normal.X * transform.M11 + normal.Y * transform.M21 + normal.Z * transform.M31, normal.X * transform.M12 + normal.Y * transform.M22 + normal.Z * transform.M32, normal.X * transform.M13 + normal.Y * transform.M23 + normal.Z * transform.M33); } template<> Double3 Double3::Project(const Double3& vector, const Double3& onNormal) { const Real sqrMag = Dot(onNormal, onNormal); if (sqrMag < ZeroTolerance) return Zero; return onNormal * Dot(vector, onNormal) / sqrMag; } template<> void Double3::Project(const Double3& vector, float x, float y, float width, float height, float minZ, float maxZ, const Matrix& worldViewProjection, Double3& result) { Double3 v; TransformCoordinate(vector, worldViewProjection, v); result = Double3((1.0f + v.X) * 0.5f * width + x, (1.0f - v.Y) * 0.5f * height + y, v.Z * (maxZ - minZ) + minZ); } template<> void Double3::Unproject(const Double3& vector, float x, float y, float width, float height, float minZ, float maxZ, const Matrix& worldViewProjection, Double3& result) { Matrix matrix; Matrix::Invert(worldViewProjection, matrix); const Double3 v((vector.X - x) / width * 2.0f - 1.0f, -((vector.Y - y) / height * 2.0f - 1.0f), (vector.Z - minZ) / (maxZ - minZ)); TransformCoordinate(v, matrix, result); } template<> void Double3::CreateOrthonormalBasis(Double3& xAxis, Double3& yAxis, Double3& zAxis) { xAxis -= (xAxis | zAxis) / (zAxis | zAxis) * zAxis; yAxis -= (yAxis | zAxis) / (zAxis | zAxis) * zAxis; if (xAxis.LengthSquared() < ZeroTolerance) xAxis = yAxis ^ zAxis; if (yAxis.LengthSquared() < ZeroTolerance) yAxis = xAxis ^ zAxis; xAxis.Normalize(); yAxis.Normalize(); zAxis.Normalize(); } template<> void Double3::FindBestAxisVectors(Double3& firstAxis, Double3& secondAxis) const { const double absX = Math::Abs(X); const double absY = Math::Abs(Y); const double absZ = Math::Abs(Z); if (absZ > absX && absZ > absY) firstAxis = Double3(1, 0, 0); else firstAxis = Double3(0, 0, 1); firstAxis = (firstAxis - *this * (firstAxis | *this)).GetNormalized(); secondAxis = firstAxis ^ *this; } template<> double Double3::TriangleArea(const Double3& v0, const Double3& v1, const Double3& v2) { return ((v2 - v0) ^ (v1 - v0)).Length() * 0.5; } template<> double Double3::Angle(const Double3& from, const Double3& to) { const double dot = Math::Clamp(Dot(Normalize(from), Normalize(to)), -1.0, 1.0); if (Math::Abs(dot) > 1.0 - ZeroTolerance) return dot > 0.0 ? 0.0 : PI; return Math::Acos(dot); } // Int static_assert(sizeof(Int3) == 12, "Invalid Int3 type size."); template<> const Int3 Int3::Zero(0); template<> const Int3 Int3::One(1); template<> const Int3 Int3::Half(1); template<> const Int3 Int3::UnitX(1, 0, 0); template<> const Int3 Int3::UnitY(0, 1, 0); template<> const Int3 Int3::UnitZ(0, 0, 1); template<> const Int3 Int3::Up(0, 1, 0); template<> const Int3 Int3::Down(0, -1, 0); template<> const Int3 Int3::Left(-1, 0, 0); template<> const Int3 Int3::Right(1, 0, 0); template<> const Int3 Int3::Forward(0, 0, 1); template<> const Int3 Int3::Backward(0, 0, -1); template<> const Int3 Int3::Minimum(MIN_int32); template<> const Int3 Int3::Maximum(MAX_int32); template<> Int3::Vector3Base(const Float2& xy, int32 z) : X((int32)xy.X) , Y((int32)xy.Y) , Z(z) { } template<> Int3::Vector3Base(const Double2& xy, int32 z) : X((int32)xy.X) , Y((int32)xy.Y) , Z(0) { } template<> Int3::Vector3Base(const Int2& xy, int32 z) : X(xy.X) , Y(xy.Y) , Z(z) { } template<> Int3::Vector3Base(const Int3& xyz) : X(xyz.X) , Y(xyz.Y) , Z(xyz.Z) { } template<> Int3::Vector3Base(const Int4& xyz) : X(xyz.X) , Y(xyz.Y) , Z(xyz.Z) { } template<> Int3::Vector3Base(const Float4& xyz) : X((int32)xyz.X) , Y((int32)xyz.Y) , Z((int32)xyz.Z) { } template<> Int3::Vector3Base(const Double4& xyz) : X((int32)xyz.X) , Y((int32)xyz.Y) , Z((int32)xyz.Z) { } template<> Int3::Vector3Base(const Color& color) : X((int32)color.R) , Y((int32)color.G) , Z((int32)color.B) { } template<> String Int3::ToString() const { return String::Format(TEXT("{}"), *this); } template<> void Int3::Hermite(const Int3& value1, const Int3& tangent1, const Int3& value2, const Int3& tangent2, int32 amount, Int3& result) { result = value1; } template<> void Int3::Reflect(const Int3& vector, const Int3& normal, Int3& result) { result = vector; } template<> void Int3::Transform(const Int3& vector, const Quaternion& rotation, Int3& result) { result = vector; } template<> Int3 Int3::Transform(const Int3& vector, const Quaternion& rotation) { return vector; } template<> void Int3::Transform(const Int3& vector, const Matrix& transform, Int4& result) { result = Int4(vector); } template<> void Int3::Transform(const Int3& vector, const Matrix& transform, Int3& result) { result = vector; } template<> void Int3::Transform(const Int3& vector, const Matrix3x3& transform, Int3& result) { result = vector; } template<> void Int3::Transform(const Int3& vector, const ::Transform& transform, Int3& result) { result = vector; } template<> Int3 Int3::Transform(const Int3& vector, const Matrix& transform) { return vector; } template<> Int3 Int3::Transform(const Int3& vector, const ::Transform& transform) { return vector; } template<> void Int3::TransformCoordinate(const Int3& coordinate, const Matrix& transform, Int3& result) { result = coordinate; } template<> void Int3::TransformNormal(const Int3& normal, const Matrix& transform, Int3& result) { result = normal; } template<> Int3 Int3::Project(const Int3& vector, const Int3& onNormal) { return Zero; } template<> void Int3::Project(const Int3& vector, float x, float y, float width, float height, float minZ, float maxZ, const Matrix& worldViewProjection, Int3& result) { result = vector; } template<> void Int3::Unproject(const Int3& vector, float x, float y, float width, float height, float minZ, float maxZ, const Matrix& worldViewProjection, Int3& result) { result = vector; } template<> void Int3::CreateOrthonormalBasis(Int3& xAxis, Int3& yAxis, Int3& zAxis) { } template<> void Int3::FindBestAxisVectors(Int3& firstAxis, Int3& secondAxis) const { } template<> int32 Int3::TriangleArea(const Int3& v0, const Int3& v1, const Int3& v2) { return 0; } template<> int32 Int3::Angle(const Int3& from, const Int3& to) { return 0; }