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local Vector3D = require "vector3d"
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Matrix3X3 = function(rightX, rightY, rightZ, frontX, frontY, frontZ, upX, upY, upZ)
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local mt = {}
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local obj = {}
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if rightX ~= nil then
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obj.right = Vector3D(rightX, rightY, rightZ)
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obj.front = Vector3D(frontX, frontY, frontZ)
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obj.up = Vector3D(upX, upY, upZ)
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else
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obj.right = Vector3D(1, 0, 0)
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obj.front = Vector3D(0, 1, 0)
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obj.up = Vector3D(0, 0, 1)
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end
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function obj:get()
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return obj.right.x, obj.right.y, obj.right.z,
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obj.front.x, obj.front.y, obj.front.z,
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obj.up.x, obj.up.y, obj.up.z
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end
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function obj:vectorMul(v)
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return Vector3D(
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self.right.x * v.x + self.front.x * v.y + self.up.x * v.z,
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self.right.y * v.x + self.front.y * v.y + self.up.y * v.z,
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self.right.z * v.x + self.front.z * v.y + self.up.z * v.z)
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end
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function obj:rotate(v, theta)
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local tsin, tcos = math.sin(theta), math.cos(theta)
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local rightX, rightY, rightZ, frontX, frontY, frontZ, upX, upY, upZ
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rightX = tcos + (1.0 - tcos) * v.x * v.x
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rightY = (1.0 - tcos) * v.x * v.y - tsin * v.z
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rightZ = (1.0 - tcos) * v.x * v.z + tsin * v.y
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frontX = (1.0 - tcos) * v.y * v.x + tsin * v.z
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frontY = tcos + (1.0 - tcos) * v.y * v.y
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frontZ = (1.0 - tcos) * v.y * v.z - tsin * v.x
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upX = (1.0 - tcos) * v.z * v.x - tsin * v.y
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upY = (1.0 - tcos) * v.z * v.y + tsin * v.x
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upZ = tcos + (1.0 - tcos) * v.z * v.z
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return Matrix3X3(rightX, rightY, rightZ, frontX, frontY, frontZ, upX, upY, upZ) * self
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end
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obj.vector_mul = obj.vectorMul
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function mt:__mul(m)
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local mat = Matrix3X3()
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mat.right = self:vectorMul(m.right)
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mat.front = self:vectorMul(m.front)
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mat.up = self:vectorMul(m.up)
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return mat
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end
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setmetatable(obj, mt)
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return obj
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end
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return Matrix3X3
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