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Fixing ColPoints again
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@ -256,8 +256,8 @@ CMatrix &Invert(const CMatrix &src, CMatrix &dst);
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CVector operator*(const CMatrix &mat, const CVector &vec);
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CMatrix operator*(const CMatrix &m1, const CMatrix &m2);
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CVector MultiplyInverse(const CMatrix &mat, const CVector &vec);
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CVector Multiply3x3(const CMatrix &mat, const CVector &vec);
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CVector Multiply3x3(const CVector &vec, const CMatrix &mat);
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const CVector Multiply3x3(const CMatrix &mat, const CVector &vec);
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const CVector Multiply3x3(const CVector &vec, const CMatrix &mat);
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inline CMatrix
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Invert(const CMatrix &matrix)
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@ -136,7 +136,7 @@ MultiplyInverse(const CMatrix &mat, const CVector &vec)
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mat.m_matrix.at.x * v.x + mat.m_matrix.at.y * v.y + mat.m_matrix.at.z * v.z);
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}
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CVector
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const CVector
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Multiply3x3(const CMatrix &mat, const CVector &vec)
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{
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return CVector(
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@ -145,7 +145,7 @@ Multiply3x3(const CMatrix &mat, const CVector &vec)
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mat.m_matrix.right.z * vec.x + mat.m_matrix.up.z * vec.y + mat.m_matrix.at.z * vec.z);
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}
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CVector
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const CVector
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Multiply3x3(const CVector &vec, const CMatrix &mat)
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{
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return CVector(
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@ -1934,7 +1934,7 @@ CAutomobile::Render(void)
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CVector rearWheelFwd = GetForward();
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for(i = 0; i < 4; i++){
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if (m_aWheelTimer[i] > 0.0f) {
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contactPoints[i] = m_aWheelColPoints[0].point - GetPosition();
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contactPoints[i] = m_aWheelColPoints[i].point - GetPosition();
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contactSpeeds[i] = GetSpeed(contactPoints[i]);
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if (i == CARWHEEL_FRONT_LEFT || i == CARWHEEL_FRONT_RIGHT)
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m_aWheelSpeed[i] = ProcessWheelRotation(m_aWheelState[i], frontWheelFwd, contactSpeeds[i], 0.5f*mi->m_wheelScale);
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