OpenGL rebuild project start!
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using System.Runtime.InteropServices;
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using System.Text;
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namespace StgSharp.Math
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{
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[StructLayout(LayoutKind.Explicit)]
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public struct matrix3x3:IEquatable<matrix3x3>
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{
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[FieldOffset(0)]
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public vec3d row1;
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[FieldOffset(12)]
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public vec3d row2;
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[FieldOffset(24)]
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public vec3d row3;
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public matrix3x3(vec3d r0,vec3d r1,vec3d r2)
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{
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row1 = r0;
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row2 = r1;
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row3 = r2;
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}
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public matrix3x3(
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float a11,float a12,float a13,
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float a21,float a22,float a23,
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float a31,float a32,float a33
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)
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{
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row1 = new vec3d(a11, a12, a13);
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row2 = new vec3d(a21, a22, a23);
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row3 = new vec3d(a31, a32, a33);
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}
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public override int GetHashCode()
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{
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return HashCode.Combine(row1,row2,row3);
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}
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bool IEquatable<matrix3x3>.Equals(matrix3x3 other)
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{
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if (this.GetHashCode()!=other.GetHashCode())
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{
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return false;
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}
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else
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{
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return
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this.row1 == other.row1
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&& this.row2 == other.row2
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&& this.row3 == other.row3;
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}
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}
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public override bool Equals(object obj)
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{
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if (obj == null)
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{
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return false;
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}
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else if (obj.GetType() != typeof(matrix3x3))
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{
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return false;
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}
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else
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{
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return this.Equals((matrix3x3)obj);
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}
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}
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public override string ToString()
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{
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return $"{row1}\n{row2}\n{row3}";
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}
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public static bool operator ==(matrix3x3 matrix1, matrix3x3 matrix2)
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{
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return matrix1.Equals(matrix2);
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}
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public static bool operator !=(matrix3x3 matrix1, matrix3x3 matrix2)
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{
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return !matrix1.Equals(matrix2);
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}
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public static matrix3x3 operator +(matrix3x3 matrix1, matrix3x3 matrix2)
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{
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return new matrix3x3(
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matrix1.row1.X + matrix2.row1.X,
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matrix1.row1.Y + matrix2.row1.Y,
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matrix1.row1.Z + matrix2.row1.Z,
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matrix1.row2.X + matrix2.row2.X,
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matrix1.row2.Y + matrix2.row2.Y,
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matrix1.row2.Z + matrix2.row2.Z,
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matrix1.row3.X + matrix2.row3.X,
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matrix1.row3.Y + matrix2.row3.Y,
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matrix1.row3.Z + matrix2.row3.Z
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);
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}
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public static matrix3x3 operator -(matrix3x3 matrix1, matrix3x3 matrix2)
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{
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return new matrix3x3(
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matrix1.row1.X - matrix2.row1.X,
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matrix1.row1.Y - matrix2.row1.Y,
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matrix1.row1.Z - matrix2.row1.Z,
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matrix1.row2.X - matrix2.row2.X,
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matrix1.row2.Y - matrix2.row2.Y,
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matrix1.row2.Z - matrix2.row2.Z,
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matrix1.row3.X - matrix2.row3.X,
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matrix1.row3.Y - matrix2.row3.Y,
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matrix1.row3.Z - matrix2.row3.Z
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);
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}
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public static matrix3x3 operator *(matrix3x3 array, float x)
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{
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return new matrix3x3(
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array.row1 * x,
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array.row2 * x,
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array.row3 * x
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);
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}
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public static matrix3x3 operator /(matrix3x3 array, float x)
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{
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return new matrix3x3(
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array.row1/x,
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array.row2/x,
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array.row3/x
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);
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}
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}
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}
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