#ifndef VMATRIX_H
#define VMATRIX_H

#ifdef _WIN32
#pragma once
#endif

#include <string.h>
#include "vector.h"
#include "vplane.h"
#include "vector4d.h"
#include "mathlib.h"

struct cplane_t;


class VMatrix
{
public:

	VMatrix();
	VMatrix(
		vec_t m00, vec_t m01, vec_t m02, vec_t m03,
		vec_t m10, vec_t m11, vec_t m12, vec_t m13,
		vec_t m20, vec_t m21, vec_t m22, vec_t m23,
		vec_t m30, vec_t m31, vec_t m32, vec_t m33
	);

	VMatrix(const Vector& forward, const Vector& left, const Vector& up);
	VMatrix(const Vector& forward, const Vector& left, const Vector& up, const Vector& translation);

	VMatrix(const matrix3x4_t& matrix3x4);

	void		Init(
		vec_t m00, vec_t m01, vec_t m02, vec_t m03,
		vec_t m10, vec_t m11, vec_t m12, vec_t m13,
		vec_t m20, vec_t m21, vec_t m22, vec_t m23,
		vec_t m30, vec_t m31, vec_t m32, vec_t m33
	);


	void		Init(const matrix3x4_t& matrix3x4);

	inline float* operator[](int i)
	{
		return m[i];
	}

	inline const float* operator[](int i) const
	{
		return m[i];
	}

	inline float* Base()
	{
		return &m[0][0];
	}

	inline const float* Base() const
	{
		return &m[0][0];
	}

	void		SetLeft(const Vector& vLeft);
	void		SetUp(const Vector& vUp);
	void		SetForward(const Vector& vForward);

	void		GetBasisVectors(Vector& vForward, Vector& vLeft, Vector& vUp) const;
	void		SetBasisVectors(const Vector& vForward, const Vector& vLeft, const Vector& vUp);

	Vector& GetTranslation(Vector& vTrans) const;
	void		SetTranslation(const Vector& vTrans);

	void		PreTranslate(const Vector& vTrans);
	void		PostTranslate(const Vector& vTrans);

	const matrix3x4_t& As3x4() const;
	void		CopyFrom3x4(const matrix3x4_t& m3x4);
	void		Set3x4(matrix3x4_t& matrix3x4) const;

	bool		operator==(const VMatrix& src) const;
	bool		operator!=(const VMatrix& src) const { return !(*this == src); }

#ifndef VECTOR_NO_SLOW_OPERATIONS
	Vector		GetLeft() const;
	Vector		GetUp() const;
	Vector		GetForward() const;
	Vector		GetTranslation() const;
#endif


public:
	void		V3Mul(const Vector& vIn, Vector& vOut) const;

	void		V4Mul(const Vector4D& vIn, Vector4D& vOut) const;

#ifndef VECTOR_NO_SLOW_OPERATIONS
	Vector		ApplyRotation(const Vector& vVec) const;

	Vector		operator*(const Vector& vVec) const;

	Vector		VMul3x3(const Vector& vVec) const;

	Vector		VMul3x3Transpose(const Vector& vVec) const;

	Vector		VMul4x3(const Vector& vVec) const;

	Vector		VMul4x3Transpose(const Vector& vVec) const;
#endif


public:
	void		TransformPlane(const VPlane& inPlane, VPlane& outPlane) const;

#ifndef VECTOR_NO_SLOW_OPERATIONS
	VPlane		operator*(const VPlane& thePlane) const;
#endif

public:

	VMatrix& operator=(const VMatrix& mOther);

	void		MatrixMul(const VMatrix& vm, VMatrix& out) const;

	const VMatrix& operator+=(const VMatrix& other);

#ifndef VECTOR_NO_SLOW_OPERATIONS
	VMatrix		operator*(const VMatrix& mOther) const;

	VMatrix		operator+(const VMatrix& other) const;
	VMatrix		operator-(const VMatrix& other) const;

	VMatrix		operator-() const;

	VMatrix		operator~() const;
#endif

public:
	void		Identity();

	bool		IsIdentity() const;

	void		SetupMatrixOrgAngles(const Vector& origin, const QAngle& vAngles);

	void		SetupMatrixAngles(const QAngle& vAngles);

	bool		InverseGeneral(VMatrix& vInverse) const;

	void		InverseTR(VMatrix& mRet) const;

	bool		IsRotationMatrix() const;

#ifndef VECTOR_NO_SLOW_OPERATIONS
	VMatrix		InverseTR() const;

	Vector		GetScale() const;

	VMatrix		Scale(const Vector& vScale);

	VMatrix		NormalizeBasisVectors() const;

	VMatrix		Transpose() const;

	VMatrix		Transpose3x3() const;
#endif

public:
	vec_t		m[4][4];
};



#ifndef VECTOR_NO_SLOW_OPERATIONS

VMatrix		SetupMatrixIdentity();

VMatrix		SetupMatrixScale(const Vector& vScale);

VMatrix		SetupMatrixTranslation(const Vector& vTranslation);

VMatrix		SetupMatrixReflection(const VPlane& thePlane);

VMatrix		SetupMatrixProjection(const Vector& vOrigin, const VPlane& thePlane);

VMatrix		SetupMatrixAxisRot(const Vector& vAxis, vec_t fDegrees);

VMatrix		SetupMatrixAngles(const QAngle& vAngles);

VMatrix		SetupMatrixOrgAngles(const Vector& origin, const QAngle& vAngles);

#endif

#define VMatToString(mat)	(static_cast<const char *>(CFmtStr("[ (%f, %f, %f), (%f, %f, %f), (%f, %f, %f), (%f, %f, %f) ]", mat.m[0][0], mat.m[0][1], mat.m[0][2], mat.m[0][3], mat.m[1][0], mat.m[1][1], mat.m[1][2], mat.m[1][3], mat.m[2][0], mat.m[2][1], mat.m[2][2], mat.m[2][3], mat.m[3][0], mat.m[3][1], mat.m[3][2], mat.m[3][3] )))          

bool PlaneIntersection(const VPlane& vp1, const VPlane& vp2, const VPlane& vp3, Vector& vOut);


void MatrixSetIdentity(VMatrix& dst);
void MatrixTranspose(const VMatrix& src, VMatrix& dst);
void MatrixCopy(const VMatrix& src, VMatrix& dst);
void MatrixMultiply(const VMatrix& src1, const VMatrix& src2, VMatrix& dst);

void MatrixGetColumn(const VMatrix& src, int nCol, Vector* pColumn);
void MatrixSetColumn(VMatrix& src, int nCol, const Vector& column);
void MatrixGetRow(const VMatrix& src, int nCol, Vector* pColumn);
void MatrixSetRow(VMatrix& src, int nCol, const Vector& column);

void Vector3DMultiply(const VMatrix& src1, const Vector& src2, Vector& dst);

inline void Vector3DMultiplyPosition(const VMatrix& src1, const VectorByValue src2, Vector& dst);

void Vector3DMultiplyPositionProjective(const VMatrix& src1, const Vector& src2, Vector& dst);

void Vector3DMultiplyProjective(const VMatrix& src1, const Vector& src2, Vector& dst);

void Vector4DMultiply(const VMatrix& src1, const Vector4D& src2, Vector4D& dst);

void Vector4DMultiplyPosition(const VMatrix& src1, const Vector& src2, Vector4D& dst);

void Vector3DMultiplyTranspose(const VMatrix& src1, const Vector& src2, Vector& dst);
void Vector4DMultiplyTranspose(const VMatrix& src1, const Vector4D& src2, Vector4D& dst);

void MatrixTransformPlane(const VMatrix& src, const cplane_t& inPlane, cplane_t& outPlane);

void MatrixTransformAxisAlignedPlane(const VMatrix& src, int nDim, float flSign, float flDist, cplane_t& outPlane);

void MatrixBuildTranslation(VMatrix& dst, float x, float y, float z);
void MatrixBuildTranslation(VMatrix& dst, const Vector& translation);

inline void MatrixTranslate(VMatrix& dst, const Vector& translation)
{
	VMatrix matTranslation, temp;
	MatrixBuildTranslation(matTranslation, translation);
	MatrixMultiply(dst, matTranslation, temp);
	dst = temp;
}


void MatrixBuildRotationAboutAxis(VMatrix& dst, const Vector& vAxisOfRot, float angleDegrees);
void MatrixBuildRotateZ(VMatrix& dst, float angleDegrees);

inline void MatrixRotate(VMatrix& dst, const Vector& vAxisOfRot, float angleDegrees)
{
	VMatrix rotation, temp;
	MatrixBuildRotationAboutAxis(rotation, vAxisOfRot, angleDegrees);
	MatrixMultiply(dst, rotation, temp);
	dst = temp;
}

void MatrixBuildRotation(VMatrix& dst, const Vector& initialDirection, const Vector& finalDirection);

void MatrixBuildScale(VMatrix& dst, float x, float y, float z);
void MatrixBuildScale(VMatrix& dst, const Vector& scale);

void MatrixBuildPerspective(VMatrix& dst, float fovX, float fovY, float zNear, float zFar);

void CalculateAABBFromProjectionMatrix(const VMatrix& worldToVolume, Vector* pMins, Vector* pMaxs);

void CalculateSphereFromProjectionMatrix(const VMatrix& worldToVolume, Vector* pCenter, float* pflRadius);

void CalculateAABBFromProjectionMatrixInverse(const VMatrix& volumeToWorld, Vector* pMins, Vector* pMaxs);

void CalculateSphereFromProjectionMatrixInverse(const VMatrix& volumeToWorld, Vector* pCenter, float* pflRadius);

void FrustumPlanesFromMatrix(const VMatrix& clipToWorld, Frustum_t& frustum);

void MatrixFromAngles(const QAngle& vAngles, VMatrix& dst);

void MatrixToAngles(const VMatrix& src, QAngle& vAngles);

void MatrixInverseTR(const VMatrix& src, VMatrix& dst);

bool MatrixInverseGeneral(const VMatrix& src, VMatrix& dst);

void MatrixInverseTranspose(const VMatrix& src, VMatrix& dst);



inline VMatrix::VMatrix()
{
}

inline VMatrix::VMatrix(
	vec_t m00, vec_t m01, vec_t m02, vec_t m03,
	vec_t m10, vec_t m11, vec_t m12, vec_t m13,
	vec_t m20, vec_t m21, vec_t m22, vec_t m23,
	vec_t m30, vec_t m31, vec_t m32, vec_t m33)
{
	Init(
		m00, m01, m02, m03,
		m10, m11, m12, m13,
		m20, m21, m22, m23,
		m30, m31, m32, m33
	);
}


inline VMatrix::VMatrix(const matrix3x4_t& matrix3x4)
{
	Init(matrix3x4);
}


inline VMatrix::VMatrix(const Vector& xAxis, const Vector& yAxis, const Vector& zAxis)
{
	Init(
		xAxis.x, yAxis.x, zAxis.x, 0.0f,
		xAxis.y, yAxis.y, zAxis.y, 0.0f,
		xAxis.z, yAxis.z, zAxis.z, 0.0f,
		0.0f, 0.0f, 0.0f, 1.0f
	);
}

inline VMatrix::VMatrix(const Vector& xAxis, const Vector& yAxis, const Vector& zAxis, const Vector& translation)
{
	Init(
		xAxis.x, yAxis.x, zAxis.x, translation.x,
		xAxis.y, yAxis.y, zAxis.y, translation.y,
		xAxis.z, yAxis.z, zAxis.z, translation.z,
		0.0f, 0.0f, 0.0f, 1.0f
	);
}


inline void VMatrix::Init(
	vec_t m00, vec_t m01, vec_t m02, vec_t m03,
	vec_t m10, vec_t m11, vec_t m12, vec_t m13,
	vec_t m20, vec_t m21, vec_t m22, vec_t m23,
	vec_t m30, vec_t m31, vec_t m32, vec_t m33
)
{
	m[0][0] = m00;
	m[0][1] = m01;
	m[0][2] = m02;
	m[0][3] = m03;

	m[1][0] = m10;
	m[1][1] = m11;
	m[1][2] = m12;
	m[1][3] = m13;

	m[2][0] = m20;
	m[2][1] = m21;
	m[2][2] = m22;
	m[2][3] = m23;

	m[3][0] = m30;
	m[3][1] = m31;
	m[3][2] = m32;
	m[3][3] = m33;
}


inline void VMatrix::Init(const matrix3x4_t& matrix3x4)
{
	memcpy(m, matrix3x4.Base(), sizeof(matrix3x4_t));

	m[3][0] = 0.0f;
	m[3][1] = 0.0f;
	m[3][2] = 0.0f;
	m[3][3] = 1.0f;
}


#ifndef VECTOR_NO_SLOW_OPERATIONS

inline Vector VMatrix::GetForward() const
{
	return Vector(m[0][0], m[1][0], m[2][0]);
}

inline Vector VMatrix::GetLeft() const
{
	return Vector(m[0][1], m[1][1], m[2][1]);
}

inline Vector VMatrix::GetUp() const
{
	return Vector(m[0][2], m[1][2], m[2][2]);
}

#endif

inline void VMatrix::SetForward(const Vector& vForward)
{
	m[0][0] = vForward.x;
	m[1][0] = vForward.y;
	m[2][0] = vForward.z;
}

inline void VMatrix::SetLeft(const Vector& vLeft)
{
	m[0][1] = vLeft.x;
	m[1][1] = vLeft.y;
	m[2][1] = vLeft.z;
}

inline void VMatrix::SetUp(const Vector& vUp)
{
	m[0][2] = vUp.x;
	m[1][2] = vUp.y;
	m[2][2] = vUp.z;
}

inline void VMatrix::GetBasisVectors(Vector& vForward, Vector& vLeft, Vector& vUp) const
{
	vForward.Init(m[0][0], m[1][0], m[2][0]);
	vLeft.Init(m[0][1], m[1][1], m[2][1]);
	vUp.Init(m[0][2], m[1][2], m[2][2]);
}

inline void VMatrix::SetBasisVectors(const Vector& vForward, const Vector& vLeft, const Vector& vUp)
{
	SetForward(vForward);
	SetLeft(vLeft);
	SetUp(vUp);
}


#ifndef VECTOR_NO_SLOW_OPERATIONS

inline Vector VMatrix::GetTranslation() const
{
	return Vector(m[0][3], m[1][3], m[2][3]);
}

#endif

inline Vector& VMatrix::GetTranslation(Vector& vTrans) const
{
	vTrans.x = m[0][3];
	vTrans.y = m[1][3];
	vTrans.z = m[2][3];
	return vTrans;
}

inline void VMatrix::SetTranslation(const Vector& vTrans)
{
	m[0][3] = vTrans.x;
	m[1][3] = vTrans.y;
	m[2][3] = vTrans.z;
}


inline void VMatrix::PreTranslate(const Vector& vTrans)
{
	Vector tmp;
	Vector3DMultiplyPosition(*this, vTrans, tmp);
	m[0][3] = tmp.x;
	m[1][3] = tmp.y;
	m[2][3] = tmp.z;
}


inline void VMatrix::PostTranslate(const Vector& vTrans)
{
	m[0][3] += vTrans.x;
	m[1][3] += vTrans.y;
	m[2][3] += vTrans.z;
}

inline const matrix3x4_t& VMatrix::As3x4() const
{
	return *((const matrix3x4_t*)this);
}

inline void VMatrix::CopyFrom3x4(const matrix3x4_t& m3x4)
{
	memcpy(m, m3x4.Base(), sizeof(matrix3x4_t));
	m[3][0] = m[3][1] = m[3][2] = 0;
	m[3][3] = 1;
}

inline void	VMatrix::Set3x4(matrix3x4_t& matrix3x4) const
{
	memcpy(matrix3x4.Base(), m, sizeof(matrix3x4_t));
}


inline const VMatrix& VMatrix::operator+=(const VMatrix& other)
{
	for (int i = 0; i < 4; i++)
	{
		for (int j = 0; j < 4; j++)
		{
			m[i][j] += other.m[i][j];
		}
	}

	return *this;
}


#ifndef VECTOR_NO_SLOW_OPERATIONS

inline VMatrix VMatrix::operator+(const VMatrix& other) const
{
	VMatrix ret;
	for (int i = 0; i < 16; i++)
	{
		((float*)ret.m)[i] = ((float*)m)[i] + ((float*)other.m)[i];
	}
	return ret;
}

inline VMatrix VMatrix::operator-(const VMatrix& other) const
{
	VMatrix ret;

	for (int i = 0; i < 4; i++)
	{
		for (int j = 0; j < 4; j++)
		{
			ret.m[i][j] = m[i][j] - other.m[i][j];
		}
	}

	return ret;
}

inline VMatrix VMatrix::operator-() const
{
	VMatrix ret;
	for (int i = 0; i < 16; i++)
	{
		((float*)ret.m)[i] = ((float*)m)[i];
	}
	return ret;
}

#endif  


#ifndef VECTOR_NO_SLOW_OPERATIONS

inline Vector VMatrix::operator*(const Vector& vVec) const
{
	Vector vRet;
	vRet.x = m[0][0] * vVec.x + m[0][1] * vVec.y + m[0][2] * vVec.z + m[0][3];
	vRet.y = m[1][0] * vVec.x + m[1][1] * vVec.y + m[1][2] * vVec.z + m[1][3];
	vRet.z = m[2][0] * vVec.x + m[2][1] * vVec.y + m[2][2] * vVec.z + m[2][3];

	return vRet;
}

inline Vector VMatrix::VMul4x3(const Vector& vVec) const
{
	Vector vResult;
	Vector3DMultiplyPosition(*this, vVec, vResult);
	return vResult;
}


inline Vector VMatrix::VMul4x3Transpose(const Vector& vVec) const
{
	Vector tmp = vVec;
	tmp.x -= m[0][3];
	tmp.y -= m[1][3];
	tmp.z -= m[2][3];

	return Vector(
		m[0][0] * tmp.x + m[1][0] * tmp.y + m[2][0] * tmp.z,
		m[0][1] * tmp.x + m[1][1] * tmp.y + m[2][1] * tmp.z,
		m[0][2] * tmp.x + m[1][2] * tmp.y + m[2][2] * tmp.z
	);
}

inline Vector VMatrix::VMul3x3(const Vector& vVec) const
{
	return Vector(
		m[0][0] * vVec.x + m[0][1] * vVec.y + m[0][2] * vVec.z,
		m[1][0] * vVec.x + m[1][1] * vVec.y + m[1][2] * vVec.z,
		m[2][0] * vVec.x + m[2][1] * vVec.y + m[2][2] * vVec.z
	);
}

inline Vector VMatrix::VMul3x3Transpose(const Vector& vVec) const
{
	return Vector(
		m[0][0] * vVec.x + m[1][0] * vVec.y + m[2][0] * vVec.z,
		m[0][1] * vVec.x + m[1][1] * vVec.y + m[2][1] * vVec.z,
		m[0][2] * vVec.x + m[1][2] * vVec.y + m[2][2] * vVec.z
	);
}

#endif  


inline void VMatrix::V3Mul(const Vector& vIn, Vector& vOut) const
{
	vec_t rw;

	rw = 1.0f / (m[3][0] * vIn.x + m[3][1] * vIn.y + m[3][2] * vIn.z + m[3][3]);
	vOut.x = (m[0][0] * vIn.x + m[0][1] * vIn.y + m[0][2] * vIn.z + m[0][3]) * rw;
	vOut.y = (m[1][0] * vIn.x + m[1][1] * vIn.y + m[1][2] * vIn.z + m[1][3]) * rw;
	vOut.z = (m[2][0] * vIn.x + m[2][1] * vIn.y + m[2][2] * vIn.z + m[2][3]) * rw;
}

inline void VMatrix::V4Mul(const Vector4D& vIn, Vector4D& vOut) const
{
	vOut[0] = m[0][0] * vIn[0] + m[0][1] * vIn[1] + m[0][2] * vIn[2] + m[0][3] * vIn[3];
	vOut[1] = m[1][0] * vIn[0] + m[1][1] * vIn[1] + m[1][2] * vIn[2] + m[1][3] * vIn[3];
	vOut[2] = m[2][0] * vIn[0] + m[2][1] * vIn[1] + m[2][2] * vIn[2] + m[2][3] * vIn[3];
	vOut[3] = m[3][0] * vIn[0] + m[3][1] * vIn[1] + m[3][2] * vIn[2] + m[3][3] * vIn[3];
}


inline void	VMatrix::TransformPlane(const VPlane& inPlane, VPlane& outPlane) const
{
	Vector vTrans;
	Vector3DMultiply(*this, inPlane.m_Normal, outPlane.m_Normal);
	outPlane.m_Dist = inPlane.m_Dist * DotProduct(outPlane.m_Normal, outPlane.m_Normal);
	outPlane.m_Dist += DotProduct(outPlane.m_Normal, GetTranslation(vTrans));
}


inline void VMatrix::Identity()
{
	MatrixSetIdentity(*this);
}


inline bool VMatrix::IsIdentity() const
{
	return
		m[0][0] == 1.0f && m[0][1] == 0.0f && m[0][2] == 0.0f && m[0][3] == 0.0f &&
		m[1][0] == 0.0f && m[1][1] == 1.0f && m[1][2] == 0.0f && m[1][3] == 0.0f &&
		m[2][0] == 0.0f && m[2][1] == 0.0f && m[2][2] == 1.0f && m[2][3] == 0.0f &&
		m[3][0] == 0.0f && m[3][1] == 0.0f && m[3][2] == 0.0f && m[3][3] == 1.0f;
}

#ifndef VECTOR_NO_SLOW_OPERATIONS

inline Vector VMatrix::ApplyRotation(const Vector& vVec) const
{
	return VMul3x3(vVec);
}

inline VMatrix VMatrix::operator~() const
{
	VMatrix mRet;
	InverseGeneral(mRet);
	return mRet;
}

#endif


inline void MatrixGetColumn(const VMatrix& src, int nCol, Vector* pColumn)
{
	Assert((nCol >= 0) && (nCol <= 3));

	pColumn->x = src[0][nCol];
	pColumn->y = src[1][nCol];
	pColumn->z = src[2][nCol];
}

inline void MatrixSetColumn(VMatrix& src, int nCol, const Vector& column)
{
	Assert((nCol >= 0) && (nCol <= 3));

	src.m[0][nCol] = column.x;
	src.m[1][nCol] = column.y;
	src.m[2][nCol] = column.z;
}

inline void MatrixGetRow(const VMatrix& src, int nRow, Vector* pRow)
{
	Assert((nRow >= 0) && (nRow <= 3));
	*pRow = *(Vector*)src[nRow];
}

inline void MatrixSetRow(VMatrix& dst, int nRow, const Vector& row)
{
	Assert((nRow >= 0) && (nRow <= 3));
	*(Vector*)dst[nRow] = row;
}


inline void Vector3DMultiplyPosition(const VMatrix& src1, const VectorByValue src2, Vector& dst)
{
	dst[0] = src1[0][0] * src2.x + src1[0][1] * src2.y + src1[0][2] * src2.z + src1[0][3];
	dst[1] = src1[1][0] * src2.x + src1[1][1] * src2.y + src1[1][2] * src2.z + src1[1][3];
	dst[2] = src1[2][0] * src2.x + src1[2][1] * src2.y + src1[2][2] * src2.z + src1[2][3];
}


inline void MatrixTransformAxisAlignedPlane(const VMatrix& src, int nDim, float flSign, float flDist, cplane_t& outPlane)
{
	MatrixGetColumn(src, nDim, &outPlane.normal);
	outPlane.normal *= flSign;
	outPlane.dist = flDist * DotProduct(outPlane.normal, outPlane.normal);

	outPlane.dist += outPlane.normal.x * src.m[0][3] + outPlane.normal.y * src.m[1][3] + outPlane.normal.z * src.m[2][3];
}


inline bool MatricesAreEqual(const VMatrix& src1, const VMatrix& src2, float flTolerance)
{
	for (int i = 0; i < 3; ++i)
	{
		for (int j = 0; j < 3; ++j)
		{
			if (fabs(src1[i][j] - src2[i][j]) > flTolerance)
				return false;
		}
	}
	return true;
}

void MatrixBuildOrtho(VMatrix& dst, double left, double top, double right, double bottom, double zNear, double zFar);
void MatrixBuildPerspectiveX(VMatrix& dst, double flFovX, double flAspect, double flZNear, double flZFar);
void MatrixBuildPerspectiveOffCenterX(VMatrix& dst, double flFovX, double flAspect, double flZNear, double flZFar, double bottom, double top, double left, double right);
void MatrixBuildPerspectiveZRange(VMatrix& dst, double flZNear, double flZFar);

inline void MatrixOrtho(VMatrix& dst, double left, double top, double right, double bottom, double zNear, double zFar)
{
	VMatrix mat;
	MatrixBuildOrtho(mat, left, top, right, bottom, zNear, zFar);

	VMatrix temp;
	MatrixMultiply(dst, mat, temp);
	dst = temp;
}

inline void MatrixPerspectiveX(VMatrix& dst, double flFovX, double flAspect, double flZNear, double flZFar)
{
	VMatrix mat;
	MatrixBuildPerspectiveX(mat, flFovX, flAspect, flZNear, flZFar);

	VMatrix temp;
	MatrixMultiply(dst, mat, temp);
	dst = temp;
}

inline void MatrixPerspectiveOffCenterX(VMatrix& dst, double flFovX, double flAspect, double flZNear, double flZFar, double bottom, double top, double left, double right)
{
	VMatrix mat;
	MatrixBuildPerspectiveOffCenterX(mat, flFovX, flAspect, flZNear, flZFar, bottom, top, left, right);

	VMatrix temp;
	MatrixMultiply(dst, mat, temp);
	dst = temp;
}

#endif

