refactor(Hi.Sample): Mat4d is spelled mat4d_t -- the workspace-wide word-boundary rename that follows HiGeom naming the matrix struct after the C++ typedef; compound identifiers (GetMat4dMap, Mat4dKey, ProgramZeroToGeomMat4d, ...) and the "Mat4d" JSON key keep their spelling, no behaviour changes
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
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@@ -6,7 +6,7 @@ namespace Sample.Disp
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/// <summary>
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/// Demonstrates a simple solar system animation using <see cref="IDisplayee"/> interface.
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/// Shows how to create a hierarchical transform structure with sun, earth and moon using
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/// <see cref="Mat4d"/> matrices and model matrix stack transformations.
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/// <see cref="mat4d_t"/> matrices and model matrix stack transformations.
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/// </summary>
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/// <remarks>
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/// ### Source Code
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@@ -30,12 +30,12 @@ namespace Sample.Disp
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{
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sun.Display(bind);
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bind.ModelMatStack.Push();
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bind.ModelMatStack.Mul(new Mat4d(new AxisAngle4d(new vec3d_t(0, 0, 1), angle_earth += 0.03)));
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bind.ModelMatStack.Mul(new Mat4d(new vec3d_t(12, 0, 0)));
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bind.ModelMatStack.Mul(new mat4d_t(new AxisAngle4d(new vec3d_t(0, 0, 1), angle_earth += 0.03)));
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bind.ModelMatStack.Mul(new mat4d_t(new vec3d_t(12, 0, 0)));
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earth.Display(bind);
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bind.ModelMatStack.Push();
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bind.ModelMatStack.Mul(new Mat4d(new AxisAngle4d(new vec3d_t(0, 0, 1), angle_moon += 0.02)));
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bind.ModelMatStack.Mul(new Mat4d(new vec3d_t(4, 0, 0)));
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bind.ModelMatStack.Mul(new mat4d_t(new AxisAngle4d(new vec3d_t(0, 0, 1), angle_moon += 0.02)));
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bind.ModelMatStack.Mul(new mat4d_t(new vec3d_t(4, 0, 0)));
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moon.Display(bind);
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bind.ModelMatStack.Pop();
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bind.ModelMatStack.Pop();
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