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https://github.com/Swiftgram/Telegram-iOS.git
synced 2026-02-08 12:24:39 +00:00
Refactoring
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@@ -149,16 +149,16 @@ inline double radiansToDegrees(double value) {
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}
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struct CATransform3D {
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double m11, m12, m13, m14;
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double m21, m22, m23, m24;
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double m31, m32, m33, m34;
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double m41, m42, m43, m44;
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float m11, m12, m13, m14;
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float m21, m22, m23, m24;
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float m31, m32, m33, m34;
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float m41, m42, m43, m44;
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CATransform3D(
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double m11_, double m12_, double m13_, double m14_,
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double m21_, double m22_, double m23_, double m24_,
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double m31_, double m32_, double m33_, double m34_,
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double m41_, double m42_, double m43_, double m44_
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float m11_, float m12_, float m13_, float m14_,
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float m21_, float m22_, float m23_, float m24_,
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float m31_, float m32_, float m33_, float m34_,
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float m41_, float m42_, float m43_, float m44_
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) :
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m11(m11_), m12(m12_), m13(m13_), m14(m14_),
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m21(m21_), m22(m22_), m23(m23_), m24(m24_),
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@@ -184,7 +184,7 @@ struct CATransform3D {
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m41 == 0.0 && m42 == 0.0 && m43 == 0.0 && m44 == 1.0;
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}
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static CATransform3D makeTranslation(double tx, double ty, double tz) {
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static CATransform3D makeTranslation(float tx, float ty, float tz) {
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return CATransform3D(
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1, 0, 0, 0,
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0, 1, 0, 0,
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@@ -193,7 +193,7 @@ struct CATransform3D {
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);
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}
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static CATransform3D makeScale(double sx, double sy, double sz) {
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static CATransform3D makeScale(float sx, float sy, float sz) {
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return CATransform3D(
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sx, 0, 0, 0,
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0, sy, 0, 0,
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@@ -202,12 +202,12 @@ struct CATransform3D {
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);
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}
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static CATransform3D makeRotation(double radians, double x, double y, double z);
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static CATransform3D makeRotation(float radians, float x, float y, float z);
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static CATransform3D makeSkew(double skew, double skewAxis) {
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double mCos = cos(degreesToRadians(skewAxis));
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double mSin = sin(degreesToRadians(skewAxis));
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double aTan = tan(degreesToRadians(skew));
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static CATransform3D makeSkew(float skew, float skewAxis) {
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float mCos = cos(degreesToRadians(skewAxis));
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float mSin = sin(degreesToRadians(skewAxis));
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float aTan = tan(degreesToRadians(skew));
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CATransform3D transform1(
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mCos,
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@@ -273,9 +273,9 @@ struct CATransform3D {
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Vector2D const &anchor,
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Vector2D const &position,
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Vector2D const &scale,
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double rotation,
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std::optional<double> skew,
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std::optional<double> skewAxis
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float rotation,
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std::optional<float> skew,
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std::optional<float> skewAxis
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) {
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CATransform3D result = CATransform3D::identity();
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if (skew.has_value() && skewAxis.has_value()) {
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@@ -287,13 +287,13 @@ struct CATransform3D {
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return result;
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}
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CATransform3D rotated(double degrees) const;
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CATransform3D rotated(float degrees) const;
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CATransform3D translated(Vector2D const &translation) const;
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CATransform3D scaled(Vector2D const &scale) const;
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CATransform3D skewed(double skew, double skewAxis) const {
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CATransform3D skewed(float skew, float skewAxis) const {
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return CATransform3D::makeSkew(skew, skewAxis) * (*this);
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}
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@@ -463,7 +463,7 @@ CATransform3D fromNativeTransform(::CATransform3D const &value) {
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return result;
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}
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CATransform3D CATransform3D::makeRotation(double radians, double x, double y, double z) {
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CATransform3D CATransform3D::makeRotation(float radians, float x, float y, float z) {
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return fromNativeTransform(CATransform3DMakeRotation(radians, x, y, z));
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/*if (x == 0.0 && y == 0.0 && z == 0.0) {
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@@ -501,7 +501,7 @@ CATransform3D CATransform3D::makeRotation(double radians, double x, double y, do
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return returnValue;*/
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}
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CATransform3D CATransform3D::rotated(double degrees) const {
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CATransform3D CATransform3D::rotated(float degrees) const {
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return fromNativeTransform(CATransform3DRotate(nativeTransform(*this), degreesToRadians(degrees), 0.0, 0.0, 1.0));
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//return CATransform3D::makeRotation(degreesToRadians(degrees), 0.0, 0.0, 1.0) * (*this);
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}
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@@ -523,20 +523,20 @@ CATransform3D CATransform3D::operator*(CATransform3D const &b) const {
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return *this;
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}
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simd_double4x4 simdLhs = {
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simd_make_double4(b.m11, b.m21, b.m31, b.m41),
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simd_make_double4(b.m12, b.m22, b.m32, b.m42),
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simd_make_double4(b.m13, b.m23, b.m33, b.m43),
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simd_make_double4(b.m14, b.m24, b.m34, b.m44)
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simd_float4x4 simdLhs = {
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simd_make_float4(b.m11, b.m21, b.m31, b.m41),
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simd_make_float4(b.m12, b.m22, b.m32, b.m42),
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simd_make_float4(b.m13, b.m23, b.m33, b.m43),
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simd_make_float4(b.m14, b.m24, b.m34, b.m44)
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};
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simd_double4x4 simdRhs = {
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simd_make_double4(m11, m21, m31, m41),
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simd_make_double4(m12, m22, m32, m42),
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simd_make_double4(m13, m23, m33, m43),
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simd_make_double4(m14, m24, m34, m44)
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simd_float4x4 simdRhs = {
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simd_make_float4(m11, m21, m31, m41),
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simd_make_float4(m12, m22, m32, m42),
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simd_make_float4(m13, m23, m33, m43),
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simd_make_float4(m14, m24, m34, m44)
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};
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simd_double4x4 simdResult = simd_mul(simdRhs, simdLhs);
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simd_float4x4 simdResult = simd_mul(simdRhs, simdLhs);
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return CATransform3D(
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simdResult.columns[0][0], simdResult.columns[1][0], simdResult.columns[2][0], simdResult.columns[3][0],
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simdResult.columns[0][1], simdResult.columns[1][1], simdResult.columns[2][1], simdResult.columns[3][1],
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@@ -550,13 +550,13 @@ bool CATransform3D::isInvertible() const {
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}
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CATransform3D CATransform3D::inverted() const {
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simd_double4x4 matrix = {
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simd_make_double4(m11, m21, m31, m41),
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simd_make_double4(m12, m22, m32, m42),
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simd_make_double4(m13, m23, m33, m43),
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simd_make_double4(m14, m24, m34, m44)
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simd_float4x4 matrix = {
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simd_make_float4(m11, m21, m31, m41),
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simd_make_float4(m12, m22, m32, m42),
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simd_make_float4(m13, m23, m33, m43),
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simd_make_float4(m14, m24, m34, m44)
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};
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simd_double4x4 result = simd_inverse(matrix);
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simd_float4x4 result = simd_inverse(matrix);
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CATransform3D nativeResult = CATransform3D(
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result.columns[0][0], result.columns[1][0], result.columns[2][0], result.columns[3][0],
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result.columns[0][1], result.columns[1][1], result.columns[2][1], result.columns[3][1],
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@@ -590,29 +590,29 @@ CGRect CGRect::applyingTransform(CATransform3D const &transform) const {
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return *this;
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}
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simd_double3 simdRow1 = simd_make_double3(transform.m11, transform.m12, transform.m14);
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simd_double3 simdRow2 = simd_make_double3(transform.m21, transform.m22, transform.m24);
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simd_double3 simdRow3 = simd_make_double3(transform.m41, transform.m42, transform.m44);
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simd_float3 simdRow1 = simd_make_float3(transform.m11, transform.m12, transform.m14);
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simd_float3 simdRow2 = simd_make_float3(transform.m21, transform.m22, transform.m24);
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simd_float3 simdRow3 = simd_make_float3(transform.m41, transform.m42, transform.m44);
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Vector2D sourceTopLeft = Vector2D(x, y);
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Vector2D sourceTopRight = Vector2D(x + width, y);
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Vector2D sourceBottomLeft = Vector2D(x, y + height);
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Vector2D sourceBottomRight = Vector2D(x + width, y + height);
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simd_double3 simdTopLeft = sourceTopLeft.x * simdRow1 + sourceTopLeft.y * simdRow2 + simdRow3;
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simd_double3 simdTopRight = sourceTopRight.x * simdRow1 + sourceTopRight.y * simdRow2 + simdRow3;
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simd_double3 simdBottomLeft = sourceBottomLeft.x * simdRow1 + sourceBottomLeft.y * simdRow2 + simdRow3;
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simd_double3 simdBottomRight = sourceBottomRight.x * simdRow1 + sourceBottomRight.y * simdRow2 + simdRow3;
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simd_float3 simdTopLeft = sourceTopLeft.x * simdRow1 + sourceTopLeft.y * simdRow2 + simdRow3;
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simd_float3 simdTopRight = sourceTopRight.x * simdRow1 + sourceTopRight.y * simdRow2 + simdRow3;
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simd_float3 simdBottomLeft = sourceBottomLeft.x * simdRow1 + sourceBottomLeft.y * simdRow2 + simdRow3;
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simd_float3 simdBottomRight = sourceBottomRight.x * simdRow1 + sourceBottomRight.y * simdRow2 + simdRow3;
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Vector2D topLeft = Vector2D(simdTopLeft[0] / simdTopLeft[2], simdTopLeft[1] / simdTopLeft[2]);
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Vector2D topRight = Vector2D(simdTopRight[0] / simdTopRight[2], simdTopRight[1] / simdTopRight[2]);
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Vector2D bottomLeft = Vector2D(simdBottomLeft[0] / simdBottomLeft[2], simdBottomLeft[1] / simdBottomLeft[2]);
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Vector2D bottomRight = Vector2D(simdBottomRight[0] / simdBottomRight[2], simdBottomRight[1] / simdBottomRight[2]);
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double minX = simd_reduce_min(simd_make_double4(topLeft.x, topRight.x, bottomLeft.x, bottomRight.x));
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double minY = simd_reduce_min(simd_make_double4(topLeft.y, topRight.y, bottomLeft.y, bottomRight.y));
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double maxX = simd_reduce_max(simd_make_double4(topLeft.x, topRight.x, bottomLeft.x, bottomRight.x));
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double maxY = simd_reduce_max(simd_make_double4(topLeft.y, topRight.y, bottomLeft.y, bottomRight.y));
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float minX = simd_reduce_min(simd_make_float4(topLeft.x, topRight.x, bottomLeft.x, bottomRight.x));
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float minY = simd_reduce_min(simd_make_float4(topLeft.y, topRight.y, bottomLeft.y, bottomRight.y));
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float maxX = simd_reduce_max(simd_make_float4(topLeft.x, topRight.x, bottomLeft.x, bottomRight.x));
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float maxY = simd_reduce_max(simd_make_float4(topLeft.y, topRight.y, bottomLeft.y, bottomRight.y));
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return CGRect(minX, minY, maxX - minX, maxY - minY);
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}
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