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131
src/math/Matrix.h
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131
src/math/Matrix.h
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#pragma once
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class CMatrix
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{
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public:
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union
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{
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float f[4][4];
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struct
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{
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float rx, ry, rz, rw;
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float fx, fy, fz, fw;
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float ux, uy, uz, uw;
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float px, py, pz, pw;
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};
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};
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RwMatrix *m_attachment;
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bool m_hasRwMatrix; // are we the owner?
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CMatrix(void);
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CMatrix(CMatrix const &m);
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CMatrix(RwMatrix *matrix, bool owner = false);
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CMatrix(float scale){
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m_attachment = nil;
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m_hasRwMatrix = false;
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SetScale(scale);
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}
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~CMatrix(void);
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void Attach(RwMatrix *matrix, bool owner = false);
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void AttachRW(RwMatrix *matrix, bool owner = false);
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void Detach(void);
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void Update(void);
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void UpdateRW(void);
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void operator=(CMatrix const &rhs);
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CMatrix &operator+=(CMatrix const &rhs);
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CMatrix &operator*=(CMatrix const &rhs);
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CVector &GetPosition(void) { return *(CVector*)&px; }
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CVector &GetRight(void) { return *(CVector*)℞ }
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CVector &GetForward(void) { return *(CVector*)&fx; }
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CVector &GetUp(void) { return *(CVector*)&ux; }
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const CVector &GetPosition(void) const { return *(CVector*)&px; }
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const CVector &GetRight(void) const { return *(CVector*)℞ }
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const CVector &GetForward(void) const { return *(CVector*)&fx; }
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const CVector &GetUp(void) const { return *(CVector*)&ux; }
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void SetTranslate(float x, float y, float z);
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void SetTranslate(const CVector &trans){ SetTranslate(trans.x, trans.y, trans.z); }
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void Translate(float x, float y, float z){
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px += x;
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py += y;
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pz += z;
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}
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void Translate(const CVector &trans){ Translate(trans.x, trans.y, trans.z); }
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void SetScale(float s);
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void Scale(float scale)
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{
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for (int i = 0; i < 3; i++)
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#ifdef FIX_BUGS // BUGFIX from VC
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for (int j = 0; j < 3; j++)
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#else
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for (int j = 0; j < 4; j++)
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#endif
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f[i][j] *= scale;
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}
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void SetRotateXOnly(float angle);
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void SetRotateYOnly(float angle);
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void SetRotateZOnly(float angle);
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void SetRotateX(float angle);
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void SetRotateY(float angle);
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void SetRotateZ(float angle);
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void SetRotate(float xAngle, float yAngle, float zAngle);
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void Rotate(float x, float y, float z);
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void RotateX(float x);
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void RotateY(float y);
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void RotateZ(float z);
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void Reorthogonalise(void);
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void CopyOnlyMatrix(const CMatrix &other);
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void SetUnity(void);
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void ResetOrientation(void);
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void SetTranslateOnly(float x, float y, float z) {
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px = x;
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py = y;
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pz = z;
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}
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void SetTranslateOnly(const CVector& pos) {
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SetTranslateOnly(pos.x, pos.y, pos.z);
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}
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void CheckIntegrity(){}
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};
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CMatrix &Invert(const CMatrix &src, CMatrix &dst);
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CMatrix Invert(const CMatrix &matrix);
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CMatrix operator*(const CMatrix &m1, const CMatrix &m2);
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inline CVector MultiplyInverse(const CMatrix &mat, const CVector &vec)
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{
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CVector v(vec.x - mat.px, vec.y - mat.py, vec.z - mat.pz);
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return CVector(
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mat.rx * v.x + mat.ry * v.y + mat.rz * v.z,
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mat.fx * v.x + mat.fy * v.y + mat.fz * v.z,
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mat.ux * v.x + mat.uy * v.y + mat.uz * v.z);
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}
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class CCompressedMatrixNotAligned
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{
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CVector m_vecPos;
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int8 m_rightX;
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int8 m_rightY;
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int8 m_rightZ;
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int8 m_upX;
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int8 m_upY;
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int8 m_upZ;
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public:
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void CompressFromFullMatrix(CMatrix &other);
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void DecompressIntoFullMatrix(CMatrix &other);
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};
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class CCompressedMatrix : public CCompressedMatrixNotAligned
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{
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int _alignment; // no clue what would this align to
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};
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