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Matrix/vector refactor (#426)
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@@ -12,7 +12,7 @@ void* CameraImpl::ImplementationDataPtr()
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}
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// FUNCTION: LEGO1 0x100a3700
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Result CameraImpl::SetTransformation(const FloatMatrix4& matrix)
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Result CameraImpl::SetTransformation(FloatMatrix4& matrix)
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{
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D3DRMMATRIX4D helper;
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D3DRMMATRIX4D* pTransformation = Translate(matrix, helper);
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@@ -9,7 +9,7 @@ void* GroupImpl::ImplementationDataPtr()
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}
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// FUNCTION: LEGO1 0x100a31e0
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Result GroupImpl::SetTransformation(const FloatMatrix4& matrix)
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Result GroupImpl::SetTransformation(FloatMatrix4& matrix)
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{
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D3DRMMATRIX4D helper;
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D3DRMMATRIX4D* d3dMatrix = Translate(matrix, helper);
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@@ -209,7 +209,7 @@ public:
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virtual void* ImplementationDataPtr();
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// vtable+0x08
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virtual Result SetTransformation(const FloatMatrix4&);
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virtual Result SetTransformation(FloatMatrix4&);
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inline IDirect3DRMFrame2* ImplementationData() const { return m_data; }
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@@ -234,7 +234,7 @@ public:
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virtual void* ImplementationDataPtr();
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// vtable+0x08
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virtual Result SetTransformation(const FloatMatrix4&);
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virtual Result SetTransformation(FloatMatrix4&);
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virtual Result SetColor(float r, float g, float b);
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inline IDirect3DRMFrame2* ImplementationData() const { return m_data; }
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@@ -300,7 +300,7 @@ public:
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virtual void* ImplementationDataPtr();
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// vtable+0x08
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virtual Result SetTransformation(const FloatMatrix4&);
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virtual Result SetTransformation(FloatMatrix4&);
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virtual Result SetColor(float r, float g, float b, float a);
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// vtable+0x10
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@@ -474,7 +474,7 @@ inline D3DRMPROJECTIONTYPE Translate(ProjectionType tglProjectionType)
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// Yes this function serves no purpose, originally they intended it to
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// convert from doubles to floats but ended up using floats throughout
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// the software stack.
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inline D3DRMMATRIX4D* Translate(const FloatMatrix4& tglMatrix4x4, D3DRMMATRIX4D& rD3DRMMatrix4x4)
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inline D3DRMMATRIX4D* Translate(FloatMatrix4& tglMatrix4x4, D3DRMMATRIX4D& rD3DRMMatrix4x4)
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{
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for (int i = 0; i < (sizeof(rD3DRMMatrix4x4) / sizeof(rD3DRMMatrix4x4[0])); i++) {
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for (int j = 0; j < (sizeof(rD3DRMMatrix4x4[0]) / sizeof(rD3DRMMatrix4x4[0][0])); j++) {
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@@ -12,7 +12,7 @@ void* LightImpl::ImplementationDataPtr()
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}
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// FUNCTION: LEGO1 0x100a3780
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Result LightImpl::SetTransformation(const FloatMatrix4& matrix)
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Result LightImpl::SetTransformation(FloatMatrix4& matrix)
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{
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D3DRMMATRIX4D helper;
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D3DRMMATRIX4D* d3dMatrix = Translate(matrix, helper);
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@@ -222,13 +222,13 @@ public:
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// VTABLE 0x100dbae8
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class Camera : public Object {
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public:
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virtual Result SetTransformation(const FloatMatrix4&) = 0;
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virtual Result SetTransformation(FloatMatrix4&) = 0;
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};
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// VTABLE 0x100dbb08
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class Light : public Object {
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public:
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virtual Result SetTransformation(const FloatMatrix4&) = 0;
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virtual Result SetTransformation(FloatMatrix4&) = 0;
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virtual Result SetColor(float r, float g, float b) = 0;
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};
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@@ -252,7 +252,7 @@ public:
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// VTABLE 0x100dbaa0
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class Group : public Object {
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public:
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virtual Result SetTransformation(const FloatMatrix4&) = 0;
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virtual Result SetTransformation(FloatMatrix4&) = 0;
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virtual Result SetColor(float r, float g, float b, float a) = 0;
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virtual Result SetTexture(const Texture*) = 0;
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virtual Result GetTexture(Texture*&) = 0;
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@@ -1,8 +1,5 @@
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#ifndef _tglVector_h
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#define _tglVector_h
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// Note: This file is almost an exact copy of the one from
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// the leak but using floats instead of doubles, hence the
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// strange formatting in some places.
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#include "math.h" // sin() in RotateAroundY()
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@@ -26,253 +23,7 @@ inline float RadiansToDegrees(float radians)
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return (radians / Constant::Pi) * 180.0;
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}
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//////////////////////////////////////////////////////////////////////////////
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//
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// Array<T, N>
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template <class T, int N>
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class Array {
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public:
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Array() {}
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Array(const Array& rArray) { *this = rArray; }
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~Array() {}
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const T& operator[](int i) const { return m_elements[i]; };
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T& operator[](int i) { return m_elements[i]; };
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Array<T, N>& operator=(const Array<T, N>&);
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void operator+=(const Array<T, N>&);
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protected:
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T m_elements[N];
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};
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//////////////////////////////////////////////////////////////////////////////
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//
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// Array<T, N> implementation
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template <class T, int N>
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inline Array<T, N>& Array<T, N>::operator=(const Array<T, N>& rArray)
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{
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int i;
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for (i = 0; i < N; i++) {
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m_elements[i] = rArray.m_elements[i];
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}
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return *this;
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}
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template <class T, int N>
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inline void Array<T, N>::operator+=(const Array<T, N>& rArray)
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{
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int i;
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for (i = 0; i < N; i++) {
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m_elements[i] += rArray.m_elements[i];
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}
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}
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//////////////////////////////////////////////////////////////////////////////
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//
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// FloatMatrix4
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class FloatMatrix4 : public Array<Array<float, 4>, 4> {
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public:
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FloatMatrix4() {}
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FloatMatrix4(const FloatMatrix4& rMatrix) { *this = rMatrix; }
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FloatMatrix4(const FloatMatrix4&, const FloatMatrix4&);
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void operator*=(const FloatMatrix4&);
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};
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//////////////////////////////////////////////////////////////////////////////
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//
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// FloatMatrix4 implementation
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inline FloatMatrix4::FloatMatrix4(const FloatMatrix4& rMatrix1, const FloatMatrix4& rMatrix2)
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{
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for (int row = 0; row < 4; row++) {
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for (int column = 0; column < 4; column++) {
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float element = 0;
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for (int i = 0; i < 4; i++) {
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element += rMatrix1[row][i] * rMatrix2[i][column];
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}
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m_elements[row][column] = element;
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}
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}
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}
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inline void FloatMatrix4::operator*=(const FloatMatrix4& rMatrix)
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{
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FloatMatrix4 temp(*this, rMatrix);
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// *this = FloatMatrix4(*this, rMatrix);
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*this = temp;
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}
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//////////////////////////////////////////////////////////////////////////////
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//
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// Transformation matrices
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class Translation : public FloatMatrix4 {
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public:
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Translation(const float[3]);
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Translation(float x, float y, float z);
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protected:
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void Init(float x, float y, float z);
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};
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class Scale : public FloatMatrix4 {
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public:
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Scale(const float[3]);
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Scale(float x, float y, float z);
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Scale(float);
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protected:
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void Init(float x, float y, float z);
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};
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class RotationX : public FloatMatrix4 {
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public:
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RotationX(float radians);
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};
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class RotationY : public FloatMatrix4 {
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public:
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RotationY(float radians);
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};
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//////////////////////////////////////////////////////////////////////////////
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//
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// Transformation matrices implementation
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inline Translation::Translation(const float vector[3])
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{
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Init(vector[0], vector[1], vector[2]);
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}
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inline Translation::Translation(float x, float y, float z)
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{
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Init(x, y, z);
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}
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inline void Translation::Init(float x, float y, float z)
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{
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m_elements[0][0] = 1;
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m_elements[0][1] = 0;
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m_elements[0][2] = 0;
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m_elements[0][3] = 0;
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m_elements[1][0] = 0;
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m_elements[1][1] = 1;
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m_elements[1][2] = 0;
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m_elements[1][3] = 0;
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m_elements[2][0] = 0;
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m_elements[2][1] = 0;
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m_elements[2][2] = 1;
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m_elements[2][3] = 0;
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m_elements[3][0] = x;
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m_elements[3][1] = y;
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m_elements[3][2] = z;
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m_elements[3][3] = 1;
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}
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inline Scale::Scale(const float vector[3])
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{
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Init(vector[0], vector[1], vector[2]);
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}
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inline Scale::Scale(float x, float y, float z)
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{
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Init(x, y, z);
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}
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inline Scale::Scale(float scale)
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{
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Init(scale, scale, scale);
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}
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inline void Scale::Init(float x, float y, float z)
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{
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m_elements[0][0] = x;
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m_elements[0][1] = 0;
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m_elements[0][2] = 0;
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m_elements[0][3] = 0;
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m_elements[1][0] = 0;
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m_elements[1][1] = y;
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m_elements[1][2] = 0;
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m_elements[1][3] = 0;
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m_elements[2][0] = 0;
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m_elements[2][1] = 0;
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m_elements[2][2] = z;
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m_elements[2][3] = 0;
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m_elements[3][0] = 0;
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m_elements[3][1] = 0;
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m_elements[3][2] = 0;
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m_elements[3][3] = 1;
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}
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inline RotationX::RotationX(float radians)
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{
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float cosRadians = cos(radians);
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float sinRadians = sin(radians);
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m_elements[0][0] = 1;
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m_elements[0][1] = 0;
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m_elements[0][2] = 0;
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m_elements[0][3] = 0;
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m_elements[1][0] = 0;
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m_elements[1][1] = cosRadians;
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m_elements[1][2] = -sinRadians;
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m_elements[1][3] = 0;
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m_elements[2][0] = 0;
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m_elements[2][1] = sinRadians;
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m_elements[2][2] = cosRadians;
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m_elements[2][3] = 0;
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m_elements[3][0] = 0;
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m_elements[3][1] = 0;
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m_elements[3][2] = 0;
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m_elements[3][3] = 1;
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}
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inline RotationY::RotationY(float radians)
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{
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float cosRadians = cos(radians);
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float sinRadians = sin(radians);
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m_elements[0][0] = cosRadians;
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m_elements[0][1] = 0;
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m_elements[0][2] = sinRadians;
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m_elements[0][3] = 0;
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m_elements[1][0] = 0;
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m_elements[1][1] = 1;
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m_elements[1][2] = 0;
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m_elements[1][3] = 0;
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m_elements[2][0] = -sinRadians;
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m_elements[2][1] = 0;
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m_elements[2][2] = cosRadians;
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m_elements[2][3] = 0;
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m_elements[3][0] = 0;
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m_elements[3][1] = 0;
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m_elements[3][2] = 0;
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m_elements[3][3] = 1;
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}
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//////////////////////////////////////////////////////////////////////////////
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typedef float FloatMatrix4[4][4];
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} // namespace Tgl
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