mirror of
https://github.com/isledecomp/isle.git
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374 lines
7.9 KiB
C
374 lines
7.9 KiB
C
#ifndef MATRIX4D_H
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#define MATRIX4D_H
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#include "matrix.h"
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#include <math.h>
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#include <memory.h>
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// FUNCTION: LEGO1 0x10002320
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// FUNCTION: BETA10 0x1000fcb0
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void Matrix4::CopyFrom(float (*p_data)[4])
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{
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memcpy(m_data, p_data, sizeof(float) * 4 * 4);
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}
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// FUNCTION: LEGO1 0x10002340
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// FUNCTION: BETA10 0x1000fcf0
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void Matrix4::CopyFrom(const Matrix4& p_matrix)
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{
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memcpy(m_data, p_matrix.m_data, sizeof(float) * 4 * 4);
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}
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// FUNCTION: LEGO1 0x10002360
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// FUNCTION: BETA10 0x1000fd30
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void Matrix4::SetData(float (*p_data)[4])
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{
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m_data = p_data;
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}
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// FUNCTION: LEGO1 0x10002370
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// FUNCTION: BETA10 0x1000fd60
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void Matrix4::SetData(UnknownMatrixType& p_matrix)
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{
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m_data = p_matrix.m_data;
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}
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// FUNCTION: LEGO1 0x10002380
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// FUNCTION: BETA10 0x1000fd90
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float (*Matrix4::GetData())[4]
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{
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return m_data;
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}
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// FUNCTION: LEGO1 0x10002390
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// FUNCTION: BETA10 0x1000fdc0
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float (*Matrix4::GetData() const)[4]
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{
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return m_data;
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}
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// FUNCTION: LEGO1 0x100023a0
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// FUNCTION: BETA10 0x1000fdf0
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float* Matrix4::Element(int p_row, int p_col)
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{
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return &m_data[p_row][p_col];
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}
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// FUNCTION: LEGO1 0x100023c0
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// FUNCTION: BETA10 0x1000fe30
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const float* Matrix4::Element(int p_row, int p_col) const
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{
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return &m_data[p_row][p_col];
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}
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// FUNCTION: LEGO1 0x100023e0
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// FUNCTION: BETA10 0x1000fe70
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void Matrix4::Clear()
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{
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memset(m_data, 0, 16 * sizeof(float));
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}
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// FUNCTION: LEGO1 0x100023f0
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// FUNCTION: BETA10 0x1000feb0
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void Matrix4::SetIdentity()
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{
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Clear();
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m_data[0][0] = 1.0f;
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m_data[1][1] = 1.0f;
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m_data[2][2] = 1.0f;
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m_data[3][3] = 1.0f;
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}
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// FUNCTION: LEGO1 0x10002420
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// FUNCTION: BETA10 0x1000ff20
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void Matrix4::operator=(const Matrix4& p_matrix)
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{
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CopyFrom(p_matrix);
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}
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// FUNCTION: LEGO1 0x10002430
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// FUNCTION: BETA10 0x1000ff50
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Matrix4& Matrix4::operator+=(float (*p_data)[4])
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{
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for (int i = 0; i < 16; i++) {
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((float*) m_data)[i] += ((float*) p_data)[i];
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}
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return *this;
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}
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// FUNCTION: LEGO1 0x10002460
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// FUNCTION: BETA10 0x1000ffc0
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void Matrix4::TranslateBy(const float& p_x, const float& p_y, const float& p_z)
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{
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m_data[3][0] += p_x;
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m_data[3][1] += p_y;
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m_data[3][2] += p_z;
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}
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// FUNCTION: LEGO1 0x100024a0
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// FUNCTION: BETA10 0x10010040
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void Matrix4::SetTranslation(const float& p_x, const float& p_y, const float& p_z)
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{
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m_data[3][0] = p_x;
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m_data[3][1] = p_y;
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m_data[3][2] = p_z;
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}
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// FUNCTION: LEGO1 0x100024d0
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// FUNCTION: BETA10 0x100100a0
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void Matrix4::Product(float (*p_a)[4], float (*p_b)[4])
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{
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float* cur = (float*) m_data;
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for (int row = 0; row < 4; row++) {
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for (int col = 0; col < 4; col++) {
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*cur = 0.0f;
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for (int k = 0; k < 4; k++) {
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*cur += p_a[row][k] * p_b[k][col];
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}
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cur++;
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}
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}
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}
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// FUNCTION: LEGO1 0x10002530
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// FUNCTION: BETA10 0x10010180
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void Matrix4::Product(const Matrix4& p_a, const Matrix4& p_b)
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{
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Product(p_a.m_data, p_b.m_data);
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}
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// FUNCTION: LEGO1 0x10002550
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// FUNCTION: BETA10 0x100101c0
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void Matrix4::ToQuaternion(Vector4& p_outQuat)
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{
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float trace;
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float localc = m_data[0][0] + m_data[1][1] + m_data[2][2];
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if (localc > 0) {
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trace = (float) sqrt(localc + 1.0);
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p_outQuat[3] = trace * 0.5f;
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trace = 0.5f / trace;
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p_outQuat[0] = (m_data[2][1] - m_data[1][2]) * trace;
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p_outQuat[1] = (m_data[0][2] - m_data[2][0]) * trace;
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p_outQuat[2] = (m_data[1][0] - m_data[0][1]) * trace;
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}
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else {
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// GLOBAL: LEGO1 0x100d4090
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static int rotateIndex[] = {1, 2, 0};
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// Largest element along the trace
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int largest = 0;
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if (m_data[0][0] < m_data[1][1]) {
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largest = 1;
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}
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if (*Element(largest, largest) < m_data[2][2]) {
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largest = 2;
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}
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int next = rotateIndex[largest];
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int nextNext = rotateIndex[next];
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trace = (float) sqrt(*Element(largest, largest) - (*Element(nextNext, nextNext) + *Element(next, next)) + 1.0);
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p_outQuat[largest] = trace * 0.5f;
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trace = 0.5f / trace;
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p_outQuat[3] = (*Element(nextNext, next) - *Element(next, nextNext)) * trace;
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p_outQuat[next] = (*Element(largest, next) + *Element(next, largest)) * trace;
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p_outQuat[nextNext] = (*Element(largest, nextNext) + *Element(nextNext, largest)) * trace;
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}
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}
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// FUNCTION: LEGO1 0x10002710
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// FUNCTION: BETA10 0x10010550
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int Matrix4::FromQuaternion(const Vector4& p_vec)
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{
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float local14 = p_vec.LenSquared();
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if (local14 > 0.0f) {
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local14 = 2.0f / local14;
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float local24 = p_vec[0] * local14;
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float local34 = p_vec[1] * local14;
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float local10 = p_vec[2] * local14;
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float local28 = p_vec[3] * local24;
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float local2c = p_vec[3] * local34;
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float local30 = p_vec[3] * local10;
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float local38 = p_vec[0] * local24;
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float local8 = p_vec[0] * local34;
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float localc = p_vec[0] * local10;
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float local18 = p_vec[1] * local34;
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float local1c = p_vec[1] * local10;
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float local20 = p_vec[2] * local10;
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m_data[0][0] = 1.0f - (local18 + local20);
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m_data[1][0] = local8 + local30;
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m_data[2][0] = localc - local2c;
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m_data[0][1] = local8 - local30;
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m_data[1][1] = 1.0f - (local38 + local20);
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m_data[2][1] = local1c + local28;
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m_data[0][2] = local2c + localc;
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m_data[1][2] = local1c - local28;
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m_data[2][2] = 1.0f - (local18 + local38);
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m_data[3][0] = 0.0f;
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m_data[3][1] = 0.0f;
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m_data[3][2] = 0.0f;
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m_data[3][3] = 1.0f;
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m_data[0][3] = 0.0f;
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m_data[1][3] = 0.0f;
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m_data[2][3] = 0.0f;
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return 0;
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}
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else {
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return -1;
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}
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}
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// FUNCTION: LEGO1 0x100a0ff0
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// FUNCTION: BETA10 0x1001fe60
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void Matrix4::Scale(const float& p_x, const float& p_y, const float& p_z)
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{
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for (int i = 0; i < 4; i++) {
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m_data[i][0] *= p_x;
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m_data[i][1] *= p_y;
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m_data[i][2] *= p_z;
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}
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}
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// FUNCTION: BETA10 0x1001c6a0
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void Matrix4::RotateX(const float& p_angle)
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{
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float s = sin(p_angle);
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float c = cos(p_angle);
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float matrix[4][4];
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memcpy(matrix, m_data, sizeof(float) * 16);
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for (int i = 0; i < 4; i++) {
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m_data[i][1] = matrix[i][1] * c - matrix[i][2] * s;
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m_data[i][2] = matrix[i][2] * c + matrix[i][1] * s;
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}
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}
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// FUNCTION: BETA10 0x1001fd60
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void Matrix4::RotateY(const float& p_angle)
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{
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float s = sin(p_angle);
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float c = cos(p_angle);
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float matrix[4][4];
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memcpy(matrix, m_data, sizeof(float) * 16);
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for (int i = 0; i < 4; i++) {
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m_data[i][0] = matrix[i][0] * c + matrix[i][2] * s;
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m_data[i][2] = matrix[i][2] * c - matrix[i][0] * s;
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}
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}
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// FUNCTION: BETA10 0x1006ab10
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void Matrix4::RotateZ(const float& p_angle)
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{
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float s = sin(p_angle);
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float c = cos(p_angle);
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float matrix[4][4];
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memcpy(matrix, m_data, sizeof(float) * 16);
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for (int i = 0; i < 4; i++) {
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m_data[i][0] = matrix[i][0] * c - matrix[i][1] * s;
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m_data[i][1] = matrix[i][1] * c + matrix[i][0] * s;
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}
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}
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// FUNCTION: BETA10 0x1005a590
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int Matrix4::Invert(Matrix4& p_mat)
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{
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// Inlined at LEGO1 0x1006b2d3
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float copyData[4][4];
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Matrix4 copy(copyData);
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copy = *this;
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p_mat.SetIdentity();
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for (int i = 0; i < 4; i++) {
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int pivotColumn = i;
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int column;
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for (column = i + 1; column < 4; column++) {
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if (fabs(copy[pivotColumn][i]) < fabs(copy[column][i])) {
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pivotColumn = column;
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}
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}
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if (pivotColumn != i) {
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copy.Swap(pivotColumn, i);
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p_mat.Swap(pivotColumn, i);
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}
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if (copy[i][i] < 0.001f && copy[i][i] > -0.001f) {
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// FAILURE from mxtypes.h
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return -1;
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}
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float pivotValue = copy[i][i];
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int k;
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for (k = 0; k < 4; k++) {
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p_mat[i][k] /= pivotValue;
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}
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for (k = 0; k < 4; k++) {
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copy[i][k] /= pivotValue;
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}
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for (column = 0; column < 4; column++) {
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if (i != column) {
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float tempColumn[4];
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for (k = 0; k < 4; k++) {
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tempColumn[k] = p_mat[i][k] * copy[column][i];
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}
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for (k = 0; k < 4; k++) {
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p_mat[column][k] -= tempColumn[k];
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}
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for (k = 0; k < 4; k++) {
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tempColumn[k] = copy[i][k] * copy[column][i];
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}
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for (k = 0; k < 4; k++) {
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copy[column][k] -= tempColumn[k];
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}
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}
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}
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}
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// SUCCESS from mxtypes.h
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return 0;
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}
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// FUNCTION: LEGO1 0x1006b500
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// FUNCTION: BETA10 0x1005aa20
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void Matrix4::Swap(int p_d1, int p_d2)
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{
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// This function is affected by entropy even in debug builds
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int i;
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float e;
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for (i = 0; i < 4; i++) {
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e = m_data[p_d1][i];
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m_data[p_d1][i] = m_data[p_d2][i];
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m_data[p_d2][i] = e;
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}
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}
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#endif // MATRIX4D_H
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