Get rid of RwMatrix in CMatrix
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@@ -1,9 +1,22 @@
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#pragma once
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#include "VuVector.h"
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class CMatrix
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{
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public:
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RwMatrix m_matrix;
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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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CVuVector right;
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CVuVector forward;
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CVuVector up;
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CVuVector pos;
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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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@@ -25,31 +38,30 @@ public:
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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*)&m_matrix.pos; }
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CVector &GetRight(void) { return *(CVector*)&m_matrix.right; }
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CVector &GetForward(void) { return *(CVector*)&m_matrix.up; }
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CVector &GetUp(void) { return *(CVector*)&m_matrix.at; }
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CVector &GetPosition(void){ return pos; }
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CVector &GetRight(void) { return right; }
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CVector &GetForward(void) { return forward; }
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CVector &GetUp(void) { return up; }
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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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m_matrix.pos.x += x;
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m_matrix.pos.y += y;
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m_matrix.pos.z += z;
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pos.x += x;
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pos.y += y;
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pos.z += 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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float *pFloatMatrix = (float*)&m_matrix;
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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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pFloatMatrix[i * 4 + j] *= scale;
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f[i][j] *= scale;
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}
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@@ -60,17 +72,17 @@ public:
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float c = Cos(angle);
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float s = Sin(angle);
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m_matrix.right.x = c * scale;
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m_matrix.right.y = s * scale;
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m_matrix.right.z = 0.0f;
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right.x = c * scale;
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right.y = s * scale;
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right.z = 0.0f;
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m_matrix.up.x = -s * scale;
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m_matrix.up.y = c * scale;
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m_matrix.up.z = 0.0f;
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forward.x = -s * scale;
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forward.y = c * scale;
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forward.z = 0.0f;
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m_matrix.at.x = 0.0f;
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m_matrix.at.y = 0.0f;
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m_matrix.at.z = scale;
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up.x = 0.0f;
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up.y = 0.0f;
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up.z = scale;
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}
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void SetRotateX(float angle);
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void SetRotateY(float angle);
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@@ -82,13 +94,13 @@ public:
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void RotateZ(float z);
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void Reorthogonalise(void);
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void CopyOnlyMatrix(CMatrix *other);
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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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m_matrix.pos.x = x;
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m_matrix.pos.y = y;
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m_matrix.pos.z = z;
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pos.x = x;
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pos.y = y;
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pos.z = 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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@@ -102,11 +114,11 @@ 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.m_matrix.pos.x, vec.y - mat.m_matrix.pos.y, vec.z - mat.m_matrix.pos.z);
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CVector v(vec.x - mat.pos.x, vec.y - mat.pos.y, vec.z - mat.pos.z);
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return CVector(
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mat.m_matrix.right.x * v.x + mat.m_matrix.right.y * v.y + mat.m_matrix.right.z * v.z,
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mat.m_matrix.up.x * v.x + mat.m_matrix.up.y * v.y + mat.m_matrix.up.z * v.z,
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mat.m_matrix.at.x * v.x + mat.m_matrix.at.y * v.y + mat.m_matrix.at.z * v.z);
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mat.right.x * v.x + mat.right.y * v.y + mat.right.z * v.z,
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mat.forward.x * v.x + mat.forward.y * v.y + mat.forward.z * v.z,
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mat.up.x * v.x + mat.up.y * v.y + mat.up.z * v.z);
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}
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