Get rid of VuVector
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@@ -1,7 +1,5 @@
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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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@@ -10,10 +8,10 @@ public:
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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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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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@@ -38,17 +36,23 @@ 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 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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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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pos.x += x;
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pos.y += y;
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pos.z += 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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@@ -72,17 +76,17 @@ public:
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float c = Cos(angle);
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float s = Sin(angle);
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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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rx = c * scale;
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ry = s * scale;
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rz = 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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fx = -s * scale;
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fy = c * scale;
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fz = 0.0f;
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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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ux = 0.0f;
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uy = 0.0f;
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uz = 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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@@ -98,9 +102,9 @@ public:
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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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pos.x = x;
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pos.y = y;
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pos.z = 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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@@ -114,11 +118,11 @@ 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.pos.x, vec.y - mat.pos.y, vec.z - mat.pos.z);
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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.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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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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