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minor matrix stuff
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@ -31,7 +31,12 @@ int32 build = 0xFFFF;
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#endif
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char *debugFile = NULL;
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static Matrix identMat;
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static Matrix identMat = {
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{ 1.0f, 0.0f, 0.0f}, 0.0f,
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{ 0.0f, 1.0f, 0.0f}, 0.0f,
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{ 0.0f, 0.0f, 1.0f}, 0.0f,
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{ 0.0f, 0.0f, 0.0f}, 1.0f
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};
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void
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initialize(void)
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@ -52,15 +57,6 @@ initialize(void)
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d3d9::makeDefaultPipeline();
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Frame::dirtyList.init();
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identMat.right.set(1.0f, 0.0f, 0.0f);
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identMat.rightw = 0.0f;
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identMat.up.set(0.0f, 1.0f, 0.0f);
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identMat.upw = 0.0f;
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identMat.at.set(0.0f, 0.0f, 1.0f);
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identMat.atw = 0.0f;
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identMat.pos.set(0.0f, 0.0f, 0.0f);
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identMat.posw = 1.0f;
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}
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Quat
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@ -86,6 +82,32 @@ Matrix::setIdentity(void)
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*this = identMat;
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}
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V3d
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Matrix::transPoint(const V3d &p)
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{
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V3d res = this->pos;
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res = add(res, scale(this->right, p.x));
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res = add(res, scale(this->up, p.y));
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res = add(res, scale(this->at, p.z));
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return res;
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}
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V3d
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Matrix::transVec(const V3d &v)
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{
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V3d res;
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res = scale(this->right, v.x);
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res = add(res, scale(this->up, v.y));
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res = add(res, scale(this->at, v.z));
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return res;
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}
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bool32
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Matrix::isIdentity(void)
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{
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return matrixIsIdentity((float32*)this);
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}
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void
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Matrix::mult(Matrix *m1, Matrix *m2, Matrix *m3)
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{
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@ -98,6 +120,18 @@ Matrix::invert(Matrix *m1, Matrix *m2)
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matrixInvert((float32*)m1, (float32*)m2);
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}
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void
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Matrix::transpose(Matrix *m1, Matrix *m2)
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{
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matrixTranspose((float32*)m1, (float32*)m2);
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}
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bool32
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equal(const Matrix &m1, const Matrix &m2)
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{
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return matrixEqual((float32*)&m1, (float32*)&m2);
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}
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void
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matrixIdentity(float32 *mat)
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{
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@ -82,6 +82,7 @@ inline float32 length(const V3d &v) { return sqrt(v.x*v.x + v.y*v.y + v.z*v.z);
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inline V3d normalize(const V3d &v) { return scale(v, 1.0f/length(v)); }
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inline V3d setlength(const V3d &v, float32 l) { return scale(v, l/length(v)); }
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V3d cross(const V3d &a, const V3d &b);
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inline float32 dot(const V3d &a, const V3d &b) { return a.x*b.x + a.y*b.y + a.z*b.z; }
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struct Quat
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{
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@ -104,7 +105,6 @@ inline float32 length(const Quat &q) { return sqrt(q.w*q.w + q.x*q.x + q.y*q.y +
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inline Quat normalize(const Quat &q) { return scale(q, 1.0f/length(q)); }
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inline Quat conj(const Quat &q) { return Quat(q.w, -q.x, -q.y, -q.z); }
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Quat mult(const Quat &q, const Quat &p);
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inline V3d rotate(const V3d &v, const Quat &q) { return mult(mult(q, Quat(v)), conj(q)).vec(); }
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struct Matrix
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@ -119,9 +119,13 @@ struct Matrix
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float32 posw;
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void setIdentity(void);
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V3d transPoint(const V3d &p);
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V3d transVec(const V3d &v);
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bool32 isIdentity(void);
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// not very pretty :/
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static void mult(Matrix *m1, Matrix *m2, Matrix *m3);
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static void invert(Matrix *m1, Matrix *m2);
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static void transpose(Matrix *m1, Matrix *m2);
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};
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void matrixIdentity(float32 *mat);
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@ -132,6 +136,7 @@ void vecTrans(float32 *out, float32 *mat, float32 *vec);
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void matrixTranspose(float32 *out, float32 *in);
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void matrixInvert(float32 *out, float32 *in);
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void matrixPrint(float32 *mat);
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bool32 equal(const Matrix &m1, const Matrix &m2);
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class Stream
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{
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@ -102,8 +102,6 @@ struct Frame : PluginBase<Frame>
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LinkList objectList;
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Matrix matrix;
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Matrix ltm;
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//float32 matrix[16];
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//float32 ltm[16];
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Frame *child;
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Frame *next;
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@ -128,13 +126,6 @@ struct Frame : PluginBase<Frame>
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void setHierarchyRoot(Frame *root);
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Frame *cloneAndLink(Frame *clonedroot);
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void purgeClone(void);
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// private flags:
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// #define rwFRAMEPRIVATEHIERARCHYSYNCLTM 0x01
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// #define rwFRAMEPRIVATEHIERARCHYSYNCOBJ 0x02
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// #define rwFRAMEPRIVATESUBTREESYNCLTM 0x04
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// #define rwFRAMEPRIVATESUBTREESYNCOBJ 0x08
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// #define rwFRAMEPRIVATESTATIC 0x10
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};
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Frame **makeFrameList(Frame *frame, Frame **flist);
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