310 lines
9.3 KiB
C++
310 lines
9.3 KiB
C++
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#include "CTransform4f.h"
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#include "CVector3f.h"
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#include "CVector4f.h"
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#include "CQuaternion.h"
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#include "CMatrix4f.h"
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// ************ CONSTRUCTRS ************
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CTransform4f::CTransform4f()
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{
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*this = skIdentity;
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}
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CTransform4f::CTransform4f(CInputStream& input)
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{
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for (int v = 0; v < 12; v++)
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_m[v] = input.ReadFloat();
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}
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CTransform4f::CTransform4f(float v)
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{
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*this = skZero;
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m[0][0] = v;
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m[1][1] = v;
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m[2][2] = v;
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}
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CTransform4f::CTransform4f(float m00, float m01, float m02, float m03,
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float m10, float m11, float m12, float m13,
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float m20, float m21, float m22, float m23)
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{
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m[0][0] = m00;
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m[0][1] = m01;
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m[0][2] = m02;
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m[0][3] = m03;
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m[1][0] = m10;
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m[1][1] = m11;
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m[1][2] = m12;
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m[1][3] = m13;
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m[2][0] = m20;
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m[2][1] = m21;
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m[2][2] = m22;
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m[2][3] = m23;
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}
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CTransform4f::CTransform4f(CVector3f Position, CQuaternion Rotation, CVector3f Scale)
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{
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*this = skIdentity;
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Translate(Position);
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Rotate(Rotation);
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this->Scale(Scale);
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}
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CTransform4f::CTransform4f(CVector3f, CVector3f, CVector3f)
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{
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}
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// ************ MATH ************
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void CTransform4f::Translate(CVector3f Translation)
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{
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CTransform4f TranslateMtx = CTransform4f::TranslationMatrix(Translation);
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*this = TranslateMtx * *this;
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}
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void CTransform4f::Translate(float XTrans, float YTrans, float ZTrans)
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{
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Translate(CVector3f(XTrans, YTrans, ZTrans));
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}
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void CTransform4f::Rotate(CQuaternion Rotation)
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{
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CTransform4f RotateMtx = CTransform4f::RotationMatrix(Rotation);
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*this = RotateMtx * *this;
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}
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void CTransform4f::Rotate(CVector3f Rotation)
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{
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CQuaternion quat = CQuaternion::FromEuler(Rotation);
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Rotate(quat);
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}
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void CTransform4f::Rotate(float XRot, float YRot, float ZRot)
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{
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Rotate(CVector3f(XRot, YRot, ZRot));
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}
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void CTransform4f::Scale(CVector3f Scale)
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{
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CTransform4f ScaleMtx = CTransform4f::ScaleMatrix(Scale);
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*this = ScaleMtx * *this;
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}
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void CTransform4f::Scale(float XScale, float YScale, float ZScale)
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{
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Scale(CVector3f(XScale, YScale, ZScale));
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}
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CTransform4f CTransform4f::MultiplyIgnoreTranslation(const CTransform4f& mtx) const
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{
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CTransform4f out;
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out[0][0] = (m[0][0] * mtx[0][0]) + (m[0][1] * mtx[1][0]) + (m[0][2] * mtx[2][0]);
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out[0][1] = (m[0][0] * mtx[0][1]) + (m[0][1] * mtx[1][1]) + (m[0][2] * mtx[2][1]);
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out[0][2] = (m[0][0] * mtx[0][2]) + (m[0][1] * mtx[1][2]) + (m[0][2] * mtx[2][2]);
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out[1][0] = (m[1][0] * mtx[0][0]) + (m[1][1] * mtx[1][0]) + (m[1][2] * mtx[2][0]);
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out[1][1] = (m[1][0] * mtx[0][1]) + (m[1][1] * mtx[1][1]) + (m[1][2] * mtx[2][1]);
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out[1][2] = (m[1][0] * mtx[0][2]) + (m[1][1] * mtx[1][2]) + (m[1][2] * mtx[2][2]);
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out[2][0] = (m[2][0] * mtx[0][0]) + (m[2][1] * mtx[1][0]) + (m[2][2] * mtx[2][0]);
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out[2][1] = (m[2][0] * mtx[0][1]) + (m[2][1] * mtx[1][1]) + (m[2][2] * mtx[2][1]);
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out[2][2] = (m[2][0] * mtx[0][2]) + (m[2][1] * mtx[1][2]) + (m[2][2] * mtx[2][2]);
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out[0][3] = 0.f;
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out[1][3] = 0.f;
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out[2][3] = 0.f;
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return out;
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}
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CTransform4f CTransform4f::Inverse() const
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{
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// This uses CMatrix4f because I suck at math
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// todo - rewrite this without using CMatrix4f
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CMatrix4f Mat4 = ToMatrix4f().Inverse();
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CTransform4f Out;
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memcpy(&Out[0][0], &Mat4[0][0], sizeof(CTransform4f));
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return Out;
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}
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CTransform4f CTransform4f::QuickInverse() const
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{
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CTransform4f out;
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out[0][0] = m[0][0];
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out[0][1] = m[1][0];
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out[0][2] = m[2][0];
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out[0][3] = -((m[0][0] * m[0][3]) + (m[1][0] * m[1][3]) + (m[2][0] * m[2][3]));
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out[1][0] = m[0][1];
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out[1][1] = m[1][1];
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out[1][2] = m[2][1];
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out[1][3] = -((m[0][1] * m[0][3]) + (m[1][1] * m[1][3]) + (m[2][1] * m[2][3]));
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out[2][0] = m[0][2];
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out[2][1] = m[1][2];
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out[2][2] = m[2][2];
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out[2][3] = -((m[0][2] * m[0][3]) + (m[1][2] * m[1][3]) + (m[2][2] * m[2][3]));
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return out;
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}
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CTransform4f CTransform4f::NoTranslation() const
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{
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return CTransform4f(m[0][0], m[0][1], m[0][2], 0.f,
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m[1][0], m[1][1], m[1][2], 0.f,
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m[2][0], m[2][1], m[2][2], 0.f);
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}
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CTransform4f CTransform4f::RotationOnly() const
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{
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return CTransform4f::FromMatrix4f(Inverse().ToMatrix4f().Transpose());
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}
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// ************ OPERATORS ************
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float* CTransform4f::operator[](long index)
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{
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return m[index];
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}
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const float* CTransform4f::operator[](long index) const
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{
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return m[index];
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}
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CVector3f CTransform4f::operator*(const CVector3f& vec) const
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{
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CVector3f out;
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out.x = (m[0][0] * vec.x) + (m[0][1] * vec.y) + (m[0][2] * vec.z) + (m[0][3]);
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out.y = (m[1][0] * vec.x) + (m[1][1] * vec.y) + (m[1][2] * vec.z) + (m[1][3]);
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out.z = (m[2][0] * vec.x) + (m[2][1] * vec.y) + (m[2][2] * vec.z) + (m[2][3]);
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return out;
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}
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CVector4f CTransform4f::operator*(const CVector4f& vec) const
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{
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CVector4f out;
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out.x = (m[0][0] * vec.x) + (m[0][1] * vec.y) + (m[0][2] * vec.z) + (m[0][3] * vec.w);
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out.y = (m[1][0] * vec.x) + (m[1][1] * vec.y) + (m[1][2] * vec.z) + (m[1][3] * vec.w);
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out.z = (m[2][0] * vec.x) + (m[2][1] * vec.y) + (m[2][2] * vec.z) + (m[2][3] * vec.w);
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out.w = vec.w;
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return out;
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}
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CTransform4f CTransform4f::operator*(const CTransform4f& mtx) const
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{
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CTransform4f out;
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out[0][0] = (m[0][0] * mtx[0][0]) + (m[0][1] * mtx[1][0]) + (m[0][2] * mtx[2][0]);
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out[0][1] = (m[0][0] * mtx[0][1]) + (m[0][1] * mtx[1][1]) + (m[0][2] * mtx[2][1]);
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out[0][2] = (m[0][0] * mtx[0][2]) + (m[0][1] * mtx[1][2]) + (m[0][2] * mtx[2][2]);
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out[0][3] = (m[0][0] * mtx[0][3]) + (m[0][1] * mtx[1][3]) + (m[0][2] * mtx[2][3]) + m[0][3];
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out[1][0] = (m[1][0] * mtx[0][0]) + (m[1][1] * mtx[1][0]) + (m[1][2] * mtx[2][0]);
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out[1][1] = (m[1][0] * mtx[0][1]) + (m[1][1] * mtx[1][1]) + (m[1][2] * mtx[2][1]);
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out[1][2] = (m[1][0] * mtx[0][2]) + (m[1][1] * mtx[1][2]) + (m[1][2] * mtx[2][2]);
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out[1][3] = (m[1][0] * mtx[0][3]) + (m[1][1] * mtx[1][3]) + (m[1][2] * mtx[2][3]) + m[1][3];
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out[2][0] = (m[2][0] * mtx[0][0]) + (m[2][1] * mtx[1][0]) + (m[2][2] * mtx[2][0]);
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out[2][1] = (m[2][0] * mtx[0][1]) + (m[2][1] * mtx[1][1]) + (m[2][2] * mtx[2][1]);
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out[2][2] = (m[2][0] * mtx[0][2]) + (m[2][1] * mtx[1][2]) + (m[2][2] * mtx[2][2]);
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out[2][3] = (m[2][0] * mtx[0][3]) + (m[2][1] * mtx[1][3]) + (m[2][2] * mtx[2][3]) + m[2][3];
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return out;
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}
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void CTransform4f::operator*=(const CTransform4f& mtx)
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{
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*this = *this * mtx;
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}
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bool CTransform4f::operator==(const CTransform4f& mtx) const
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{
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return ((m[0][0] == mtx[0][0]) &&
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(m[0][1] == mtx[0][1]) &&
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(m[0][2] == mtx[0][2]) &&
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(m[0][3] == mtx[0][3]) &&
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(m[1][0] == mtx[1][0]) &&
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(m[1][1] == mtx[1][1]) &&
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(m[1][2] == mtx[1][2]) &&
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(m[1][3] == mtx[1][3]) &&
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(m[2][0] == mtx[2][0]) &&
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(m[2][1] == mtx[2][1]) &&
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(m[2][2] == mtx[2][2]) &&
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(m[2][3] == mtx[2][3]));
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}
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bool CTransform4f::operator!=(const CTransform4f& mtx) const
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{
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return (!(*this == mtx));
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}
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// ************ CONVERSION ************
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CMatrix4f CTransform4f::ToMatrix4f() const
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{
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return CMatrix4f(m[0][0], m[0][1], m[0][2], m[0][3],
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m[1][0], m[1][1], m[1][2], m[1][3],
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m[2][0], m[2][1], m[2][2], m[2][3],
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0.f, 0.f, 0.f, 1.f);
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}
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// ************ STATIC ************
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CTransform4f CTransform4f::TranslationMatrix(CVector3f Translation)
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{
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CTransform4f out = skIdentity;
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out[0][3] = Translation.x;
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out[1][3] = Translation.y;
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out[2][3] = Translation.z;
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return out;
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}
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CTransform4f CTransform4f::RotationMatrix(CQuaternion Rotation)
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{
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CTransform4f out = skIdentity;
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float x = Rotation.x;
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float y = Rotation.y;
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float z = Rotation.z;
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float w = Rotation.w;
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float x2 = x * x;
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float y2 = y * y;
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float z2 = z * z;
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out[0][0] = 1.0f - (2 * y2) - (2 * z2);
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out[0][1] = (2 * x * y) - (2 * z * w);
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out[0][2] = (2 * x * z) + (2 * y * w);
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out[1][0] = (2 * x * y) + (2 * z * w);
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out[1][1] = 1.0f - (2 * x2) - (2 * z2);
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out[1][2] = (2 * y * z) - (2 * x * w);
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out[2][0] = (2 * x * z) - (2 * y * w);
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out[2][1] = (2 * y * z) + (2 * x * w);
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out[2][2] = 1.0f - (2 * x2) - (2 * y2);
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return out;
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}
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CTransform4f CTransform4f::ScaleMatrix(CVector3f Scale)
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{
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CTransform4f out = skIdentity;
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out[0][0] = Scale.x;
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out[1][1] = Scale.y;
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out[2][2] = Scale.z;
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return out;
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}
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CTransform4f CTransform4f::FromMatrix4f(const CMatrix4f& mtx)
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{
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CTransform4f out;
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for (int r = 0; r < 3; r++)
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for (int c = 0; c < 4; c++)
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out[r][c] = mtx[r][c];
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return out;
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}
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CTransform4f CTransform4f::FromGlmMat4(const glm::mat4& mtx)
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{
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CTransform4f out;
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for (int r = 0; r < 3; r++)
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for (int c = 0; c < 4; c++)
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out[r][c] = mtx[r][c];
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return out;
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}
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static CTransform4f FromGlmMat4(const glm::mat4&)
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{
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}
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// ************ CONSTANTS ************
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const CTransform4f CTransform4f::skIdentity(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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const CTransform4f CTransform4f::skZero(0.0f, 0.0f, 0.0f, 0.0f,
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0.0f, 0.0f, 0.0f, 0.0f,
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0.0f, 0.0f, 0.0f, 0.0f);
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