mirror of https://github.com/AxioDL/zeus.git
Add TVectorUnion constructor for static init
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@ -62,7 +62,17 @@ public:
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#endif
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CMatrix3f(const CVector3f& axis, float angle);
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CMatrix3f(const CQuaternion& quat);
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CMatrix3f(const TVectorUnion& r0, const TVectorUnion& r1, const TVectorUnion& r2)
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{
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#if __SSE__
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vec[0].mVec128 = r0.mVec128; vec[1].mVec128 = r1.mVec128; vec[2].mVec128 = r2.mVec128;
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#else
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vec[0].x = r0.vec[0]; vec[0].y = r0.vec[1]; vec[0].z = r0.vec[2];
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vec[1].x = r1.vec[0]; vec[1].y = r1.vec[1]; vec[1].z = r1.vec[2];
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vec[2].x = r2.vec[0]; vec[2].y = r2.vec[1]; vec[2].z = r2.vec[2];
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#endif
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}
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inline CMatrix3f& operator=(const CMatrix3f& other)
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{
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vec[0] = other.vec[0];
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@ -71,27 +71,27 @@ public:
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{
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float sinT = sinf(theta);
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float cosT = cosf(theta);
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return CTransform(CMatrix3f(CVector4f{1.f, 0.f, 0.f, 0.f},
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CVector4f{0.f, cosT, sinT, 0.f},
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CVector4f{0.f, -sinT, cosT, 0.f}));
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return CTransform(CMatrix3f(TVectorUnion{1.f, 0.f, 0.f, 0.f},
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TVectorUnion{0.f, cosT, sinT, 0.f},
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TVectorUnion{0.f, -sinT, cosT, 0.f}));
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}
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static inline CTransform RotateY(float theta)
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{
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float sinT = sinf(theta);
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float cosT = cosf(theta);
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return CTransform(CMatrix3f(CVector4f{cosT, 0.f, -sinT, 0.f},
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CVector4f{0.f, 1.f, 0.f, 0.f},
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CVector4f{sinT, 0.f, cosT, 0.f}));
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return CTransform(CMatrix3f(TVectorUnion{cosT, 0.f, -sinT, 0.f},
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TVectorUnion{0.f, 1.f, 0.f, 0.f},
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TVectorUnion{sinT, 0.f, cosT, 0.f}));
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}
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static inline CTransform RotateZ(float theta)
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{
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float sinT = sinf(theta);
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float cosT = cosf(theta);
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return CTransform(CMatrix3f(CVector4f{cosT, sinT, 0.f, 0.f},
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CVector4f{-sinT, cosT, 0.f, 0.f},
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CVector4f{0.f, 0.f, 1.f, 0.f}));
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return CTransform(CMatrix3f(TVectorUnion{cosT, sinT, 0.f, 0.f},
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TVectorUnion{-sinT, cosT, 0.f, 0.f},
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TVectorUnion{0.f, 0.f, 1.f, 0.f}));
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}
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inline void rotateLocalX(float theta)
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@ -152,23 +152,23 @@ public:
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static inline CTransform Scale(const CVector3f& factor)
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{
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return CTransform(CMatrix3f(CVector4f{factor.x, 0.f, 0.f, 0.f},
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CVector4f{0.f, factor.y, 0.f, 0.f},
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CVector4f{0.f, 0.f, factor.z, 0.f}));
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return CTransform(CMatrix3f(TVectorUnion{factor.x, 0.f, 0.f, 0.f},
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TVectorUnion{0.f, factor.y, 0.f, 0.f},
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TVectorUnion{0.f, 0.f, factor.z, 0.f}));
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}
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static inline CTransform Scale(float x, float y, float z)
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{
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return CTransform(CMatrix3f(CVector4f{x, 0.f, 0.f, 0.f},
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CVector4f{0.f, y, 0.f, 0.f},
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CVector4f{0.f, 0.f, z, 0.f}));
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return CTransform(CMatrix3f(TVectorUnion{x, 0.f, 0.f, 0.f},
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TVectorUnion{0.f, y, 0.f, 0.f},
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TVectorUnion{0.f, 0.f, z, 0.f}));
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}
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static inline CTransform Scale(float factor)
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{
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return CTransform(CMatrix3f(CVector4f{factor, 0.f, 0.f, 0.f},
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CVector4f{0.f, factor, 0.f, 0.f},
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CVector4f{0.f, 0.f, factor, 0.f}));
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return CTransform(CMatrix3f(TVectorUnion{factor, 0.f, 0.f, 0.f},
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TVectorUnion{0.f, factor, 0.f, 0.f},
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TVectorUnion{0.f, 0.f, factor, 0.f}));
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}
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inline void multiplyIgnoreTranslation(const CTransform& xfrm) { m_basis = m_basis*xfrm.m_basis; }
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