Initial import of Red Planet v4.10 Win32 source
Imports the current Win32 source for the pod-racing game 'Red Planet', built on the MUNGA engine and its L4 (Win32/DirectX) platform layer: - MUNGA / MUNGA_L4: cross-platform engine core and Win32 backend - RP / RP_L4: Red Planet game logic and Win32 application - DivLoader, Setup1: asset loader and installer project - lib, MUNGA_L4/openal, MUNGA_L4/sos: third-party audio dependencies Removed stale Subversion metadata and added .gitignore/.gitattributes. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
This commit is contained in:
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#include "munga.h"
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#pragma hdrstop
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#include "affnmtrx.h"
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#include "matrix.h"
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#include "linmtrx.h"
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#include "origin.h"
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const AffineMatrix AffineMatrix::Identity(true);
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#if defined(USE_SIGNATURE)
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int Is_Signature_Bad(const volatile AffineMatrix *)
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{
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return false;
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}
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#endif
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AffineMatrix& AffineMatrix::BuildIdentity()
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{
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Check_Pointer(this);
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entries[0] = 1.0f;
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entries[1] = 0.0f;
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entries[2] = 0.0f;
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entries[3] = 0.0f;
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entries[4] = 0.0f;
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entries[5] = 1.0f;
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entries[6] = 0.0f;
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entries[7] = 0.0f;
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entries[8] = 0.0f;
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entries[9] = 0.0f;
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entries[10] = 1.0f;
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entries[11] = 0.0f;
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return *this;
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}
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AffineMatrix& AffineMatrix::operator=(const AffineMatrix& m)
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{
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Check_Pointer(this);
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Check(&m);
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//#if sizeof(entries) > sizeof(m.entries)
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//# error memcpy mismatch
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//#endif
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memcpy(entries, m.entries, sizeof(m.entries));
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return *this;
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}
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AffineMatrix& AffineMatrix::operator=(const Origin& p)
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{
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Check_Pointer(this);
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Check(&p);
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*this = p.angularPosition;
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*this = p.linearPosition;
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return *this;
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}
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AffineMatrix& AffineMatrix::operator=(const Hinge &hinge)
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{
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Check_Pointer(this);
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Check(&hinge);
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SinCosPair x,y,z;
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switch (hinge.axisNumber)
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{
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case X_Axis:
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x = hinge.rotationAmount;
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(*this)(0,0) = 1.0f;
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(*this)(0,1) = 0.0f;
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(*this)(0,2) = 0.0f;
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(*this)(1,0) = 0.0f;
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(*this)(1,1) = x.cosine;
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(*this)(1,2) = -x.sine;
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(*this)(2,0) = 0.0f;
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(*this)(2,1) = x.sine;
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(*this)(2,2) = x.cosine;
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break;
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case Y_Axis:
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y = hinge.rotationAmount;
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(*this)(0,0) = y.cosine;
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(*this)(0,1) = 0.0f;
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(*this)(0,2) = y.sine;
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(*this)(1,0) = 0.0f;
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(*this)(1,1) = 1.0f;
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(*this)(1,2) = 0.0f;
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(*this)(2,0) = -y.sine;
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(*this)(2,1) = 0.0f;
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(*this)(2,2) = y.cosine;
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break;
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case Z_Axis:
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z = hinge.rotationAmount;
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(*this)(0,0) = z.cosine;
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(*this)(0,1) = -z.sine;
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(*this)(0,2) = 0.0f;
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(*this)(1,0) = z.sine;
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(*this)(1,1) = z.cosine;
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(*this)(1,2) = 0.0f;
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(*this)(2,0) = 0.0f;
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(*this)(2,1) = 0.0f;
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(*this)(2,2) = 1.0f;
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break;
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}
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return *this;
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}
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//
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//#############################################################################
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//#############################################################################
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//
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AffineMatrix&
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AffineMatrix::operator=(const EulerAngles &angles)
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{
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Check_Pointer(this);
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Check(&angles);
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SinCosPair
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x,
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y,
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z;
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x = angles.pitch;
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y = angles.yaw;
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z = angles.roll;
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(*this)(0,0) = y.cosine*z.cosine;
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(*this)(0,1) = y.cosine*z.sine;
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(*this)(0,2) = -y.sine;
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(*this)(1,0) = x.sine*y.sine*z.cosine - x.cosine*z.sine;
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(*this)(1,1) = x.sine*y.sine*z.sine + x.cosine*z.cosine;
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(*this)(1,2) = x.sine*y.cosine;
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(*this)(2,0) = x.cosine*y.sine*z.cosine + x.sine*z.sine;
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(*this)(2,1) = x.cosine*y.sine*z.sine - x.sine*z.cosine;
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(*this)(2,2) = x.cosine*y.cosine;
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Check(this);
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return *this;
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}
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//
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//#############################################################################
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//#############################################################################
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//
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AffineMatrix&
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AffineMatrix::operator=(const YawPitchRoll &angles)
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{
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Check_Pointer(this);
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Check(&angles);
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SinCosPair
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x,
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y,
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z;
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x = angles.pitch;
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y = angles.yaw;
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z = angles.roll;
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(*this)(0,0) = y.cosine*z.cosine + x.sine*y.sine*z.sine;
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(*this)(0,1) = x.cosine*z.sine;
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(*this)(0,2) = x.sine*y.cosine*z.sine - y.sine*z.cosine;
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(*this)(1,0) = x.sine*y.sine*z.cosine - y.cosine*z.sine;
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(*this)(1,1) = x.cosine*z.cosine;
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(*this)(1,2) = y.sine*z.sine + x.sine*y.cosine*z.cosine;
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(*this)(2,0) = x.cosine*y.sine;
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(*this)(2,1) = -x.sine;
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(*this)(2,2) = x.cosine*y.cosine;
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Check(this);
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return *this;
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}
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//
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//###########################################################################
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//###########################################################################
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//
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AffineMatrix&
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AffineMatrix::operator=(const Quaternion &q)
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{
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Check_Pointer(this);
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Check(&q);
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Scalar
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a = q.x*q.y,
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b = q.y*q.z,
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c = q.z*q.x,
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d = q.w*q.x,
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e = q.w*q.y,
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f = q.w*q.z,
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g = q.w*q.w,
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h = q.x*q.x,
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i = q.y*q.y,
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j = q.z*q.z;
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(*this)(0,0) = g + h - i - j;
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(*this)(1,0) = 2.0f*(a - f);
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(*this)(2,0) = 2.0f*(c + e);
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(*this)(0,1) = 2.0f*(f + a);
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(*this)(1,1) = g - h + i - j;
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(*this)(2,1) = 2.0f*(b - d);
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(*this)(0,2) = 2.0f*(c - e);
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(*this)(1,2) = 2.0f*(b + d);
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(*this)(2,2) = g - h - i + j;
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return *this;
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}
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//
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//###########################################################################
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//###########################################################################
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//
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AffineMatrix&
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AffineMatrix::operator=(const Matrix4x4 &m)
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{
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Check_Pointer(this);
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Check(&m);
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Warn(!Small_Enough(m(0,3)));
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Warn(!Small_Enough(m(1,3)));
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Warn(!Small_Enough(m(2,3)));
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Warn(!Close_Enough(m(3,3),1.0f));
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(*this)(0,0) = m(0,0);
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(*this)(0,1) = m(0,1);
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(*this)(0,2) = m(0,2);
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(*this)(1,0) = m(1,0);
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(*this)(1,1) = m(1,1);
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(*this)(1,2) = m(1,2);
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(*this)(2,0) = m(2,0);
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(*this)(2,1) = m(2,1);
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(*this)(2,2) = m(2,2);
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(*this)(3,0) = m(3,0);
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(*this)(3,1) = m(3,1);
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(*this)(3,2) = m(3,2);
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return *this;
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}
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//
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//###########################################################################
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//###########################################################################
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//
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AffineMatrix&
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AffineMatrix::operator=(const TransposedMatrix &m)
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{
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Check_Pointer(this);
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Check(&m);
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Warn(!Small_Enough(m(3,0)));
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Warn(!Small_Enough(m(3,1)));
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Warn(!Small_Enough(m(3,2)));
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Warn(!Close_Enough(m(3,3),1.0f));
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(*this)(0,0) = m(0,0);
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(*this)(0,1) = m(1,0);
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(*this)(0,2) = m(2,0);
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(*this)(1,0) = m(0,1);
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(*this)(1,1) = m(1,1);
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(*this)(1,2) = m(2,1);
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(*this)(2,0) = m(0,2);
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(*this)(2,1) = m(1,2);
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(*this)(2,2) = m(2,2);
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(*this)(3,0) = m(0,3);
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(*this)(3,1) = m(1,3);
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(*this)(3,2) = m(2,3);
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return *this;
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}
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//
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//###########################################################################
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//###########################################################################
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//
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Logical
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AffineMatrix::operator==(const AffineMatrix& m) const
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{
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Check(this);
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Check(&m);
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for (size_t i=0; i<ELEMENTS(entries); ++i) {
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if (!Close_Enough(entries[i],m.entries[i])) {
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return False;
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}
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}
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return True;
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}
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//
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//###########################################################################
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//###########################################################################
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//
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Logical
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AffineMatrix::operator!=(const AffineMatrix& m) const
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{
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Check(this);
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Check(&m);
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for (size_t i=0; i<ELEMENTS(entries); ++i) {
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if (!Close_Enough(entries[i],m.entries[i])) {
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return True;
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}
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}
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return False;
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}
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//
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//###########################################################################
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//###########################################################################
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//
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void
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AffineMatrix::GetFromAxis(
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size_t index,
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Vector3D *v
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) const
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{
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Check(this);
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Check_Pointer(v);
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Warn(index>W_Axis);
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v->x = (*this)(index,X_Axis);
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v->y = (*this)(index,Y_Axis);
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v->z = (*this)(index,Z_Axis);
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}
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//
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//###########################################################################
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//###########################################################################
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//
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void
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AffineMatrix::GetToAxis(
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size_t index,
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Vector3D *v
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) const
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{
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Check(this);
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Check_Pointer(v);
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Warn(index>Z_Axis);
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v->x = (*this)(X_Axis,index);
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v->y = (*this)(Y_Axis,index);
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v->z = (*this)(Z_Axis,index);
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}
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//
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//###########################################################################
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//###########################################################################
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//
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AffineMatrix&
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AffineMatrix::SetFromAxis(
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size_t index,
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const Vector3D &v
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)
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{
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Check_Pointer(this);
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Check(&v);
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Warn(index>W_Axis);
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(*this)(index,X_Axis) = v.x;
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(*this)(index,Y_Axis) = v.y;
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(*this)(index,Z_Axis) = v.z;
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return *this;
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}
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//
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//###########################################################################
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//###########################################################################
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//
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AffineMatrix&
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AffineMatrix::SetToAxis(
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size_t index,
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const Vector3D &v
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)
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{
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Check_Pointer(this);
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Check(&v);
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Warn(index>Z_Axis);
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(*this)(X_Axis,index) = v.x;
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(*this)(Y_Axis,index) = v.y;
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(*this)(Z_Axis,index) = v.z;
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return *this;
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}
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//
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//###########################################################################
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//###########################################################################
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//
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AffineMatrix&
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AffineMatrix::Multiply(
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const AffineMatrix& Source1,
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const AffineMatrix& Source2
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)
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{
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Check_Pointer(this);
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Check(&Source1);
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Check(&Source2);
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(*this)(0,0) =
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Source1(0,0)*Source2(0,0)
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+ Source1(0,1)*Source2(1,0)
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+ Source1(0,2)*Source2(2,0);
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(*this)(1,0) =
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Source1(1,0)*Source2(0,0)
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+ Source1(1,1)*Source2(1,0)
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+ Source1(1,2)*Source2(2,0);
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(*this)(2,0) =
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Source1(2,0)*Source2(0,0)
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+ Source1(2,1)*Source2(1,0)
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+ Source1(2,2)*Source2(2,0);
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(*this)(3,0) =
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Source1(3,0)*Source2(0,0)
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+ Source1(3,1)*Source2(1,0)
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+ Source1(3,2)*Source2(2,0)
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+ Source2(3,0);
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(*this)(0,1) =
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Source1(0,0)*Source2(0,1)
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+ Source1(0,1)*Source2(1,1)
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+ Source1(0,2)*Source2(2,1);
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(*this)(1,1) =
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Source1(1,0)*Source2(0,1)
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+ Source1(1,1)*Source2(1,1)
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+ Source1(1,2)*Source2(2,1);
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(*this)(2,1) =
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Source1(2,0)*Source2(0,1)
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+ Source1(2,1)*Source2(1,1)
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+ Source1(2,2)*Source2(2,1);
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(*this)(3,1) =
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Source1(3,0)*Source2(0,1)
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+ Source1(3,1)*Source2(1,1)
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+ Source1(3,2)*Source2(2,1)
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+ Source2(3,1);
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(*this)(0,2) =
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Source1(0,0)*Source2(0,2)
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+ Source1(0,1)*Source2(1,2)
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+ Source1(0,2)*Source2(2,2);
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(*this)(1,2) =
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Source1(1,0)*Source2(0,2)
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+ Source1(1,1)*Source2(1,2)
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+ Source1(1,2)*Source2(2,2);
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(*this)(2,2) =
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Source1(2,0)*Source2(0,2)
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+ Source1(2,1)*Source2(1,2)
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+ Source1(2,2)*Source2(2,2);
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(*this)(3,2) =
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Source1(3,0)*Source2(0,2)
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+ Source1(3,1)*Source2(1,2)
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+ Source1(3,2)*Source2(2,2)
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+ Source2(3,2);
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return *this;
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}
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//
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//###########################################################################
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//###########################################################################
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//
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AffineMatrix&
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AffineMatrix::Invert(const AffineMatrix& Source)
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{
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Check_Pointer(this);
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Check(&Source);
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(*this)(0,0) = Source(1,1)*Source(2,2) - Source(1,2)*Source(2,1);
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(*this)(1,0) = Source(1,2)*Source(2,0) - Source(1,0)*Source(2,2);
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(*this)(2,0) = Source(1,0)*Source(2,1) - Source(1,1)*Source(2,0);
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||||
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Scalar det =
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(*this)(0,0)*Source(0,0)
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||||
+ (*this)(1,0)*Source(0,1)
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||||
+ (*this)(2,0)*Source(0,2);
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||||
Verify(!Small_Enough(det));
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||||
(*this)(3,0) =
|
||||
-Source(3,0)*(*this)(0,0)
|
||||
- Source(3,1)*(*this)(1,0)
|
||||
- Source(3,2)*(*this)(2,0);
|
||||
|
||||
(*this)(0,1) = Source(0,2)*Source(2,1) - Source(0,1)*Source(2,2);
|
||||
(*this)(1,1) = Source(0,0)*Source(2,2) - Source(0,2)*Source(2,0);
|
||||
(*this)(2,1) = Source(0,1)*Source(2,0) - Source(0,0)*Source(2,1);
|
||||
(*this)(3,1) =
|
||||
-Source(3,0)*(*this)(0,1)
|
||||
- Source(3,1)*(*this)(1,1)
|
||||
- Source(3,2)*(*this)(2,1);
|
||||
|
||||
(*this)(0,2) = Source(0,1)*Source(1,2) - Source(0,2)*Source(1,1);
|
||||
(*this)(1,2) = Source(1,0)*Source(0,2) - Source(0,0)*Source(1,2);
|
||||
(*this)(2,2) = Source(0,0)*Source(1,1) - Source(0,1)*Source(1,0);
|
||||
(*this)(3,2) =
|
||||
-Source(3,0)*(*this)(0,2)
|
||||
- Source(3,1)*(*this)(1,2)
|
||||
- Source(3,2)*(*this)(2,2);
|
||||
|
||||
det = 1.0f/det;
|
||||
for (int i=0; i<12; ++i)
|
||||
{
|
||||
entries[i] *= det;
|
||||
}
|
||||
|
||||
return *this;
|
||||
}
|
||||
|
||||
//
|
||||
//###########################################################################
|
||||
//###########################################################################
|
||||
//
|
||||
AffineMatrix&
|
||||
AffineMatrix::Multiply(const AffineMatrix &m,const Vector3D &v)
|
||||
{
|
||||
Check_Pointer(this);
|
||||
Check(&m);
|
||||
Check(&v);
|
||||
|
||||
(*this)(0,0) = m(0,0)*v.x;
|
||||
(*this)(1,0) = m(1,0)*v.x;
|
||||
(*this)(2,0) = m(2,0)*v.x;
|
||||
(*this)(3,0) = m(3,0)*v.x;
|
||||
|
||||
(*this)(0,1) = m(0,1)*v.y;
|
||||
(*this)(1,1) = m(1,1)*v.y;
|
||||
(*this)(2,1) = m(2,1)*v.y;
|
||||
(*this)(3,1) = m(3,1)*v.y;
|
||||
|
||||
(*this)(0,2) = m(0,2)*v.z;
|
||||
(*this)(1,2) = m(1,2)*v.z;
|
||||
(*this)(2,2) = m(2,2)*v.z;
|
||||
(*this)(3,2) = m(3,2)*v.z;
|
||||
|
||||
return *this;
|
||||
}
|
||||
|
||||
//
|
||||
//###########################################################################
|
||||
//###########################################################################
|
||||
//
|
||||
AffineMatrix&
|
||||
AffineMatrix::Multiply(const AffineMatrix& m,const Quaternion &q)
|
||||
{
|
||||
Check_Pointer(this);
|
||||
Check(&m);
|
||||
Check(&q);
|
||||
|
||||
LinearMatrix t(LinearMatrix::Identity);
|
||||
t = q;
|
||||
return Multiply(m,t);
|
||||
}
|
||||
|
||||
//
|
||||
//###########################################################################
|
||||
//###########################################################################
|
||||
//
|
||||
AffineMatrix&
|
||||
AffineMatrix::Multiply(const AffineMatrix &m,const Point3D& p)
|
||||
{
|
||||
Check_Pointer(this);
|
||||
Check(&m);
|
||||
Check(&p);
|
||||
|
||||
(*this)(3,0) = m(3,0) + p.x;
|
||||
(*this)(3,1) = m(3,1) + p.y;
|
||||
(*this)(3,2) = m(3,2) + p.z;
|
||||
|
||||
return *this;
|
||||
}
|
||||
|
||||
//
|
||||
//###########################################################################
|
||||
//###########################################################################
|
||||
//
|
||||
Scalar
|
||||
AffineMatrix::Determinant() const
|
||||
{
|
||||
Check(this);
|
||||
|
||||
return
|
||||
(*this)(0,0)*((*this)(1,1)*(*this)(2,2) - (*this)(1,2)*(*this)(2,1))
|
||||
+ (*this)(0,1)*((*this)(1,2)*(*this)(2,0) - (*this)(1,0)*(*this)(2,2))
|
||||
+ (*this)(0,2)*((*this)(1,0)*(*this)(2,1) - (*this)(1,1)*(*this)(2,0));
|
||||
}
|
||||
|
||||
//
|
||||
//###########################################################################
|
||||
//###########################################################################
|
||||
//
|
||||
AffineMatrix&
|
||||
AffineMatrix::Solve()
|
||||
{
|
||||
Check(this);
|
||||
|
||||
int column;
|
||||
Scalar temp;
|
||||
|
||||
//
|
||||
//------------------------------------------------------------------
|
||||
// Make sure that we get a decent value into the first diagonal spot
|
||||
//------------------------------------------------------------------
|
||||
//
|
||||
if (!(*this)(0,0))
|
||||
{
|
||||
for (column=0; column<3; ++column)
|
||||
if ((*this)(0,column))
|
||||
break;
|
||||
Verify(column != 3);
|
||||
|
||||
//
|
||||
//--------------
|
||||
// Swap the columns
|
||||
//--------------
|
||||
//
|
||||
temp = (*this)(0,0);
|
||||
(*this)(0,0) = (*this)(0,column);
|
||||
(*this)(0,column) = temp;
|
||||
|
||||
temp = (*this)(1,0);
|
||||
(*this)(1,0) = (*this)(1,column);
|
||||
(*this)(1,column) = temp;
|
||||
|
||||
temp = (*this)(2,0);
|
||||
(*this)(2,0) = (*this)(2,column);
|
||||
(*this)(2,column) = temp;
|
||||
|
||||
temp = (*this)(3,0);
|
||||
(*this)(3,0) = (*this)(3,column);
|
||||
(*this)(3,column) = temp;
|
||||
}
|
||||
|
||||
//
|
||||
//------------------------------------
|
||||
// Make sure the diagonal entry is 1.0
|
||||
//------------------------------------
|
||||
//
|
||||
temp = (*this)(0,0);
|
||||
(*this)(0,0) = 1.0f;
|
||||
(*this)(1,0) /= temp;
|
||||
(*this)(2,0) /= temp;
|
||||
(*this)(3,0) /= temp;
|
||||
|
||||
//
|
||||
//------------------------
|
||||
// Make the first row zero
|
||||
//------------------------
|
||||
//
|
||||
temp = (*this)(0,1);
|
||||
(*this)(0,1) = 0.0f;
|
||||
(*this)(1,1) -= temp * (*this)(1,0);
|
||||
(*this)(2,1) -= temp * (*this)(2,0);
|
||||
(*this)(3,1) -= temp * (*this)(3,0);
|
||||
|
||||
temp = (*this)(0,2);
|
||||
(*this)(0,2) = 0.0f;
|
||||
(*this)(1,2) -= temp * (*this)(1,0);
|
||||
(*this)(2,2) -= temp * (*this)(2,0);
|
||||
(*this)(3,2) -= temp * (*this)(3,0);
|
||||
|
||||
//
|
||||
//-------------------------------------------------------------------
|
||||
// Make sure that we get a decent value into the second diagonal spot
|
||||
//-------------------------------------------------------------------
|
||||
//
|
||||
if (!(*this)(1,1))
|
||||
{
|
||||
Verify(!(*this)(2,2));
|
||||
|
||||
//
|
||||
//---------------------
|
||||
// Swap the (*this) columns
|
||||
//---------------------
|
||||
//
|
||||
temp = (*this)(1,1);
|
||||
(*this)(1,1) = (*this)(1,2);
|
||||
(*this)(1,2) = temp;
|
||||
|
||||
temp = (*this)(2,1);
|
||||
(*this)(2,1) = (*this)(2,2);
|
||||
(*this)(2,2) = temp;
|
||||
|
||||
temp = (*this)(3,1);
|
||||
(*this)(3,1) = (*this)(3,2);
|
||||
(*this)(3,2) = temp;
|
||||
}
|
||||
|
||||
//
|
||||
//-----------------------------------
|
||||
// Make the second diaginal entry 1.0
|
||||
//-----------------------------------
|
||||
//
|
||||
temp = (*this)(1,1);
|
||||
(*this)(1,1) = 1.0f;
|
||||
(*this)(2,1) /= temp;
|
||||
(*this)(3,1) /= temp;
|
||||
|
||||
//
|
||||
//------------------------------------
|
||||
// Make the second row zeros otherwise
|
||||
//------------------------------------
|
||||
//
|
||||
temp = (*this)(1,0);
|
||||
(*this)(1,0) = 0.0f;
|
||||
(*this)(2,0) -= temp * (*this)(2,1);
|
||||
(*this)(3,0) -= temp * (*this)(3,1);
|
||||
|
||||
temp = (*this)(1,2);
|
||||
(*this)(1,2) = 0.0f;
|
||||
(*this)(2,2) -= temp * (*this)(2,1);
|
||||
(*this)(3,2) -= temp * (*this)(3,1);
|
||||
|
||||
//
|
||||
//---------------------------
|
||||
// Make the last diagonal 1.0
|
||||
//---------------------------
|
||||
//
|
||||
Verify((*this)(2,2));
|
||||
temp = (*this)(2,2);
|
||||
(*this)(2,2) = 1.0f;
|
||||
(*this)(3,2) /= temp;
|
||||
|
||||
//
|
||||
//------------------------------------
|
||||
// Make the third row zeros otherwise
|
||||
//------------------------------------
|
||||
//
|
||||
temp = (*this)(2,0);
|
||||
(*this)(2,0) = 0.0f;
|
||||
(*this)(3,0) -= temp * (*this)(3,2);
|
||||
|
||||
temp = (*this)(2,1);
|
||||
(*this)(2,1) = 0.0f;
|
||||
(*this)(3,1) -= temp * (*this)(3,2);
|
||||
|
||||
//
|
||||
//-------------------------
|
||||
// Return the reduced array
|
||||
//-------------------------
|
||||
//
|
||||
return *this;
|
||||
}
|
||||
|
||||
//
|
||||
//###########################################################################
|
||||
//###########################################################################
|
||||
//
|
||||
std::ostream& operator <<(std::ostream& Stream, const AffineMatrix& M)
|
||||
{
|
||||
Check(&M);
|
||||
return Stream << std::setprecision(4) << "\n\t| " << std::setw(9) << M(0,0) << ", "
|
||||
<< std::setw(9) << M(0,1) << ", " << std::setw(9) << M(0,2) << ", 0 |\n\t| "
|
||||
<< std::setw(9) << M(1,0) << ", " << std::setw(9) << M(1,1) << ", " << std::setw(9)
|
||||
<< M(1,2) << ", 0 |\n\t| " << std::setw(9) << M(2,0) << ", " << std::setw(9)
|
||||
<< M(2,1) << ", " << std::setw(9) << M(2,2) << ", 0 |\n\t| " << std::setw(9)
|
||||
<< M(3,0) << ", " << std::setw(9) << M(3,1) << ", " << std::setw(9) << M(3,2)
|
||||
<< ", 1 |";
|
||||
}
|
||||
|
||||
//
|
||||
//###########################################################################
|
||||
//###########################################################################
|
||||
//
|
||||
Logical AffineMatrix::TestInstance() const
|
||||
{
|
||||
return True;
|
||||
}
|
||||
|
||||
#if defined(TEST_CLASS)
|
||||
#include "affnmtrx.tcp"
|
||||
#endif
|
||||
Reference in New Issue
Block a user