Archival snapshot of the Virtual World Entertainment Tesla cockpit software, 1994-1996: MUNGA engine and L4 pod layer source (Borland C++ 5.0), BT/RP game code, and game content (models, audio, maps, gauges, Division renderer data). Includes third-party libraries: Division dVS/DPL graphics, HMI SOS audio, WATTCP networking. Files are preserved byte-for-byte (.gitattributes disables all line-ending conversion). README.md documents the layout, target hardware, and toolchain. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
690 lines
17 KiB
C++
690 lines
17 KiB
C++
//===========================================================================//
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// File: matrix.cc //
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// Project: MUNGA Brick: Math Library //
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// Contents: Implementation details for the matrix class //
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//---------------------------------------------------------------------------//
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// Date Who Modification //
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// -------- --- ---------------------------------------------------------- //
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// 11/21/94 JMA Initial coding. //
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//---------------------------------------------------------------------------//
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// Copyright (C) 1994-1995, Virtual World Entertainment, Inc. //
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// All Rights reserved worldwide //
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// This unpublished sourcecode is PROPRIETARY and CONFIDENTIAL //
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//===========================================================================//
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#include <munga.hpp>
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#pragma hdrstop
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#if !defined(MATRIX_HPP)
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# include <matrix.hpp>
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#endif
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#if !defined(AFFNMTRX_HPP)
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# include <affnmtrx.hpp>
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#endif
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#if !defined(ORIGIN_HPP)
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# include <origin.hpp>
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#endif
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#if defined(USE_SIGNATURE)
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int
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Is_Signature_Bad(const volatile AbstractMatrix4x4 *)
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{
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return False;
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}
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#endif
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//
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//###########################################################################
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//###########################################################################
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//
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AbstractMatrix4x4&
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AbstractMatrix4x4::operator=(const AbstractMatrix4x4 &m)
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{
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#if sizeof(entries) > sizeof(m.entries)
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# error memcpy size 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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//
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//###########################################################################
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//###########################################################################
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//
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AbstractMatrix4x4&
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AbstractMatrix4x4::Transpose(const AbstractMatrix4x4 &m)
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{
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entries[0] = m.entries[0];
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entries[1] = m.entries[4];
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entries[2] = m.entries[8];
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entries[3] = m.entries[12];
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entries[4] = m.entries[1];
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entries[5] = m.entries[5];
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entries[6] = m.entries[9];
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entries[7] = m.entries[13];
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entries[8] = m.entries[2];
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entries[9] = m.entries[6];
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entries[10] = m.entries[10];
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entries[11] = m.entries[14];
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entries[12] = m.entries[3];
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entries[13] = m.entries[7];
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entries[14] = m.entries[11];
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entries[15] = m.entries[15];
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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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AbstractMatrix4x4::TestInstance() const
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{
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return True;
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}
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const Matrix4x4
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Matrix4x4::Identity(True);
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//
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//###########################################################################
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//###########################################################################
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//
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Matrix4x4&
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Matrix4x4::BuildIdentity()
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{
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(*this)(0,0) = 1.0f;
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(*this)(1,0) = 0.0f;
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(*this)(2,0) = 0.0f;
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(*this)(3,0) = 0.0f;
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(*this)(0,1) = 0.0f;
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(*this)(1,1) = 1.0f;
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(*this)(2,1) = 0.0f;
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(*this)(3,1) = 0.0f;
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(*this)(0,2) = 0.0f;
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(*this)(1,2) = 0.0f;
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(*this)(2,2) = 1.0f;
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(*this)(3,2) = 0.0f;
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(*this)(0,3) = 0.0f;
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(*this)(1,3) = 0.0f;
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(*this)(2,3) = 0.0f;
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(*this)(3,3) = 1.0f;
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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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Matrix4x4&
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Matrix4x4::operator=(const AffineMatrix &m)
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{
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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)(0,3) = 0.0f;
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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)(1,3) = 0.0f;
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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)(2,3) = 0.0f;
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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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(*this)(3,3) = 1.0f;
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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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Matrix4x4&
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Matrix4x4::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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BuildRotation(p.angularPosition);
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BuildTranslation(p.linearPosition);
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(*this)(0,3) = 0.0f;
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(*this)(1,3) = 0.0f;
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(*this)(2,3) = 0.0f;
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(*this)(3,3) = 1.0f;
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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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Matrix4x4&
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Matrix4x4::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)(0,3) = 0.0f;
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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)(1,3) = 0.0f;
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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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(*this)(2,3) = 0.0f;
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(*this)(3,0) = 0.0f;
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(*this)(3,1) = 0.0f;
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(*this)(3,2) = 0.0f;
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(*this)(3,3) = 1.0f;
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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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Matrix4x4&
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Matrix4x4::BuildRotation(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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Matrix4x4&
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Matrix4x4::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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BuildRotation(q);
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(*this)(0,3) = 0.0f;
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(*this)(1,3) = 0.0f;
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(*this)(2,3) = 0.0f;
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(*this)(3,0) = 0.0f;
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(*this)(3,1) = 0.0f;
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(*this)(3,2) = 0.0f;
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(*this)(3,3) = 1.0f;
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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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Matrix4x4&
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Matrix4x4::BuildTranslation(const Point3D& p)
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{
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Check_Pointer(this);
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Check(&p);
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(*this)(3,0) = p.x;
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(*this)(3,1) = p.y;
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(*this)(3,2) = p.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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Matrix4x4&
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Matrix4x4::operator=(const Point3D& p)
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{
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Check_Pointer(this);
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Check(&p);
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BuildTranslation(p);
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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)(0,3) = 0.0f;
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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)(1,3) = 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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(*this)(2,3) = 0.0f;
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(*this)(3,3) = 1.0f;
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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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Matrix4x4&
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Matrix4x4::Multiply(
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const Matrix4x4 &Source1,
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const Matrix4x4 &Source2
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)
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{
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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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+ Source1(0,3)*Source2(3,0);
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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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+ Source1(1,3)*Source2(3,0);
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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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+ Source1(2,3)*Source2(3,0);
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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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+ Source1(3,3)*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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+ Source1(0,3)*Source2(3,1);
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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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+ Source1(1,3)*Source2(3,1);
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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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+ Source1(2,3)*Source2(3,1);
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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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+ Source1(3,3)*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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+ Source1(0,3)*Source2(3,2);
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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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+ Source1(1,3)*Source2(3,2);
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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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+ Source1(2,3)*Source2(3,2);
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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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+ Source1(3,3)*Source2(3,2);
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(*this)(0,3) =
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Source1(0,0)*Source2(0,3)
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+ Source1(0,1)*Source2(1,3)
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+ Source1(0,2)*Source2(2,3)
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+ Source1(0,3)*Source2(3,3);
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(*this)(1,3) =
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Source1(1,0)*Source2(0,3)
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+ Source1(1,1)*Source2(1,3)
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+ Source1(1,2)*Source2(2,3)
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+ Source1(1,3)*Source2(3,3);
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(*this)(2,3) =
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Source1(2,0)*Source2(0,3)
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+ Source1(2,1)*Source2(1,3)
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+ Source1(2,2)*Source2(2,3)
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+ Source1(2,3)*Source2(3,3);
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(*this)(3,3) =
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Source1(3,0)*Source2(0,3)
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+ Source1(3,1)*Source2(1,3)
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+ Source1(3,2)*Source2(2,3)
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+ Source1(3,3)*Source2(3,3);
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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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Matrix4x4&
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Matrix4x4::Multiply(
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const Matrix4x4 &Source1,
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const AffineMatrix &Source2
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)
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{
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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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+ Source1(0,3)*Source2(3,0);
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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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+ Source1(1,3)*Source2(3,0);
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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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+ Source1(2,3)*Source2(3,0);
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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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+ Source1(3,3)*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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+ Source1(0,3)*Source2(3,1);
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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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+ Source1(1,3)*Source2(3,1);
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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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+ Source1(2,3)*Source2(3,1);
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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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+ Source1(3,3)*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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+ Source1(0,3)*Source2(3,2);
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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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+ Source1(1,3)*Source2(3,2);
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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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+ Source1(2,3)*Source2(3,2);
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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)
|
|
+ Source1(3,3)*Source2(3,2);
|
|
|
|
(*this)(0,3) = Source1(0,3);
|
|
(*this)(1,3) = Source1(1,3);
|
|
(*this)(2,3) = Source1(2,3);
|
|
(*this)(3,3) = Source1(3,3);
|
|
|
|
return *this;
|
|
}
|
|
|
|
//
|
|
//###########################################################################
|
|
//###########################################################################
|
|
//
|
|
Matrix4x4&
|
|
Matrix4x4::Multiply(
|
|
const AffineMatrix &Source1,
|
|
const Matrix4x4 &Source2
|
|
)
|
|
{
|
|
(*this)(0,0) =
|
|
Source1(0,0)*Source2(0,0)
|
|
+ Source1(0,1)*Source2(1,0)
|
|
+ Source1(0,2)*Source2(2,0);
|
|
(*this)(1,0) =
|
|
Source1(1,0)*Source2(0,0)
|
|
+ Source1(1,1)*Source2(1,0)
|
|
+ Source1(1,2)*Source2(2,0);
|
|
(*this)(2,0) =
|
|
Source1(2,0)*Source2(0,0)
|
|
+ Source1(2,1)*Source2(1,0)
|
|
+ Source1(2,2)*Source2(2,0);
|
|
(*this)(3,0) =
|
|
Source1(3,0)*Source2(0,0)
|
|
+ Source1(3,1)*Source2(1,0)
|
|
+ Source1(3,2)*Source2(2,0)
|
|
+ Source2(3,0);
|
|
|
|
(*this)(0,1) =
|
|
Source1(0,0)*Source2(0,1)
|
|
+ Source1(0,1)*Source2(1,1)
|
|
+ Source1(0,2)*Source2(2,1);
|
|
(*this)(1,1) =
|
|
Source1(1,0)*Source2(0,1)
|
|
+ Source1(1,1)*Source2(1,1)
|
|
+ Source1(1,2)*Source2(2,1);
|
|
(*this)(2,1) =
|
|
Source1(2,0)*Source2(0,1)
|
|
+ Source1(2,1)*Source2(1,1)
|
|
+ Source1(2,2)*Source2(2,1);
|
|
(*this)(3,1) =
|
|
Source1(3,0)*Source2(0,1)
|
|
+ Source1(3,1)*Source2(1,1)
|
|
+ Source1(3,2)*Source2(2,1)
|
|
+ Source2(3,1);
|
|
|
|
(*this)(0,2) =
|
|
Source1(0,0)*Source2(0,2)
|
|
+ Source1(0,1)*Source2(1,2)
|
|
+ Source1(0,2)*Source2(2,2);
|
|
(*this)(1,2) =
|
|
Source1(1,0)*Source2(0,2)
|
|
+ Source1(1,1)*Source2(1,2)
|
|
+ Source1(1,2)*Source2(2,2);
|
|
(*this)(2,2) =
|
|
Source1(2,0)*Source2(0,2)
|
|
+ Source1(2,1)*Source2(1,2)
|
|
+ Source1(2,2)*Source2(2,2);
|
|
(*this)(3,2) =
|
|
Source1(3,0)*Source2(0,2)
|
|
+ Source1(3,1)*Source2(1,2)
|
|
+ Source1(3,2)*Source2(2,2)
|
|
+ Source2(3,2);
|
|
|
|
(*this)(0,3) =
|
|
Source1(0,0)*Source2(0,3)
|
|
+ Source1(0,1)*Source2(1,3)
|
|
+ Source1(0,2)*Source2(2,3);
|
|
(*this)(1,3) =
|
|
Source1(1,0)*Source2(0,3)
|
|
+ Source1(1,1)*Source2(1,3)
|
|
+ Source1(1,2)*Source2(2,3);
|
|
(*this)(2,3) =
|
|
Source1(2,0)*Source2(0,3)
|
|
+ Source1(2,1)*Source2(1,3)
|
|
+ Source1(2,2)*Source2(2,3);
|
|
(*this)(3,3) =
|
|
Source1(3,0)*Source2(0,3)
|
|
+ Source1(3,1)*Source2(1,3)
|
|
+ Source1(3,2)*Source2(2,3)
|
|
+ Source2(3,3);
|
|
|
|
return *this;
|
|
}
|
|
|
|
//
|
|
//###########################################################################
|
|
//###########################################################################
|
|
//
|
|
Matrix4x4&
|
|
Matrix4x4::Multiply(
|
|
const AffineMatrix &m1,
|
|
const AffineMatrix &m2
|
|
)
|
|
{
|
|
Cast_Object(AffineMatrix*,this)->Multiply(m1,m2);
|
|
(*this)(0,3) = 0.0f;
|
|
(*this)(1,3) = 0.0f;
|
|
(*this)(2,3) = 0.0f;
|
|
(*this)(3,3) = 1.0f;
|
|
return *this;
|
|
}
|
|
|
|
//
|
|
//###########################################################################
|
|
//###########################################################################
|
|
//
|
|
Matrix4x4&
|
|
Matrix4x4::SetToProjection(
|
|
Scalar Z_Plane,
|
|
Scalar Inv_Q,
|
|
Scalar Dx,
|
|
Scalar Dy,
|
|
Scalar Inv_Dz
|
|
)
|
|
{
|
|
Scalar
|
|
temp;
|
|
|
|
//
|
|
// This may need to be transposed!!!!
|
|
//
|
|
(*this)(0,0) = 1.0;
|
|
(*this)(0,1) = 0.0;
|
|
(*this)(0,2) = 0.0;
|
|
(*this)(0,3) = 0.0;
|
|
|
|
(*this)(1,0) = 0.0;
|
|
(*this)(1,1) = 1.0;
|
|
(*this)(1,2) = 0.0;
|
|
(*this)(1,3) = 0.0;
|
|
|
|
temp = Dx * Inv_Dz;
|
|
(*this)(3,0) = temp * Z_Plane;
|
|
(*this)(2,0) = -temp;
|
|
temp = Dy * Inv_Dz;
|
|
(*this)(3,1) = temp * Z_Plane;
|
|
(*this)(2,1) = -temp;
|
|
|
|
Inv_Dz *= -Inv_Q;
|
|
(*this)(2,2) = Z_Plane * Inv_Dz;
|
|
(*this)(2,3) = Z_Plane * (1.0 - (*this)(2,2));
|
|
(*this)(3,2) = Inv_Dz;
|
|
(*this)(3,3) = 1.0 - (*this)(2,2);
|
|
|
|
return *this;
|
|
}
|
|
|
|
//
|
|
//###########################################################################
|
|
//###########################################################################
|
|
//
|
|
ostream&
|
|
operator <<(ostream& Stream, const Matrix4x4 &A_Matrix)
|
|
{
|
|
Stream << setprecision(4);
|
|
Stream << "\n\t| " << setw(9) << A_Matrix(0,0) << ", " << setw(9);
|
|
Stream << A_Matrix(0,1) << ", " << setw(9) << A_Matrix(0,2) << ", ";
|
|
Stream << setw(9) << A_Matrix(0,3) << " |\n\t| " << setw(9);
|
|
Stream << A_Matrix(1,0) << ", " << setw(9) << A_Matrix(1,1) << ", ";
|
|
Stream << setw(9) << A_Matrix(1,2) << ", " << setw(9) << A_Matrix(1,3);
|
|
Stream << " |\n\t| " << setw(9) << A_Matrix(2,0) << ", " << setw(9);
|
|
Stream << A_Matrix(2,1) << ", " << setw(9) << A_Matrix(2,2) << ", ";
|
|
Stream << setw(9) << A_Matrix(2,3) << " |\n\t| " << setw(9);
|
|
Stream << A_Matrix(3,0) << ", " << setw(9) << A_Matrix(3,1) << ", ";
|
|
Stream << setw(9) << A_Matrix(3,2) << ", " << setw(9) << A_Matrix(3,3);
|
|
return Stream << " |";
|
|
}
|
|
|
|
//
|
|
//###########################################################################
|
|
//###########################################################################
|
|
//
|
|
TransposedMatrix&
|
|
TransposedMatrix::operator=(const AffineMatrix &m)
|
|
{
|
|
#if sizeof(m.entries) > sizeof(entries)
|
|
# error memcpy size mismatch!
|
|
#endif
|
|
|
|
memcpy(entries, m.entries, sizeof(m.entries));
|
|
(*this)(0,3) = 0.0f;
|
|
(*this)(1,3) = 0.0f;
|
|
(*this)(2,3) = 0.0f;
|
|
(*this)(3,3) = 1.0f;
|
|
return *this;
|
|
}
|
|
|
|
#if defined(TEST_CLASS)
|
|
# include "matrix.tcp"
|
|
#endif
|