mirror of
https://github.com/FWGS/xash3d-fwgs
synced 2024-11-28 13:02:13 +01:00
320 lines
8.5 KiB
C
320 lines
8.5 KiB
C
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/*
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gl_rmath.c - renderer mathlib
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Copyright (C) 2010 Uncle Mike
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This program is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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*/
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#include "common.h"
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#include "gl_local.h"
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#include "mathlib.h"
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#include "client.h"
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/*
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====================
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V_CalcFov
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====================
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*/
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float V_CalcFov( float *fov_x, float width, float height )
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{
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float x, half_fov_y;
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if( *fov_x < 1.0f || *fov_x > 170.0f )
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{
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if( !cls.demoplayback )
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MsgDev( D_ERROR, "V_CalcFov: bad fov %g!\n", *fov_x );
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*fov_x = 90.0f;
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}
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x = width / tan( DEG2RAD( *fov_x ) * 0.5f );
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half_fov_y = atan( height / x );
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return RAD2DEG( half_fov_y ) * 2;
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}
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/*
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====================
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V_AdjustFov
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====================
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*/
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void V_AdjustFov( float *fov_x, float *fov_y, float width, float height, qboolean lock_x )
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{
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float x, y;
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if( width * 3 == 4 * height || width * 4 == height * 5 )
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{
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// 4:3 or 5:4 ratio
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return;
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}
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if( lock_x )
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{
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*fov_y = 2 * atan((width * 3) / (height * 4) * tan( *fov_y * M_PI / 360.0 * 0.5 )) * 360 / M_PI;
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return;
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}
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y = V_CalcFov( fov_x, 640, 480 );
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x = *fov_x;
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*fov_x = V_CalcFov( &y, height, width );
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if( *fov_x < x ) *fov_x = x;
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else *fov_y = y;
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}
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/*
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========================================================================
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Matrix4x4 operations (private to renderer)
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========================================================================
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*/
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void Matrix4x4_Concat( matrix4x4 out, const matrix4x4 in1, const matrix4x4 in2 )
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{
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out[0][0] = in1[0][0] * in2[0][0] + in1[0][1] * in2[1][0] + in1[0][2] * in2[2][0] + in1[0][3] * in2[3][0];
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out[0][1] = in1[0][0] * in2[0][1] + in1[0][1] * in2[1][1] + in1[0][2] * in2[2][1] + in1[0][3] * in2[3][1];
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out[0][2] = in1[0][0] * in2[0][2] + in1[0][1] * in2[1][2] + in1[0][2] * in2[2][2] + in1[0][3] * in2[3][2];
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out[0][3] = in1[0][0] * in2[0][3] + in1[0][1] * in2[1][3] + in1[0][2] * in2[2][3] + in1[0][3] * in2[3][3];
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out[1][0] = in1[1][0] * in2[0][0] + in1[1][1] * in2[1][0] + in1[1][2] * in2[2][0] + in1[1][3] * in2[3][0];
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out[1][1] = in1[1][0] * in2[0][1] + in1[1][1] * in2[1][1] + in1[1][2] * in2[2][1] + in1[1][3] * in2[3][1];
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out[1][2] = in1[1][0] * in2[0][2] + in1[1][1] * in2[1][2] + in1[1][2] * in2[2][2] + in1[1][3] * in2[3][2];
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out[1][3] = in1[1][0] * in2[0][3] + in1[1][1] * in2[1][3] + in1[1][2] * in2[2][3] + in1[1][3] * in2[3][3];
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out[2][0] = in1[2][0] * in2[0][0] + in1[2][1] * in2[1][0] + in1[2][2] * in2[2][0] + in1[2][3] * in2[3][0];
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out[2][1] = in1[2][0] * in2[0][1] + in1[2][1] * in2[1][1] + in1[2][2] * in2[2][1] + in1[2][3] * in2[3][1];
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out[2][2] = in1[2][0] * in2[0][2] + in1[2][1] * in2[1][2] + in1[2][2] * in2[2][2] + in1[2][3] * in2[3][2];
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out[2][3] = in1[2][0] * in2[0][3] + in1[2][1] * in2[1][3] + in1[2][2] * in2[2][3] + in1[2][3] * in2[3][3];
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out[3][0] = in1[3][0] * in2[0][0] + in1[3][1] * in2[1][0] + in1[3][2] * in2[2][0] + in1[3][3] * in2[3][0];
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out[3][1] = in1[3][0] * in2[0][1] + in1[3][1] * in2[1][1] + in1[3][2] * in2[2][1] + in1[3][3] * in2[3][1];
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out[3][2] = in1[3][0] * in2[0][2] + in1[3][1] * in2[1][2] + in1[3][2] * in2[2][2] + in1[3][3] * in2[3][2];
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out[3][3] = in1[3][0] * in2[0][3] + in1[3][1] * in2[1][3] + in1[3][2] * in2[2][3] + in1[3][3] * in2[3][3];
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}
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/*
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================
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Matrix4x4_CreateProjection
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NOTE: produce quake style world orientation
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================
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*/
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void Matrix4x4_CreateProjection( matrix4x4 out, float xMax, float xMin, float yMax, float yMin, float zNear, float zFar )
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{
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out[0][0] = ( 2.0f * zNear ) / ( xMax - xMin );
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out[1][1] = ( 2.0f * zNear ) / ( yMax - yMin );
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out[2][2] = -( zFar + zNear ) / ( zFar - zNear );
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out[3][3] = out[0][1] = out[1][0] = out[3][0] = out[0][3] = out[3][1] = out[1][3] = 0.0f;
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out[2][0] = 0.0f;
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out[2][1] = 0.0f;
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out[0][2] = ( xMax + xMin ) / ( xMax - xMin );
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out[1][2] = ( yMax + yMin ) / ( yMax - yMin );
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out[3][2] = -1.0f;
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out[2][3] = -( 2.0f * zFar * zNear ) / ( zFar - zNear );
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}
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void Matrix4x4_CreateOrtho( matrix4x4 out, float xLeft, float xRight, float yBottom, float yTop, float zNear, float zFar )
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{
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out[0][0] = 2.0f / (xRight - xLeft);
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out[1][1] = 2.0f / (yTop - yBottom);
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out[2][2] = -2.0f / (zFar - zNear);
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out[3][3] = 1.0f;
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out[0][1] = out[0][2] = out[1][0] = out[1][2] = out[3][0] = out[3][1] = out[3][2] = 0.0f;
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out[2][0] = 0.0f;
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out[2][1] = 0.0f;
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out[0][3] = -(xRight + xLeft) / (xRight - xLeft);
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out[1][3] = -(yTop + yBottom) / (yTop - yBottom);
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out[2][3] = -(zFar + zNear) / (zFar - zNear);
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}
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/*
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================
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Matrix4x4_CreateModelview
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NOTE: produce quake style world orientation
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================
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*/
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void Matrix4x4_CreateModelview( matrix4x4 out )
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{
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out[0][0] = out[1][1] = out[2][2] = 0.0f;
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out[3][0] = out[0][3] = 0.0f;
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out[3][1] = out[1][3] = 0.0f;
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out[3][2] = out[2][3] = 0.0f;
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out[3][3] = 1.0f;
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out[1][0] = out[0][2] = out[2][1] = 0.0f;
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out[2][0] = out[0][1] = -1.0f;
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out[1][2] = 1.0f;
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}
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void Matrix4x4_ToArrayFloatGL( const matrix4x4 in, float out[16] )
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{
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out[ 0] = in[0][0];
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out[ 1] = in[1][0];
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out[ 2] = in[2][0];
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out[ 3] = in[3][0];
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out[ 4] = in[0][1];
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out[ 5] = in[1][1];
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out[ 6] = in[2][1];
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out[ 7] = in[3][1];
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out[ 8] = in[0][2];
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out[ 9] = in[1][2];
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out[10] = in[2][2];
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out[11] = in[3][2];
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out[12] = in[0][3];
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out[13] = in[1][3];
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out[14] = in[2][3];
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out[15] = in[3][3];
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}
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void Matrix4x4_FromArrayFloatGL( matrix4x4 out, const float in[16] )
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{
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out[0][0] = in[0];
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out[1][0] = in[1];
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out[2][0] = in[2];
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out[3][0] = in[3];
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out[0][1] = in[4];
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out[1][1] = in[5];
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out[2][1] = in[6];
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out[3][1] = in[7];
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out[0][2] = in[8];
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out[1][2] = in[9];
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out[2][2] = in[10];
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out[3][2] = in[11];
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out[0][3] = in[12];
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out[1][3] = in[13];
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out[2][3] = in[14];
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out[3][3] = in[15];
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}
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void Matrix4x4_CreateTranslate( matrix4x4 out, float x, float y, float z )
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{
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out[0][0] = 1.0f;
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out[0][1] = 0.0f;
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out[0][2] = 0.0f;
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out[0][3] = x;
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out[1][0] = 0.0f;
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out[1][1] = 1.0f;
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out[1][2] = 0.0f;
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out[1][3] = y;
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out[2][0] = 0.0f;
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out[2][1] = 0.0f;
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out[2][2] = 1.0f;
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out[2][3] = z;
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out[3][0] = 0.0f;
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out[3][1] = 0.0f;
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out[3][2] = 0.0f;
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out[3][3] = 1.0f;
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}
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void Matrix4x4_CreateRotate( matrix4x4 out, float angle, float x, float y, float z )
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{
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float len, c, s;
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len = x * x + y * y + z * z;
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if( len != 0.0f ) len = 1.0f / sqrt( len );
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x *= len;
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y *= len;
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z *= len;
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angle *= (-M_PI / 180.0f);
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SinCos( angle, &s, &c );
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out[0][0]=x * x + c * (1 - x * x);
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out[0][1]=x * y * (1 - c) + z * s;
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out[0][2]=z * x * (1 - c) - y * s;
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out[0][3]=0.0f;
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out[1][0]=x * y * (1 - c) - z * s;
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out[1][1]=y * y + c * (1 - y * y);
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out[1][2]=y * z * (1 - c) + x * s;
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out[1][3]=0.0f;
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out[2][0]=z * x * (1 - c) + y * s;
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out[2][1]=y * z * (1 - c) - x * s;
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out[2][2]=z * z + c * (1 - z * z);
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out[2][3]=0.0f;
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out[3][0]=0.0f;
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out[3][1]=0.0f;
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out[3][2]=0.0f;
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out[3][3]=1.0f;
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}
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void Matrix4x4_CreateScale( matrix4x4 out, float x )
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{
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out[0][0] = x;
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out[0][1] = 0.0f;
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out[0][2] = 0.0f;
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out[0][3] = 0.0f;
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out[1][0] = 0.0f;
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out[1][1] = x;
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out[1][2] = 0.0f;
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out[1][3] = 0.0f;
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out[2][0] = 0.0f;
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out[2][1] = 0.0f;
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out[2][2] = x;
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out[2][3] = 0.0f;
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out[3][0] = 0.0f;
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out[3][1] = 0.0f;
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out[3][2] = 0.0f;
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out[3][3] = 1.0f;
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}
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void Matrix4x4_CreateScale3( matrix4x4 out, float x, float y, float z )
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{
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out[0][0] = x;
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out[0][1] = 0.0f;
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out[0][2] = 0.0f;
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out[0][3] = 0.0f;
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out[1][0] = 0.0f;
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out[1][1] = y;
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out[1][2] = 0.0f;
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out[1][3] = 0.0f;
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out[2][0] = 0.0f;
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out[2][1] = 0.0f;
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out[2][2] = z;
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out[2][3] = 0.0f;
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out[3][0] = 0.0f;
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out[3][1] = 0.0f;
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out[3][2] = 0.0f;
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out[3][3] = 1.0f;
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}
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void Matrix4x4_ConcatTranslate( matrix4x4 out, float x, float y, float z )
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{
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matrix4x4 base, temp;
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Matrix4x4_Copy( base, out );
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Matrix4x4_CreateTranslate( temp, x, y, z );
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Matrix4x4_Concat( out, base, temp );
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}
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void Matrix4x4_ConcatRotate( matrix4x4 out, float angle, float x, float y, float z )
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{
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matrix4x4 base, temp;
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Matrix4x4_Copy( base, out );
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Matrix4x4_CreateRotate( temp, angle, x, y, z );
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Matrix4x4_Concat( out, base, temp );
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}
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void Matrix4x4_ConcatScale( matrix4x4 out, float x )
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{
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matrix4x4 base, temp;
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Matrix4x4_Copy( base, out );
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Matrix4x4_CreateScale( temp, x );
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Matrix4x4_Concat( out, base, temp );
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}
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void Matrix4x4_ConcatScale3( matrix4x4 out, float x, float y, float z )
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{
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matrix4x4 base, temp;
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Matrix4x4_Copy( base, out );
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Matrix4x4_CreateScale3( temp, x, y, z );
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Matrix4x4_Concat( out, base, temp );
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}
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