Add more utilities for using Matrix3x3
This commit is contained in:
@@ -1,6 +1,7 @@
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// Copyright (c) 2012-2022 Wojciech Figat. All rights reserved.
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#include "Matrix.h"
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#include "Matrix3x3.h"
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#include "Vector2.h"
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#include "Quaternion.h"
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#include "Transform.h"
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@@ -15,6 +16,17 @@ const Matrix Matrix::Identity(
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0.0f, 0.0f, 1.0f, 0.0f,
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0.0f, 0.0f, 0.0f, 1.0f);
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Matrix::Matrix(const Matrix3x3& matrix)
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{
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Platform::MemoryCopy(&M11, &matrix.M11, sizeof(Vector3));
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Platform::MemoryCopy(&M21, &matrix.M21, sizeof(Vector3));
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Platform::MemoryCopy(&M31, &matrix.M31, sizeof(Vector3));
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M14 = 0.0f;
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M24 = 0.0f;
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M34 = 0.0f;
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M44 = 1.0f;
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}
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String Matrix::ToString() const
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{
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return String::Format(TEXT("{}"), *this);
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@@ -284,8 +296,6 @@ void Matrix::LookAt(const Vector3& eye, const Vector3& target, const Vector3& up
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xaxis.Normalize();
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Vector3::Cross(zaxis, xaxis, yaxis);
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result = Identity;
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result.M11 = xaxis.X;
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result.M21 = xaxis.Y;
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result.M31 = xaxis.Z;
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@@ -298,9 +308,14 @@ void Matrix::LookAt(const Vector3& eye, const Vector3& target, const Vector3& up
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result.M23 = zaxis.Y;
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result.M33 = zaxis.Z;
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result.M14 = 0.0f;
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result.M24 = 0.0f;
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result.M34 = 0.0f;
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result.M41 = -Vector3::Dot(xaxis, eye);
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result.M42 = -Vector3::Dot(yaxis, eye);
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result.M43 = -Vector3::Dot(zaxis, eye);
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result.M44 = 1.0f;
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}
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void Matrix::OrthoOffCenter(float left, float right, float bottom, float top, float zNear, float zFar, Matrix& result)
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@@ -587,33 +602,7 @@ void Matrix::Transformation2D(Vector2& scalingCenter, float scalingRotation, con
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Matrix Matrix::CreateWorld(const Vector3& position, const Vector3& forward, const Vector3& up)
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{
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Matrix result;
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Vector3 vector3, vector31, vector32;
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Vector3::Normalize(forward, vector3);
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vector3.Negate();
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Vector3::Normalize(Vector3::Cross(up, vector3), vector31);
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Vector3::Cross(vector3, vector31, vector32);
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result.M11 = vector31.X;
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result.M12 = vector31.Y;
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result.M13 = vector31.Z;
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result.M14 = 0.0f;
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result.M21 = vector32.X;
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result.M22 = vector32.Y;
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result.M23 = vector32.Z;
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result.M24 = 0.0f;
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result.M31 = vector3.X;
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result.M32 = vector3.Y;
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result.M33 = vector3.Z;
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result.M34 = 0.0f;
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result.M41 = position.X;
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result.M42 = position.Y;
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result.M43 = position.Z;
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result.M44 = 1.0f;
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CreateWorld(position, forward, up, result);
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return result;
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}
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@@ -649,41 +638,9 @@ void Matrix::CreateWorld(const Vector3& position, const Vector3& forward, const
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Matrix Matrix::CreateFromAxisAngle(const Vector3& axis, float angle)
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{
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Matrix matrix;
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const float x = axis.X;
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const float y = axis.Y;
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const float z = axis.Z;
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const float single = Math::Sin(angle);
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const float single1 = Math::Cos(angle);
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const float single2 = x * x;
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const float single3 = y * y;
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const float single4 = z * z;
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const float single5 = x * y;
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const float single6 = x * z;
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const float single7 = y * z;
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matrix.M11 = single2 + single1 * (1.0f - single2);
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matrix.M12 = single5 - single1 * single5 + single * z;
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matrix.M13 = single6 - single1 * single6 - single * y;
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matrix.M14 = 0.0f;
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matrix.M21 = single5 - single1 * single5 - single * z;
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matrix.M22 = single3 + single1 * (1.0f - single3);
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matrix.M23 = single7 - single1 * single7 + single * x;
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matrix.M24 = 0.0f;
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matrix.M31 = single6 - single1 * single6 + single * y;
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matrix.M32 = single7 - single1 * single7 - single * x;
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matrix.M33 = single4 + single1 * (1.0f - single4);
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matrix.M34 = 0.0f;
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matrix.M41 = 0.0f;
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matrix.M42 = 0.0f;
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matrix.M43 = 0.0f;
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matrix.M44 = 1.0f;
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return matrix;
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Matrix result;
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CreateFromAxisAngle(axis, angle, result);
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return result;
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}
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void Matrix::CreateFromAxisAngle(const Vector3& axis, float angle, Matrix& result)
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@@ -150,6 +150,8 @@ public:
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Platform::MemoryCopy(Raw, values, sizeof(float) * 16);
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}
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explicit Matrix(const Matrix3x3& matrix);
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public:
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String ToString() const;
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@@ -1,8 +1,9 @@
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// Copyright (c) 2012-2022 Wojciech Figat. All rights reserved.
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#include "Matrix3x3.h"
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#include "../Types/String.h"
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#include "Matrix.h"
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#include "Quaternion.h"
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#include "../Types/String.h"
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const Matrix3x3 Matrix3x3::Zero(0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f);
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const Matrix3x3 Matrix3x3::Identity(
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@@ -10,11 +11,37 @@ const Matrix3x3 Matrix3x3::Identity(
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0.0f, 1.0f, 0.0f,
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0.0f, 0.0f, 1.0f);
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Matrix3x3::Matrix3x3(const Matrix& matrix)
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{
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Platform::MemoryCopy(&M11, &matrix.M11, sizeof(Vector3));
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Platform::MemoryCopy(&M21, &matrix.M21, sizeof(Vector3));
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Platform::MemoryCopy(&M31, &matrix.M31, sizeof(Vector3));
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}
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String Matrix3x3::ToString() const
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{
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return String::Format(TEXT("{}"), *this);
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}
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void Matrix3x3::NormalizeScale()
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{
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const float scaleX = 1.0f / Vector3(M11, M21, M31).Length();
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const float scaleY = 1.0f / Vector3(M12, M22, M32).Length();
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const float scaleZ = 1.0f / Vector3(M13, M23, M33).Length();
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M11 *= scaleX;
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M21 *= scaleX;
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M31 *= scaleX;
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M12 *= scaleY;
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M22 *= scaleY;
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M32 *= scaleY;
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M13 *= scaleZ;
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M23 *= scaleZ;
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M33 *= scaleZ;
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}
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void Matrix3x3::Invert(const Matrix3x3& value, Matrix3x3& result)
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{
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const float d11 = value.M22 * value.M33 + value.M23 * -value.M32;
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@@ -113,6 +113,12 @@ public:
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Platform::MemoryCopy(Raw, values, sizeof(float) * 9);
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}
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/// <summary>
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/// Initializes a new instance of the <see cref="Matrix3x3"/> struct.
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/// </summary>
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/// <param name="matrix">The 4 by 4 matrix to initialize from with rotation and scale (translation is skipped).</param>
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explicit Matrix3x3(const Matrix& matrix);
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public:
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String ToString() const;
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@@ -255,6 +261,11 @@ public:
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Transpose(*this, *this);
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}
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/// <summary>
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/// Removes any scaling from the matrix by performing the normalization (each row magnitude is 1).
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/// </summary>
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void NormalizeScale();
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public:
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/// <summary>
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@@ -8,11 +8,18 @@
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OrientedBoundingBox::OrientedBoundingBox(const BoundingBox& bb)
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{
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const Vector3 center = bb.Minimum + (bb.Maximum - bb.Minimum) / 2.0f;
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const Vector3 center = bb.Minimum + (bb.Maximum - bb.Minimum) * 0.5f;
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Extents = bb.Maximum - center;
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Matrix::Translation(center, Transformation);
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}
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OrientedBoundingBox::OrientedBoundingBox(const Vector3& extents, const Matrix3x3& rotationScale, const Vector3& translation)
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: Extents(extents)
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, Transformation(rotationScale)
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{
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Transformation.SetTranslation(translation);
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}
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OrientedBoundingBox::OrientedBoundingBox(Vector3 points[], int32 pointCount)
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{
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ASSERT(points && pointCount > 0);
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@@ -104,6 +111,12 @@ void OrientedBoundingBox::GetBoundingBox(BoundingBox& result) const
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BoundingBox::FromPoints(corners, 8, result);
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}
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void OrientedBoundingBox::Transform(const Matrix& matrix)
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{
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const Matrix tmp = Transformation;
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Matrix::Multiply(tmp, matrix, Transformation);
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}
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ContainmentType OrientedBoundingBox::Contains(const Vector3& point, float* distance) const
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{
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// Transform the point into the obb coordinates
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@@ -40,6 +40,8 @@ public:
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Transformation = transformation;
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}
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OrientedBoundingBox(const Vector3& extents, const Matrix3x3& rotationScale, const Vector3& translation);
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// Init
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// @param minimum The minimum vertex of the bounding box.
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// @param maximum The maximum vertex of the bounding box.
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@@ -99,10 +101,7 @@ public:
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// Transforms this box using a transformation matrix.
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// @param mat The transformation matrix.
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void Transform(const Matrix& mat)
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{
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Transformation *= mat;
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}
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void Transform(const Matrix& matrix);
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// Scales the OBB by scaling its Extents without affecting the Transformation matrix.
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// By keeping Transformation matrix scaling-free, the collision detection methods will be more accurate.
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@@ -9,6 +9,7 @@
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#include "Color.h"
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#include "Quaternion.h"
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#include "Matrix.h"
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#include "Matrix3x3.h"
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#include "Int2.h"
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#include "Int3.h"
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#include "Int4.h"
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@@ -215,9 +216,15 @@ void Vector3::Transform(const Vector3& vector, const Matrix& transform, Vector3&
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void Vector3::Transform(const Vector3* vectors, const Matrix& transform, Vector3* results, int32 vectorsCount)
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{
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for (int32 i = 0; i < vectorsCount; i++)
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{
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Transform(vectors[i], transform, results[i]);
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}
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}
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void Vector3::Transform(const Vector3& vector, const Matrix3x3& transform, Vector3& result)
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{
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result = Vector3(
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vector.X * transform.M11 + vector.Y * transform.M21 + vector.Z * transform.M31,
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vector.X * transform.M12 + vector.Y * transform.M22 + vector.Z * transform.M32,
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vector.X * transform.M13 + vector.Y * transform.M23 + vector.Z * transform.M33);
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}
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Vector3 Vector3::Transform(const Vector3& vector, const Matrix& transform)
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@@ -11,6 +11,7 @@ struct Double3;
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struct Double4;
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struct Quaternion;
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struct Matrix;
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struct Matrix3x3;
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struct Vector2;
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struct Vector4;
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struct Color;
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@@ -767,6 +768,12 @@ public:
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// @param vectorsCount Amount of vectors to transform
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static void Transform(const Vector3* vectors, const Matrix& transform, Vector3* results, int32 vectorsCount);
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// Transforms a 3D vector by the given matrix
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// @param vector The source vector
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// @param transform The transformation matrix
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// @param result When the method completes, contains the transformed Vector3
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static void Transform(const Vector3& vector, const Matrix3x3& transform, Vector3& result);
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// Transforms a 3D vector by the given matrix
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// @param vector The source vector
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// @param transform The transformation matrix
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