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318 lines
6.0 KiB
C++
318 lines
6.0 KiB
C++
// Copyright 2019 Dolphin Emulator Project
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// Licensed under GPLv2+
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// Refer to the license.txt file included.
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#pragma once
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#include <array>
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#include <cmath>
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#include <type_traits>
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// Tiny matrix/vector library.
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// Used for things like Free-Look in the gfx backend.
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namespace Common
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{
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template <typename T>
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union TVec3
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{
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TVec3() = default;
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TVec3(T _x, T _y, T _z) : data{_x, _y, _z} {}
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T Dot(const TVec3& other) const { return x * other.x + y * other.y + z * other.z; }
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T LengthSquared() const { return Dot(*this); }
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T Length() const { return std::sqrt(LengthSquared()); }
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TVec3 Normalized() const { return *this / Length(); }
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TVec3& operator+=(const TVec3& rhs)
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{
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x += rhs.x;
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y += rhs.y;
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z += rhs.z;
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return *this;
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}
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TVec3& operator-=(const TVec3& rhs)
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{
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x -= rhs.x;
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y -= rhs.y;
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z -= rhs.z;
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return *this;
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}
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TVec3& operator*=(const TVec3& rhs)
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{
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x *= rhs.x;
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y *= rhs.y;
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z *= rhs.z;
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return *this;
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}
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TVec3& operator/=(const TVec3& rhs)
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{
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x /= rhs.x;
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y /= rhs.y;
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z /= rhs.z;
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return *this;
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}
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TVec3 operator-() const { return {-x, -y, -z}; }
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std::array<T, 3> data = {};
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struct
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{
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T x;
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T y;
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T z;
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};
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};
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template <typename T>
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TVec3<T> operator+(TVec3<T> lhs, const TVec3<T>& rhs)
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{
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return lhs += rhs;
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}
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template <typename T>
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TVec3<T> operator-(TVec3<T> lhs, const TVec3<T>& rhs)
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{
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return lhs -= rhs;
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}
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template <typename T>
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TVec3<T> operator*(TVec3<T> lhs, const TVec3<T>& rhs)
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{
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return lhs *= rhs;
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}
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template <typename T>
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inline TVec3<T> operator/(TVec3<T> lhs, const TVec3<T>& rhs)
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{
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return lhs /= rhs;
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}
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template <typename T>
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TVec3<T> operator*(TVec3<T> lhs, std::common_type_t<T> scalar)
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{
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return lhs *= TVec3<T>{scalar, scalar, scalar};
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}
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template <typename T>
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TVec3<T> operator/(TVec3<T> lhs, std::common_type_t<T> scalar)
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{
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return lhs /= TVec3<T>{scalar, scalar, scalar};
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}
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using Vec3 = TVec3<float>;
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using DVec3 = TVec3<double>;
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template <typename T>
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union TVec4
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{
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TVec4() = default;
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TVec4(TVec3<T> _vec, T _w) : TVec4{_vec.x, _vec.y, _vec.z, _w} {}
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TVec4(T _x, T _y, T _z, T _w) : data{_x, _y, _z, _w} {}
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TVec4& operator*=(const TVec4& rhs)
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{
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x *= rhs.x;
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y *= rhs.y;
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z *= rhs.z;
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w *= rhs.w;
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return *this;
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}
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TVec4& operator/=(const TVec4& rhs)
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{
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x /= rhs.x;
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y /= rhs.y;
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z /= rhs.z;
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w /= rhs.w;
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return *this;
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}
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TVec4& operator*=(T scalar) { return *this *= TVec4{scalar, scalar, scalar, scalar}; }
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TVec4& operator/=(T scalar) { return *this /= TVec4{scalar, scalar, scalar, scalar}; }
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std::array<T, 4> data = {};
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struct
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{
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T x;
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T y;
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T z;
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T w;
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};
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};
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template <typename T>
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TVec4<T> operator*(TVec4<T> lhs, std::common_type_t<T> scalar)
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{
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return lhs *= scalar;
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}
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template <typename T>
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TVec4<T> operator/(TVec4<T> lhs, std::common_type_t<T> scalar)
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{
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return lhs /= scalar;
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}
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using Vec4 = TVec4<float>;
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using DVec4 = TVec4<double>;
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template <typename T>
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union TVec2
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{
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TVec2() = default;
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TVec2(T _x, T _y) : data{_x, _y} {}
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T Cross(const TVec2& rhs) const { return (x * rhs.y) - (y * rhs.x); }
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T Dot(const TVec2& rhs) const { return (x * rhs.x) + (y * rhs.y); }
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T LengthSquared() const { return Dot(*this); }
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T Length() const { return std::sqrt(LengthSquared()); }
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TVec2 Normalized() const { return *this / Length(); }
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TVec2& operator+=(const TVec2& rhs)
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{
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x += rhs.x;
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y += rhs.y;
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return *this;
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}
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TVec2& operator-=(const TVec2& rhs)
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{
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x -= rhs.x;
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y -= rhs.y;
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return *this;
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}
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TVec2& operator*=(T scalar)
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{
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x *= scalar;
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y *= scalar;
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return *this;
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}
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TVec2& operator/=(T scalar)
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{
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x /= scalar;
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y /= scalar;
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return *this;
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}
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TVec2 operator-() const { return {-x, -y}; }
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std::array<T, 2> data = {};
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struct
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{
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T x;
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T y;
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};
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};
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template <typename T>
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TVec2<T> operator+(TVec2<T> lhs, const TVec2<T>& rhs)
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{
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return lhs += rhs;
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}
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template <typename T>
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TVec2<T> operator-(TVec2<T> lhs, const TVec2<T>& rhs)
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{
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return lhs -= rhs;
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}
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template <typename T>
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TVec2<T> operator*(TVec2<T> lhs, T scalar)
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{
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return lhs *= scalar;
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}
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template <typename T>
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TVec2<T> operator/(TVec2<T> lhs, T scalar)
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{
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return lhs /= scalar;
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}
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using Vec2 = TVec2<float>;
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using DVec2 = TVec2<double>;
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class Matrix33
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{
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public:
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static Matrix33 Identity();
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// Return a rotation matrix around the x,y,z axis
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static Matrix33 RotateX(float rad);
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static Matrix33 RotateY(float rad);
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static Matrix33 RotateZ(float rad);
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static Matrix33 Scale(const Vec3& vec);
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// set result = a x b
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static void Multiply(const Matrix33& a, const Matrix33& b, Matrix33* result);
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static void Multiply(const Matrix33& a, const Vec3& vec, Vec3* result);
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Matrix33& operator*=(const Matrix33& rhs)
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{
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Multiply(*this, rhs, this);
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return *this;
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}
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// Note: Row-major storage order.
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std::array<float, 9> data;
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};
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inline Matrix33 operator*(Matrix33 lhs, const Matrix33& rhs)
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{
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return lhs *= rhs;
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}
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inline Vec3 operator*(const Matrix33& lhs, Vec3 rhs)
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{
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Matrix33::Multiply(lhs, rhs, &rhs);
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return rhs;
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}
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class Matrix44
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{
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public:
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static Matrix44 Identity();
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static Matrix44 FromMatrix33(const Matrix33& m33);
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static Matrix44 FromArray(const std::array<float, 16>& arr);
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static Matrix44 Translate(const Vec3& vec);
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static Matrix44 Shear(const float a, const float b = 0);
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static Matrix44 Perspective(float fov_y, float aspect_ratio, float z_near, float z_far);
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static void Multiply(const Matrix44& a, const Matrix44& b, Matrix44* result);
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static void Multiply(const Matrix44& a, const Vec4& vec, Vec4* result);
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// For when a vec4 isn't needed a multiplication function that takes a Vec3 and w:
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Vec3 Transform(const Vec3& point, float w) const;
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Matrix44& operator*=(const Matrix44& rhs)
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{
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Multiply(*this, rhs, this);
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return *this;
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}
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// Note: Row-major storage order.
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std::array<float, 16> data;
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};
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inline Matrix44 operator*(Matrix44 lhs, const Matrix44& rhs)
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{
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return lhs *= rhs;
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}
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inline Vec4 operator*(const Matrix44& lhs, Vec4 rhs)
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{
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Matrix44::Multiply(lhs, rhs, &rhs);
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return rhs;
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}
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} // namespace Common
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