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QD3D: New math features
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@ -209,6 +209,7 @@ typedef struct TQ3ColorRGB
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float b;
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} TQ3ColorRGB;
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// WARNING: this structure differs from QD3D
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typedef struct TQ3Vertex3D
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{
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TQ3Point3D point;
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@ -221,6 +222,14 @@ typedef struct TQ3BoundingBox
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TQ3Boolean isEmpty;
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} TQ3BoundingBox;
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typedef struct TQ3BoundingSphere
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{
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TQ3Point3D origin;
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float radius;
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TQ3Boolean isEmpty;
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} TQ3BoundingSphere;
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typedef struct TQ3Matrix3x3
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{
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float value[3][3];
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@ -382,3 +382,79 @@ TQ3Matrix4x4* Q3Matrix4x4_Invert(
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return(result);
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}
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//-----------------------------------------------------------------------------
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#pragma mark Q3BoundingBox
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TQ3BoundingBox* Q3BoundingBox_SetFromPoints3D(
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TQ3BoundingBox *bBox,
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const TQ3Point3D *points3D,
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TQ3Uns32 numPoints,
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TQ3Uns32 structSize)
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{
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if (structSize != sizeof(TQ3Point3D))
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throw std::runtime_error("Q3BoundingBox_SetFromPoints3D: unsupported struct size");
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if (numPoints == 0)
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{
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bBox->isEmpty = kQ3True;
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}
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else
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{
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TQ3Uns32 i = 0;
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bBox->isEmpty = kQ3False;
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bBox->min = points3D[0];
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bBox->max = points3D[0];
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// We have already accounted for the first point, so if the number of
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// points is odd, we can handle the other points in pairs, and need not
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// look at the first point again. But if the number of points is even,
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// we will start at the first point just so we can work in pairs.
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if ( (numPoints % 2) == 1 )
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{
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i = 1;
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}
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for (; i < numPoints; i += 2)
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{
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TQ3Point3D pt0 = points3D[i];
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TQ3Point3D pt1 = points3D[i+1];
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if (pt0.x < pt1.x)
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{
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if (pt0.x < bBox->min.x) bBox->min.x = pt0.x;
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if (pt1.x > bBox->max.x) bBox->max.x = pt1.x;
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}
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else // pt1.x <= pt0.x
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{
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if (pt1.x < bBox->min.x) bBox->min.x = pt1.x;
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if (pt0.x > bBox->max.x) bBox->max.x = pt0.x;
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}
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if (pt0.y < pt1.y)
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{
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if (pt0.y < bBox->min.y) bBox->min.y = pt0.y;
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if (pt1.y > bBox->max.y) bBox->max.y = pt1.y;
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}
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else // pt1.y <= pt0.y
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{
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if (pt1.y < bBox->min.y) bBox->min.y = pt1.y;
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if (pt0.y > bBox->max.y) bBox->max.y = pt0.y;
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}
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if (pt0.z < pt1.z)
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{
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if (pt0.z < bBox->min.z) bBox->min.z = pt0.z;
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if (pt1.z > bBox->max.z) bBox->max.z = pt1.z;
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}
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else // pt1.z <= pt0.z
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{
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if (pt1.z < bBox->min.z) bBox->min.z = pt1.z;
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if (pt0.z > bBox->max.z) bBox->max.z = pt0.z;
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}
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}
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}
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return(bBox);
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}
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@ -40,6 +40,7 @@ extern "C" {
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#include "QD3D.h"
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#include <math.h>
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#include <float.h>
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#include <string.h>
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#ifdef FLT_EPSILON
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@ -137,25 +138,6 @@ static inline void Q3Point3D_CrossProductTri(
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result->z = (v1_x * v2_y) - (v1_y * v2_x);
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}
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static inline TQ3Vector3D* Q3Vector3D_Transform(
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const TQ3Vector3D *vector3D,
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const TQ3Matrix4x4 *matrix4x4,
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TQ3Vector3D *result)
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{
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// Save input to avoid problems when result is same as input
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float x = vector3D->x;
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float y = vector3D->y;
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float z = vector3D->z;
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#define M(x,y) matrix4x4->value[x][y]
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result->x = x*M(0,0) + y*M(1,0) + z*M(2,0);
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result->y = x*M(0,1) + y*M(1,1) + z*M(2,1);
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result->z = x*M(0,2) + y*M(1,2) + z*M(2,2);
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#undef M
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return result;
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}
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static inline TQ3Point3D* Q3Point3D_Transform(
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const TQ3Point3D *point3D,
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const TQ3Matrix4x4 *matrix4x4,
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@ -210,6 +192,7 @@ static inline TQ3Point3D* Q3Point3D_TransformAffine(
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return(result);
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}
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// This function's signature differs from vanilla QD3D's.
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void Q3Point3D_To3DTransformArray(
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const TQ3Point3D *inPoints3D,
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const TQ3Matrix4x4 *matrix4x4,
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@ -272,6 +255,41 @@ static inline void Q3Vector2D_Normalize(
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Q3Vector2D_Scale(v1, 1.0f / theLength, result);
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}
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static inline float Q3Vector2D_Cross(
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const TQ3Vector2D* v1,
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const TQ3Vector2D* v2)
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{
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return (v1->x * v2->y) - (v1->y * v2->x);
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}
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//=============================================================================
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// E3Vector2D_Transform : Transform 2D vector by 3x3 matrix.
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//-----------------------------------------------------------------------------
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// Note : 'result' may be the same as 'vector2D'.
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//
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// Note that the translation and perspective components of the
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// matrix is ignored (as if it were really a 2x2 matrix).
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//
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// Contrast with E3Point2D_Transform, which does the full 3x3
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// transformation.
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//-----------------------------------------------------------------------------
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static inline TQ3Vector2D* Q3Vector2D_Transform(
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const TQ3Vector2D *vector2D,
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const TQ3Matrix3x3 *matrix3x3,
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TQ3Vector2D *result)
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{
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// Save input to avoid problems when result is same as input
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float x = vector2D->x;
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float y = vector2D->y;
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#define M(x,y) matrix3x3->value[x][y]
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result->x = x*M(0,0) + y*M(1,0);
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result->y = x*M(0,1) + y*M(1,1);
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#undef M
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return(result);
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}
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//-----------------------------------------------------------------------------
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#pragma mark Q3Vector3D
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@ -335,6 +353,25 @@ static inline void Q3Vector3D_Normalize(
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Q3Vector3D_Scale(v1, 1.0f / theLength, result);
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}
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static inline TQ3Vector3D* Q3Vector3D_Transform(
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const TQ3Vector3D *vector3D,
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const TQ3Matrix4x4 *matrix4x4,
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TQ3Vector3D *result)
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{
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// Save input to avoid problems when result is same as input
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float x = vector3D->x;
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float y = vector3D->y;
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float z = vector3D->z;
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#define M(x,y) matrix4x4->value[x][y]
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result->x = x*M(0,0) + y*M(1,0) + z*M(2,0);
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result->y = x*M(0,1) + y*M(1,1) + z*M(2,1);
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result->z = x*M(0,2) + y*M(1,2) + z*M(2,2);
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#undef M
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return result;
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}
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//-----------------------------------------------------------------------------
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#pragma mark Q3Matrix3x3
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@ -372,6 +409,37 @@ static inline TQ3Matrix3x3* Q3Matrix3x3_SetTranslate(
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return matrix3x3;
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}
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static inline TQ3Matrix3x3* Q3Matrix3x3_SetRotateAboutPoint(
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TQ3Matrix3x3 *matrix3x3,
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const TQ3Point2D *origin,
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float angle)
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{
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float cosAngle = cosf(angle);
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float sinAngle = sinf(angle);
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#define M(x,y) matrix3x3->value[x][y]
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#define Dx origin->x
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#define Dy origin->y
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M(0,0) = cosAngle;
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M(0,1) = sinAngle;
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M(0,2) = 0.0f;
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M(1,0) = -sinAngle;
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M(1,1) = cosAngle;
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M(1,2) = 0.0f;
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M(2,0) = Dx - Dx*cosAngle + Dy*sinAngle; // = Dx - Dx*M(0,0) - Dy*M(1,0)
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M(2,1) = Dy - Dx*sinAngle - Dy*cosAngle; // = Dx - Dx*M(0,1) - Dy*M(1,1)
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M(2,2) = 1.0f;
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#undef M
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#undef Dx
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#undef Dy
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return(matrix3x3);
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}
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//-----------------------------------------------------------------------------
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#pragma mark Q3Matrix4x4
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@ -602,6 +670,62 @@ static inline TQ3Matrix4x4* Q3Matrix4x4_SetRotate_XYZ(
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return(matrix4x4);
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}
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//=============================================================================
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// E3Matrix4x4_SetRotateAboutPoint : Set 4x4 matrix to rotate about axes through
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// point and parallel to X, Y, Z axes
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// (in that order -- which is rarely useful).
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//-----------------------------------------------------------------------------
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static inline TQ3Matrix4x4* Q3Matrix4x4_SetRotateAboutPoint(
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TQ3Matrix4x4 *matrix4x4,
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const TQ3Point3D *origin,
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float xAngle,
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float yAngle,
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float zAngle)
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{
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float cosX = cosf(xAngle);
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float sinX = sinf(xAngle);
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float cosY = cosf(yAngle);
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float sinY = sinf(yAngle);
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float cosZ = cosf(zAngle);
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float sinZ = sinf(zAngle);
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float sinXsinY = sinX*sinY;
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float cosXsinY = cosX*sinY;
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#define M(x,y) matrix4x4->value[x][y]
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#define Dx origin->x
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#define Dy origin->y
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#define Dz origin->z
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M(0,0) = cosY*cosZ;
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M(0,1) = cosY*sinZ;
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M(0,2) = -sinY;
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M(0,3) = 0.0f;
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M(1,0) = sinXsinY*cosZ - cosX*sinZ;
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M(1,1) = sinXsinY*sinZ + cosX*cosZ;
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M(1,2) = sinX*cosY;
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M(1,3) = 0.0f;
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M(2,0) = cosXsinY*cosZ + sinX*sinZ;
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M(2,1) = cosXsinY*sinZ - sinX*cosZ;
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M(2,2) = cosX*cosY;
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M(2,3) = 0.0f;
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M(3,0) = Dx - Dx*M(0,0) - Dy*M(1,0) - Dz*M(2,0);
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M(3,1) = Dy - Dx*M(0,1) - Dy*M(1,1) - Dz*M(2,1);
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M(3,2) = Dz - Dx*M(0,2) - Dy*M(1,2) - Dz*M(2,2);
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M(3,3) = 1.0f;
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#undef M
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#undef Dx
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#undef Dy
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#undef Dz
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return(matrix4x4);
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}
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TQ3Matrix4x4* Q3Matrix4x4_Transpose(
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const TQ3Matrix4x4 *matrix4x4,
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TQ3Matrix4x4 *result);
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@ -610,6 +734,15 @@ TQ3Matrix4x4* Q3Matrix4x4_Invert(
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const TQ3Matrix4x4 *inMatrix,
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TQ3Matrix4x4 *result);
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//-----------------------------------------------------------------------------
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#pragma mark Q3BoundingBox
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TQ3BoundingBox* Q3BoundingBox_SetFromPoints3D(
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TQ3BoundingBox *bBox,
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const TQ3Point3D *points3D,
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TQ3Uns32 numPoints,
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TQ3Uns32 structSize);
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#ifdef __cplusplus
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}
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#endif
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