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/*==LICENSE==*
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CyanWorlds.com Engine - MMOG client, server and tools
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Copyright (C) 2011 Cyan Worlds, Inc.
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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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You should have received a copy of the GNU General Public License
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along with this program. If not, see <http://www.gnu.org/licenses/>.
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Additional permissions under GNU GPL version 3 section 7
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If you modify this Program, or any covered work, by linking or
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combining it with any of RAD Game Tools Bink SDK, Autodesk 3ds Max SDK,
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NVIDIA PhysX SDK, Microsoft DirectX SDK, OpenSSL library, Independent
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JPEG Group JPEG library, Microsoft Windows Media SDK, or Apple QuickTime SDK
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(or a modified version of those libraries),
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containing parts covered by the terms of the Bink SDK EULA, 3ds Max EULA,
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PhysX SDK EULA, DirectX SDK EULA, OpenSSL and SSLeay licenses, IJG
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JPEG Library README, Windows Media SDK EULA, or QuickTime SDK EULA, the
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licensors of this Program grant you additional
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permission to convey the resulting work. Corresponding Source for a
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non-source form of such a combination shall include the source code for
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the parts of OpenSSL and IJG JPEG Library used as well as that of the covered
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work.
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You can contact Cyan Worlds, Inc. by email legal@cyan.com
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or by snail mail at:
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Cyan Worlds, Inc.
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14617 N Newport Hwy
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Mead, WA 99021
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*==LICENSE==*/
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#ifndef HSMATRIX44_inc
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#define HSMATRIX44_inc
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#include "hsTypes.h"
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#include "hsGeometry3.h"
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class hsQuat;
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////////////////////////////////////////////////////////////////////////////
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class hsStream;
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struct hsMatrix44 {
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enum {
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kIsIdent = 0x1
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};
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enum {
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kRight = 0,
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kUp,
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kView
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};
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hsScalar fMap[4][4];
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UInt32 fFlags;
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hsMatrix44() : fFlags(0) {}
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hsMatrix44(const hsScalarTriple &translate, const hsQuat &rotate);
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void DecompRigid(hsScalarTriple &translate, hsQuat &rotate) const;
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static const hsMatrix44& IdentityMatrix();
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// worldToCameras and cameraToWorlds are arrays of 6 matrices. Returned are LEFT,RIGHT,FRONT,BACK,TOP,BOTTOM.
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static void MakeEnvMapMatrices(const hsPoint3& pos, hsMatrix44* worldToCameras, hsMatrix44* cameraToWorlds);
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static void MakeCameraMatrices(const hsPoint3& from, const hsPoint3& at, const hsVector3& up, hsMatrix44& worldToCamera, hsMatrix44& cameraToWorld);
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// Concat transform
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hsMatrix44& Translate(const hsVector3 *);
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hsMatrix44& Scale(const hsVector3 *);
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hsMatrix44& Rotate(int axis, hsScalar radians);
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hsMatrix44& Reset(hsBool asIdent=true)
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{
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fMap[0][0] = 1.0f; fMap[0][1] = 0.0f; fMap[0][2] = 0.0f; fMap[0][3] = 0.0f;
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fMap[1][0] = 0.0f; fMap[1][1] = 1.0f; fMap[1][2] = 0.0f; fMap[1][3] = 0.0f;
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fMap[2][0] = 0.0f; fMap[2][1] = 0.0f; fMap[2][2] = 1.0f; fMap[2][3] = 0.0f;
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fMap[3][0] = 0.0f; fMap[3][1] = 0.0f; fMap[3][2] = 0.0f; fMap[3][3] = 1.0f;
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fFlags = asIdent ? kIsIdent : 0;
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return *this;
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}
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// Create matrix from scratch
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hsMatrix44& MakeTranslateMat(const hsVector3 *trans);
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hsMatrix44& MakeScaleMat(const hsVector3 *scale);
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hsMatrix44& MakeRotateMat(int axis, hsScalar radians);
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hsMatrix44& Make(const hsPoint3* from, const hsPoint3* at,
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const hsVector3* up); // Not a camera matrix
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hsMatrix44& MakeUpPreserving(const hsPoint3* from, const hsPoint3* at,
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const hsVector3* up); // Not a camera matrix
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// Camera matrix
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hsMatrix44& MakeCamera(const hsPoint3* from, const hsPoint3* at,
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const hsVector3* up);
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hsMatrix44& MakeCameraUpPreserving(const hsPoint3* from, const hsPoint3* at,
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const hsVector3* up);
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hsBool GetParity() const;
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hsScalar GetDeterminant() const;
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hsMatrix44* GetInverse(hsMatrix44* inverse) const;
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hsMatrix44* GetTranspose(hsMatrix44* inverse) const;
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hsMatrix44* GetAdjoint(hsMatrix44* adjoint) const;
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hsVector3* GetTranslate(hsVector3 *pt) const;
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hsPoint3* GetTranslate(hsPoint3 *pt) const
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{ return (hsPoint3*)GetTranslate((hsVector3*)pt); }
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const hsPoint3 GetTranslate() const;
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void GetAxis(hsVector3* view, hsVector3 *up, hsVector3* right);
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void GetAxisFromCamera(hsVector3* view, hsVector3 *up, hsVector3* right);
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const hsVector3 GetAxis(int i) const;
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// Change component of matrix
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hsMatrix44& SetTranslate(const hsScalarTriple *);
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hsMatrix44& SetScale(const hsVector3 *);
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hsMatrix44& SetRotate(int axis, hsScalar radians);
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hsVector3 RemoveScale(); // returns old scale
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void MakeXRotation(hsScalar radians);
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void MakeYRotation(hsScalar radians);
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void MakeZRotation(hsScalar radians);
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#if 0 // Havok reeks
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friend hsPoint3 operator*(const hsMatrix44& m, const hsPoint3& p)
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{
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if( m.fFlags & hsMatrix44::kIsIdent )
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return p;
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hsPoint3 rVal;
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rVal.fX = hsScalarMul(p.fX, m.fMap[0][0]) + hsScalarMul(p.fY, m.fMap[0][1]) + hsScalarMul(p.fZ, m.fMap[0][2]) + m.fMap[0][3];
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rVal.fY = hsScalarMul(p.fX, m.fMap[1][0]) + hsScalarMul(p.fY, m.fMap[1][1]) + hsScalarMul(p.fZ, m.fMap[1][2]) + m.fMap[1][3];
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rVal.fZ = hsScalarMul(p.fX, m.fMap[2][0]) + hsScalarMul(p.fY, m.fMap[2][1]) + hsScalarMul(p.fZ, m.fMap[2][2]) + m.fMap[2][3];
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return rVal;
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}
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friend hsVector3 operator*(const hsMatrix44& m, const hsVector3& p);
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friend hsMatrix44 operator*(const hsMatrix44& a, const hsMatrix44& b);
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#else // Havok reeks
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hsPoint3 operator*(const hsPoint3& p) const
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{
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if( fFlags & hsMatrix44::kIsIdent )
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return p;
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hsPoint3 rVal;
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rVal.fX = hsScalarMul(p.fX, fMap[0][0]) + hsScalarMul(p.fY, fMap[0][1]) + hsScalarMul(p.fZ, fMap[0][2]) + fMap[0][3];
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rVal.fY = hsScalarMul(p.fX, fMap[1][0]) + hsScalarMul(p.fY, fMap[1][1]) + hsScalarMul(p.fZ, fMap[1][2]) + fMap[1][3];
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rVal.fZ = hsScalarMul(p.fX, fMap[2][0]) + hsScalarMul(p.fY, fMap[2][1]) + hsScalarMul(p.fZ, fMap[2][2]) + fMap[2][3];
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return rVal;
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}
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hsVector3 operator*(const hsVector3& p) const;
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hsMatrix44 operator*(const hsMatrix44& b) const;
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#endif // Havok reeks
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hsPoint3* MapPoints(long count, hsPoint3 points[]) const;
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hsBool IsIdentity(void);
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void NotIdentity() { fFlags &= ~kIsIdent; }
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#if 0 // Havok reeks
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friend int operator==(const hsMatrix44& s, const hsMatrix44& t);
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friend int operator!=(const hsMatrix44& s, const hsMatrix44& t);
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#else // Havok reeks
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hsBool operator==(const hsMatrix44& ss) const;
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hsBool operator!=(const hsMatrix44& ss) const { return !(ss == *this); }
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#endif // Havok reeks
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void Read(hsStream *stream);
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void Write(hsStream *stream);
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};
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#if 0 // Havok reeks
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inline int operator!=(const hsMatrix44& s, const hsMatrix44& t)
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{
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return (!(s==t));
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}
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#endif // Havok reeks
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////////////////////////////////////////////////////////////////////////////
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#endif
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