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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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#include "HeadSpin.h"
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#include "hsMatrix33.h"
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#include "hsStream.h"
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hsMatrix33* hsMatrix33::Reset()
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{
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static const hsMatrix33 gIdentity = { 1, 0, 0, 0, 1, 0, 0, 0, 1 };
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*this = gIdentity;
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return this;
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}
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hsMatrix33* hsMatrix33::SetConcat(const hsMatrix33* a, const hsMatrix33* b)
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{
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hsMatrix33 tmpMatrix;
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hsMatrix33* c;
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c = this;
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if (this == a || this == b)
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c = &tmpMatrix;
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c->fMap[0][0] = a->fMap[0][0] * b->fMap[0][0] + a->fMap[0][1] * b->fMap[1][0] + a->fMap[0][2] * b->fMap[2][0];
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c->fMap[0][1] = a->fMap[0][0] * b->fMap[0][1] + a->fMap[0][1] * b->fMap[1][1] + a->fMap[0][2] * b->fMap[2][1];
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c->fMap[0][2] = a->fMap[0][0] * b->fMap[0][2] + a->fMap[0][1] * b->fMap[1][2] + a->fMap[0][2] * b->fMap[2][2];
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c->fMap[1][0] = a->fMap[1][0] * b->fMap[0][0] + a->fMap[1][1] * b->fMap[1][0] + a->fMap[1][2] * b->fMap[2][0];
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c->fMap[1][1] = a->fMap[1][0] * b->fMap[0][1] + a->fMap[1][1] * b->fMap[1][1] + a->fMap[1][2] * b->fMap[2][1];
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c->fMap[1][2] = a->fMap[1][0] * b->fMap[0][2] + a->fMap[1][1] * b->fMap[1][2] + a->fMap[1][2] * b->fMap[2][2];
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c->fMap[2][0] = a->fMap[2][0] * b->fMap[0][0] + a->fMap[2][1] * b->fMap[1][0] + a->fMap[2][2] * b->fMap[2][0];
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c->fMap[2][1] = a->fMap[2][0] * b->fMap[0][1] + a->fMap[2][1] * b->fMap[1][1] + a->fMap[2][2] * b->fMap[2][1];
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c->fMap[2][2] = a->fMap[2][0] * b->fMap[0][2] + a->fMap[2][1] * b->fMap[1][2] + a->fMap[2][2] * b->fMap[2][2];
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if (this != c)
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*this = *c;
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return this;
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}
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hsMatrix33 operator*(const hsMatrix33& a, const hsMatrix33& b)
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{
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hsMatrix33 c;
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(void)c.SetConcat(&a, &b);
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return c;
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}
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void hsMatrix33::Read(hsStream* s)
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{
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int i, j;
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for( i = 0; i < 3; i++ )
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{
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for( j = 0; j < 3; j++ )
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{
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fMap[i][j] = s->ReadLEScalar();
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}
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}
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}
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void hsMatrix33::Write(hsStream* s)
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{
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int i, j;
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for( i = 0; i < 3; i++ )
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{
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for( j = 0; j < 3; j++ )
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{
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s->WriteLEScalar(fMap[i][j]);
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}
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}
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}
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