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@@ -37,8 +37,10 @@ class Matrix3D |
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public:
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Matrix3D() noexcept
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{
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zeromem (mat, sizeof (mat));
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mat[0] = mat[1 + 1 * 4] = mat[2 + 2 * 4] = mat[3 + 3 * 4] = (Type) 1;
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mat[0] = (Type) 1; mat[1] = 0; mat[2] = 0; mat[3] = 0;
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mat[4] = 0; mat[5] = (Type) 1; mat[6] = 0; mat[7] = 0;
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mat[8] = 0; mat[9] = 0; mat[10] = (Type) 1; mat[11] = 0;
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mat[12] = 0; mat[13] = 0; mat[14] = 0; mat[15] = (Type) 1;
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}
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Matrix3D (const Matrix3D& other) noexcept
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@@ -70,12 +72,76 @@ public: |
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mat[12] = m03; mat[13] = m13; mat[14] = m23; mat[15] = m33;
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}
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Matrix3D (Vector3D<Type> vector) noexcept
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{
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mat[0] = (Type) 1; mat[1] = 0; mat[2] = 0; mat[3] = 0;
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mat[4] = 0; mat[5] = (Type) 1; mat[6] = 0; mat[7] = 0;
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mat[8] = 0; mat[9] = 0; mat[10] = (Type) 1; mat[11] = 0;
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mat[12] = vector.x; mat[13] = vector.y; mat[14] = vector.z; mat[15] = (Type) 1;
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}
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Matrix3D& operator= (const Matrix3D& other) noexcept
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{
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memcpy (mat, other.mat, sizeof (mat));
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return *this;
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}
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/** Returns a new matrix from the given frustrum values. */
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static Matrix3D fromFrustum (Type left, Type right, Type bottom, Type top, Type near, Type far) noexcept
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{
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return Matrix3D ((2.0f * near) / (right - left), 0.0f, 0.0f, 0.0f,
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0.0f, (2.0f * near) / (top - bottom), 0.0f, 0.0f,
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(right + left) / (right - left), (top + bottom) / (top - bottom), -(far + near) / (far - near), -1.0f,
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0.0f, 0.0f, -(2.0f * far * near) / (far - near), 0.0f);
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}
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/** Multiplies this matrix by another. */
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Matrix3D& operator*= (const Matrix3D& other) noexcept
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{
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return *this = *this * other;
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}
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/** Multiplies this matrix by another, and returns the result. */
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Matrix3D operator* (const Matrix3D& other) const noexcept
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{
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const Type* const m2 = other.mat;
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return Matrix3D (mat[0] * m2[0] + mat[4] * m2[1] + mat[8] * m2[2] + mat[12] * m2[3],
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mat[1] * m2[0] + mat[5] * m2[1] + mat[9] * m2[2] + mat[13] * m2[3],
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mat[2] * m2[0] + mat[6] * m2[1] + mat[10] * m2[2] + mat[14] * m2[3],
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mat[3] * m2[0] + mat[7] * m2[1] + mat[11] * m2[2] + mat[15] * m2[3],
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mat[0] * m2[4] + mat[4] * m2[5] + mat[8] * m2[6] + mat[12] * m2[7],
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mat[1] * m2[4] + mat[5] * m2[5] + mat[9] * m2[6] + mat[13] * m2[7],
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mat[2] * m2[4] + mat[6] * m2[5] + mat[10] * m2[6] + mat[14] * m2[7],
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mat[3] * m2[4] + mat[7] * m2[5] + mat[11] * m2[6] + mat[15] * m2[7],
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mat[0] * m2[8] + mat[4] * m2[9] + mat[8] * m2[10] + mat[12] * m2[11],
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mat[1] * m2[8] + mat[5] * m2[9] + mat[9] * m2[10] + mat[13] * m2[11],
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mat[2] * m2[8] + mat[6] * m2[9] + mat[10] * m2[10] + mat[14] * m2[11],
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mat[3] * m2[8] + mat[7] * m2[9] + mat[11] * m2[10] + mat[15] * m2[11],
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mat[0] * m2[12] + mat[4] * m2[13] + mat[8] * m2[14] + mat[12] * m2[15],
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mat[1] * m2[12] + mat[5] * m2[13] + mat[9] * m2[14] + mat[13] * m2[15],
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mat[2] * m2[12] + mat[6] * m2[13] + mat[10] * m2[14] + mat[14] * m2[15],
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mat[3] * m2[12] + mat[7] * m2[13] + mat[11] * m2[14] + mat[15] * m2[15]);
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}
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/** Returns a copy of this matrix after rotation through the Y, X and then Z angles
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specified by the vector.
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*/
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Matrix3D rotated (Vector3D<Type> eulerAngleRadians) const noexcept
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{
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const Type cx = std::cos (eulerAngleRadians.x);
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const Type sx = std::sin (eulerAngleRadians.x);
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const Type cy = std::cos (eulerAngleRadians.y);
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const Type sy = std::sin (eulerAngleRadians.y);
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const Type cz = std::cos (eulerAngleRadians.z);
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const Type sz = std::sin (eulerAngleRadians.z);
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return Matrix3D ((cy * cz) + (sx * sy * sz), cx * sz, (cy * sx * sz) - (cz * sy), 0.0f,
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(cz * sx * sy) - (cy * sz), cx * cz, (cy * cz * sx) + (sy * sz), 0.0f,
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cx * sy, -sx, cx * cy, 0.0f,
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0.0f, 0.0f, 0.0f, 1.0f);
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}
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#if JUCE_USE_OPENGL_FIXED_FUNCTION
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/** Multiplies the active OpenGL context's matrix by this one. */
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void applyToOpenGL() const noexcept
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