mirror of
https://git.suyu.dev/suyu/suyu
synced 2024-12-24 10:23:01 -06:00
Common: Remove unused cruft from math_util, and remove a duplicated Rect class in common_types.
This commit is contained in:
parent
e83bc5b7ee
commit
a31fd7f86b
4 changed files with 3 additions and 409 deletions
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@ -9,7 +9,6 @@ set(SRCS
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logging/filter.cpp
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logging/text_formatter.cpp
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logging/backend.cpp
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math_util.cpp
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memory_util.cpp
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misc.cpp
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profiler.cpp
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@ -87,29 +87,3 @@ protected:
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NonCopyable(NonCopyable&) = delete;
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NonCopyable& operator=(NonCopyable&) = delete;
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};
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namespace Common {
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/// Rectangle data structure
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class Rect {
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public:
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Rect(int x0=0, int y0=0, int x1=0, int y1=0) {
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x0_ = x0;
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y0_ = y0;
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x1_ = x1;
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y1_ = y1;
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}
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~Rect() { }
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int x0_; ///< Rect top left X-coordinate
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int y0_; ///< Rect top left Y-coordinate
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int x1_; ///< Rect bottom left X-coordinate
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int y1_; ///< Rect bottom right Y-coordinate
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inline u32 width() const { return std::abs(x1_ - x0_); }
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inline u32 height() const { return std::abs(y1_ - y0_); }
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inline bool operator == (const Rect& val) const {
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return (x0_ == val.x0_ && y0_ == val.y0_ && x1_ == val.x1_ && y1_ == val.y1_);
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}
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};
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}
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@ -1,211 +0,0 @@
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// Copyright 2013 Dolphin Emulator Project / 2014 Citra Emulator Project
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// Licensed under GPLv2 or any later version
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// Refer to the license.txt file included.
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#include <cstring>
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#include <numeric> // Necessary on OS X, but not Linux
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#include "common/common_types.h"
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#include "common/math_util.h"
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namespace MathUtil
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{
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u32 ClassifyDouble(double dvalue)
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{
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// TODO: Optimize the below to be as fast as possible.
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IntDouble value;
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value.d = dvalue;
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u64 sign = value.i & DOUBLE_SIGN;
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u64 exp = value.i & DOUBLE_EXP;
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if (exp > DOUBLE_ZERO && exp < DOUBLE_EXP)
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{
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// Nice normalized number.
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return sign ? PPC_FPCLASS_NN : PPC_FPCLASS_PN;
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}
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else
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{
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u64 mantissa = value.i & DOUBLE_FRAC;
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if (mantissa)
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{
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if (exp)
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{
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return PPC_FPCLASS_QNAN;
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}
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else
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{
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// Denormalized number.
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return sign ? PPC_FPCLASS_ND : PPC_FPCLASS_PD;
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}
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}
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else if (exp)
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{
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//Infinite
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return sign ? PPC_FPCLASS_NINF : PPC_FPCLASS_PINF;
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}
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else
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{
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//Zero
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return sign ? PPC_FPCLASS_NZ : PPC_FPCLASS_PZ;
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}
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}
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}
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u32 ClassifyFloat(float fvalue)
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{
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// TODO: Optimize the below to be as fast as possible.
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IntFloat value;
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value.f = fvalue;
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u32 sign = value.i & FLOAT_SIGN;
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u32 exp = value.i & FLOAT_EXP;
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if (exp > FLOAT_ZERO && exp < FLOAT_EXP)
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{
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// Nice normalized number.
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return sign ? PPC_FPCLASS_NN : PPC_FPCLASS_PN;
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}
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else
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{
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u32 mantissa = value.i & FLOAT_FRAC;
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if (mantissa)
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{
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if (exp)
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{
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return PPC_FPCLASS_QNAN; // Quiet NAN
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}
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else
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{
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// Denormalized number.
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return sign ? PPC_FPCLASS_ND : PPC_FPCLASS_PD;
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}
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}
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else if (exp)
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{
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// Infinite
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return sign ? PPC_FPCLASS_NINF : PPC_FPCLASS_PINF;
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}
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else
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{
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//Zero
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return sign ? PPC_FPCLASS_NZ : PPC_FPCLASS_PZ;
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}
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}
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}
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} // namespace
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inline void MatrixMul(int n, const float *a, const float *b, float *result)
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{
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for (int i = 0; i < n; ++i)
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{
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for (int j = 0; j < n; ++j)
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{
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float temp = 0;
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for (int k = 0; k < n; ++k)
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{
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temp += a[i * n + k] * b[k * n + j];
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}
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result[i * n + j] = temp;
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}
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}
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}
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// Calculate sum of a float list
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float MathFloatVectorSum(const std::vector<float>& Vec)
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{
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return std::accumulate(Vec.begin(), Vec.end(), 0.0f);
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}
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void Matrix33::LoadIdentity(Matrix33 &mtx)
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{
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memset(mtx.data, 0, sizeof(mtx.data));
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mtx.data[0] = 1.0f;
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mtx.data[4] = 1.0f;
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mtx.data[8] = 1.0f;
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}
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void Matrix33::RotateX(Matrix33 &mtx, float rad)
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{
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float s = sin(rad);
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float c = cos(rad);
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memset(mtx.data, 0, sizeof(mtx.data));
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mtx.data[0] = 1;
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mtx.data[4] = c;
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mtx.data[5] = -s;
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mtx.data[7] = s;
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mtx.data[8] = c;
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}
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void Matrix33::RotateY(Matrix33 &mtx, float rad)
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{
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float s = sin(rad);
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float c = cos(rad);
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memset(mtx.data, 0, sizeof(mtx.data));
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mtx.data[0] = c;
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mtx.data[2] = s;
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mtx.data[4] = 1;
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mtx.data[6] = -s;
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mtx.data[8] = c;
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}
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void Matrix33::Multiply(const Matrix33 &a, const Matrix33 &b, Matrix33 &result)
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{
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MatrixMul(3, a.data, b.data, result.data);
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}
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void Matrix33::Multiply(const Matrix33 &a, const float vec[3], float result[3])
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{
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for (int i = 0; i < 3; ++i) {
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result[i] = 0;
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for (int k = 0; k < 3; ++k) {
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result[i] += a.data[i * 3 + k] * vec[k];
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}
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}
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}
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void Matrix44::LoadIdentity(Matrix44 &mtx)
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{
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memset(mtx.data, 0, sizeof(mtx.data));
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mtx.data[0] = 1.0f;
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mtx.data[5] = 1.0f;
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mtx.data[10] = 1.0f;
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mtx.data[15] = 1.0f;
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}
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void Matrix44::LoadMatrix33(Matrix44 &mtx, const Matrix33 &m33)
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{
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for (int i = 0; i < 3; ++i)
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{
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for (int j = 0; j < 3; ++j)
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{
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mtx.data[i * 4 + j] = m33.data[i * 3 + j];
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}
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}
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for (int i = 0; i < 3; ++i)
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{
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mtx.data[i * 4 + 3] = 0;
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mtx.data[i + 12] = 0;
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}
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mtx.data[15] = 1.0f;
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}
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void Matrix44::Set(Matrix44 &mtx, const float mtxArray[16])
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{
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for(int i = 0; i < 16; ++i) {
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mtx.data[i] = mtxArray[i];
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}
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}
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void Matrix44::Translate(Matrix44 &mtx, const float vec[3])
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{
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LoadIdentity(mtx);
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mtx.data[3] = vec[0];
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mtx.data[7] = vec[1];
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mtx.data[11] = vec[2];
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}
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void Matrix44::Multiply(const Matrix44 &a, const Matrix44 &b, Matrix44 &result)
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{
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MatrixMul(4, a.data, b.data, result.data);
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}
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@ -4,11 +4,9 @@
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#pragma once
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#include "common/common_types.h"
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#include <algorithm>
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#include <cstdlib>
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#include <type_traits>
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#include <vector>
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namespace MathUtil
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{
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@ -19,83 +17,6 @@ inline T Clamp(const T val, const T& min, const T& max)
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return std::max(min, std::min(max, val));
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}
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static const u64 DOUBLE_SIGN = 0x8000000000000000ULL,
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DOUBLE_EXP = 0x7FF0000000000000ULL,
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DOUBLE_FRAC = 0x000FFFFFFFFFFFFFULL,
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DOUBLE_ZERO = 0x0000000000000000ULL;
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static const u32 FLOAT_SIGN = 0x80000000,
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FLOAT_EXP = 0x7F800000,
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FLOAT_FRAC = 0x007FFFFF,
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FLOAT_ZERO = 0x00000000;
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union IntDouble {
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double d;
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u64 i;
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};
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union IntFloat {
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float f;
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u32 i;
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};
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inline bool IsNAN(double d)
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{
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IntDouble x; x.d = d;
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return ( ((x.i & DOUBLE_EXP) == DOUBLE_EXP) &&
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((x.i & DOUBLE_FRAC) != DOUBLE_ZERO) );
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}
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inline bool IsQNAN(double d)
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{
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IntDouble x; x.d = d;
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return ( ((x.i & DOUBLE_EXP) == DOUBLE_EXP) &&
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((x.i & 0x0007fffffffffffULL) == 0x000000000000000ULL) &&
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((x.i & 0x000800000000000ULL) == 0x000800000000000ULL) );
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}
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inline bool IsSNAN(double d)
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{
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IntDouble x; x.d = d;
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return( ((x.i & DOUBLE_EXP) == DOUBLE_EXP) &&
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((x.i & DOUBLE_FRAC) != DOUBLE_ZERO) &&
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((x.i & 0x0008000000000000ULL) == DOUBLE_ZERO) );
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}
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inline float FlushToZero(float f)
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{
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IntFloat x; x.f = f;
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if ((x.i & FLOAT_EXP) == 0)
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x.i &= FLOAT_SIGN; // turn into signed zero
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return x.f;
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}
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inline double FlushToZeroAsFloat(double d)
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{
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IntDouble x; x.d = d;
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if ((x.i & DOUBLE_EXP) < 0x3800000000000000ULL)
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x.i &= DOUBLE_SIGN; // turn into signed zero
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return x.d;
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}
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enum PPCFpClass
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{
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PPC_FPCLASS_QNAN = 0x11,
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PPC_FPCLASS_NINF = 0x9,
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PPC_FPCLASS_NN = 0x8,
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PPC_FPCLASS_ND = 0x18,
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PPC_FPCLASS_NZ = 0x12,
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PPC_FPCLASS_PZ = 0x2,
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PPC_FPCLASS_PD = 0x14,
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PPC_FPCLASS_PN = 0x4,
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PPC_FPCLASS_PINF = 0x5,
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};
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// Uses PowerPC conventions for the return value, so it can be easily
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// used directly in CPU emulation.
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u32 ClassifyDouble(double dvalue);
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// More efficient float version.
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u32 ClassifyFloat(float fvalue);
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template<class T>
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struct Rectangle
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{
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T right;
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T bottom;
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Rectangle()
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{ }
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Rectangle() {}
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Rectangle(T theLeft, T theTop, T theRight, T theBottom)
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: left(theLeft), top(theTop), right(theRight), bottom(theBottom)
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{ }
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bool operator==(const Rectangle& r) { return left==r.left && top==r.top && right==r.right && bottom==r.bottom; }
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Rectangle(T left, T top, T right, T bottom) : left(left), top(top), right(right), bottom(bottom) {}
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T GetWidth() const { return std::abs(static_cast<typename std::make_signed<T>::type>(right - left)); }
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T GetHeight() const { return std::abs(static_cast<typename std::make_signed<T>::type>(bottom - top)); }
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// If the rectangle is in a coordinate system with a lower-left origin, use
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// this Clamp.
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void ClampLL(T x1, T y1, T x2, T y2)
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{
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if (left < x1) left = x1;
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if (right > x2) right = x2;
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if (top > y1) top = y1;
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if (bottom < y2) bottom = y2;
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}
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// If the rectangle is in a coordinate system with an upper-left origin,
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// use this Clamp.
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void ClampUL(T x1, T y1, T x2, T y2)
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{
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if (left < x1) left = x1;
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if (right > x2) right = x2;
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if (top < y1) top = y1;
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if (bottom > y2) bottom = y2;
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}
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};
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} // namespace MathUtil
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inline float pow2f(float x) {return x * x;}
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inline double pow2(double x) {return x * x;}
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float MathFloatVectorSum(const std::vector<float>&);
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#define ROUND_UP(x, a) (((x) + (a) - 1) & ~((a) - 1))
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#define ROUND_DOWN(x, a) ((x) & ~((a) - 1))
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// Rounds down. 0 -> undefined
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inline u64 Log2(u64 val)
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{
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#if defined(__GNUC__)
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return 63 - __builtin_clzll(val);
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#elif defined(_MSC_VER) && defined(_M_X64)
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unsigned long result = -1;
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_BitScanReverse64(&result, val);
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return result;
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#else
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u64 result = -1;
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while (val != 0)
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{
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val >>= 1;
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++result;
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}
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return result;
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#endif
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}
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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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class Matrix33
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{
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public:
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static void LoadIdentity(Matrix33 &mtx);
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// set mtx to be a rotation matrix around the x axis
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static void RotateX(Matrix33 &mtx, float rad);
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// set mtx to be a rotation matrix around the y axis
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static void RotateY(Matrix33 &mtx, float rad);
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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 float vec[3], float result[3]);
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float data[9];
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};
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class Matrix44
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{
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public:
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static void LoadIdentity(Matrix44 &mtx);
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static void LoadMatrix33(Matrix44 &mtx, const Matrix33 &m33);
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static void Set(Matrix44 &mtx, const float mtxArray[16]);
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static void Translate(Matrix44 &mtx, const float vec[3]);
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static void Multiply(const Matrix44 &a, const Matrix44 &b, Matrix44 &result);
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float data[16];
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};
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