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feat: sync with Whoa implementation
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19 changed files with 988 additions and 774 deletions
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@ -17,12 +17,12 @@ class C33Matrix {
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// Static functions
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static float Det(float a, float b, float c, float d);
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static C33Matrix Rotation(float angle);
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static C33Matrix Rotation(float angle, const C3Vector& axis, bool unit);
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static C33Matrix RotationAroundX(float angle);
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static C33Matrix RotationAroundY(float angle);
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static C33Matrix RotationAroundZ(float angle);
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static C33Matrix Rotation(float angle);
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static C33Matrix Rotation(float angle, const C3Vector& axis, bool unit);
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// Member variables
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float a0 = 1.0f;
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@ -38,51 +38,41 @@ class C33Matrix {
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// Member functions
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C33Matrix() = default;
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C33Matrix(const C3Vector& r0, const C3Vector& r1, const C3Vector& r2);
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C33Matrix(float a0, float a1, float a2, float b0, float b1, float b2, float c0, float c1, float c2);
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explicit C33Matrix(const C34Matrix& m);
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explicit C33Matrix(const C44Matrix& m);
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explicit C33Matrix(const C4Quaternion& rotation);
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C33Matrix(float a0, float a1, float a2, float b0, float b1, float b2, float c0, float c1, float c2);
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explicit C33Matrix(float a);
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C33Matrix Adjoint() const;
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C33Matrix AffineInverse(const C3Vector& v) const;
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C33Matrix AffineInverse(float uniformScale) const;
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C33Matrix Cofactors() const;
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float Determinant() const;
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void FromEulerAnglesZYX(float yaw, float pitch, float roll);
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void Identity();
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C33Matrix Inverse() const;
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C33Matrix Inverse(float det) const;
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void Rotate(const C4Quaternion& rotation);
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void Rotate(float angle);
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void Rotate(float angle, const C3Vector& axis, bool unit);
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void Scale(const C2Vector& scale);
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void Scale(const C3Vector& scale);
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void Scale(float scale);
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void Scale(float x, float y);
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void Scale(float x, float y, float z);
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float Trace();
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void Translate(const C2Vector& move);
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C33Matrix Transpose() const;
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void Zero();
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C33Matrix& operator+=(const C33Matrix& a);
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C33Matrix& operator-=(const C33Matrix& a);
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C33Matrix& operator*=(float a);
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C33Matrix& operator*=(const C33Matrix& a);
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C33Matrix& operator/=(float a);
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void Zero();
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void Identity();
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float Trace();
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void Scale(float scale);
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void Scale(float x, float y);
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void Scale(const C2Vector& scale);
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void Scale(float x, float y, float z);
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void Scale(const C3Vector& scale);
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void Rotate(float angle);
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void Rotate(const C4Quaternion& rotation);
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void Rotate(float angle, const C3Vector& axis, bool unit);
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void Translate(const C2Vector& move);
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C33Matrix Transpose() const;
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float Determinant() const;
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C33Matrix Cofactors() const;
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C33Matrix Adjoint() const;
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C33Matrix Inverse() const;
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C33Matrix Inverse(float det) const;
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C33Matrix AffineInverse(const C3Vector& v) const;
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C33Matrix AffineInverse(float a) const;
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bool ToEulerAnglesXYZ(float& xa_, float& ya_, float& za_);
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bool ToEulerAnglesXZY(float& xa_, float& za_, float& ya_);
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bool ToEulerAnglesYXZ(float& ya_, float& xa_, float& za_);
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bool ToEulerAnglesYZX(float& ya_, float& za_, float& xa_);
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bool ToEulerAnglesZXY(float& za_, float& xa_, float& ya_);
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bool ToEulerAnglesZYX(float& za_, float& ya_, float& xa_);
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void FromEulerAnglesXYZ(float yaw, float pitch, float roll);
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void FromEulerAnglesXZY(float yaw, float pitch, float roll);
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void FromEulerAnglesYXZ(float yaw, float pitch, float roll);
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void FromEulerAnglesYZX(float yaw, float pitch, float roll);
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void FromEulerAnglesZXY(float yaw, float pitch, float roll);
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void FromEulerAnglesZYX(float yaw, float pitch, float roll);
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};
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C33Matrix operator*(const C33Matrix& l, const C33Matrix& r);
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