Completed touch interface
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2b19a3eaba
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@ -15,12 +15,6 @@ bool Environment::rightPressed = false;
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bool Environment::upPressed = false;
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bool Environment::downPressed = false;
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Vector3f Environment::cameraShift = {0, 0, 0};
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Vector3f Environment::characterPos = {0, 0, 0};
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float Environment::cameraPhi = 0.f;
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float Environment::cameraAlpha = 0.3*M_PI / 2.0;
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bool Environment::settings_inverseVertical = false;
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SDL_Window* Environment::window = nullptr;
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@ -29,6 +23,13 @@ bool Environment::showMouse = false;
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bool Environment::exitGameLoop = false;
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Matrix3f Environment::shipMatrix = Matrix3f::Identity();
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bool Environment::tapDownHold = false;
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Vector2f Environment::tapDownStartPos = { 0, 0 };
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Vector2f Environment::tapDownCurrentPos = { 0, 0 };
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} // namespace ZL
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@ -19,21 +19,21 @@ public:
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static bool upPressed;
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static bool downPressed;
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static Vector3f cameraShift;
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static Vector3f characterPos;
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static float cameraPhi;
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static float cameraAlpha;
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static bool settings_inverseVertical;
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static Matrix3f shipMatrix;
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static SDL_Window* window;
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static bool showMouse;
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static bool exitGameLoop;
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static bool tapDownHold;
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static Vector2f tapDownStartPos;
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static Vector2f tapDownCurrentPos;
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};
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} // namespace ZL
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76
Game.cpp
76
Game.cpp
@ -61,7 +61,7 @@ void Game::setup() {
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});
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cubemap.data = ZL::CreateCubemap(1000);
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cubemap.data = ZL::CreateCubemap(500);
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cubemap.RefreshVBO();
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//Load texture
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@ -99,6 +99,7 @@ void Game::drawScene() {
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1, 1000);
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renderer.PushMatrix();
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renderer.LoadIdentity();
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renderer.RotateMatrix(Environment::shipMatrix);
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CheckGlError();
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@ -127,9 +128,9 @@ void Game::drawScene() {
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renderer.PushMatrix();
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renderer.LoadIdentity();
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renderer.TranslateMatrix({ 0,0, -1.0f*Environment::zoom });
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renderer.RotateMatrix(QuatFromRotateAroundX(M_PI/6.0));
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//renderer.RotateMatrix(QuatFromRotateAroundX(Environment::cameraAlpha));
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//renderer.RotateMatrix(Environment::shipMatrix);
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renderer.TranslateMatrix({ 0,0, -1.0f * Environment::zoom });
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glBindTexture(GL_TEXTURE_2D, spaceshipTexture->getTexID());
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renderer.DrawVertexRenderStruct(spaceship);
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@ -158,8 +159,38 @@ void Game::processTickCount() {
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//gameObjects.updateScene(delta);
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Environment::cameraAlpha = Environment::cameraAlpha + delta * M_PI / 10000.f;
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if (Environment::tapDownHold) {
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float diffx = Environment::tapDownCurrentPos.v[0] - Environment::tapDownStartPos.v[0];
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float diffy = Environment::tapDownCurrentPos.v[1] - Environment::tapDownStartPos.v[1];
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if (abs(diffy) > 5.0 || abs(diffx) > 5.0) //threshold
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{
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float rotationPower = sqrtf(diffx * diffx + diffy * diffy);
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std::cout << rotationPower << std::endl;
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float deltaAlpha = rotationPower * delta * M_PI / 500000.f;
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Vector3f rotationDirection = { -diffy, -diffx, 0 };
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rotationDirection = rotationDirection.normalized();
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Vector4f rotateQuat = {
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rotationDirection.v[0] * sin(deltaAlpha * 0.5f),
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rotationDirection.v[1] * sin(deltaAlpha * 0.5f),
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rotationDirection.v[2] * sin(deltaAlpha * 0.5f),
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cos(deltaAlpha * 0.5f) };
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Matrix3f rotateMat = QuatToMatrix(rotateQuat);
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Environment::shipMatrix = MultMatrixMatrix(rotateMat, Environment::shipMatrix);
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}
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}
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lastTickCount = newTickCount;
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}
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}
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@ -176,13 +207,34 @@ void Game::render() {
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SDL_GL_SwapWindow(ZL::Environment::window);
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}
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void Game::update() {
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SDL_Event event;
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while (SDL_PollEvent(&event)) {
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if (event.type == SDL_QUIT) {
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Environment::exitGameLoop = true;
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}
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else if (event.type == SDL_MOUSEBUTTONDOWN) {
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// 1. Îáðàáîòêà íàæàòèÿ êíîïêè ìûøè
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Environment::tapDownHold = true;
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// Êîîðäèíàòû íà÷àëüíîãî íàæàòèÿ
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Environment::tapDownStartPos.v[0] = event.button.x;
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Environment::tapDownStartPos.v[1] = event.button.y;
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// Íà÷àëüíàÿ ïîçèöèÿ òàêæå ñòàíîâèòñÿ òåêóùåé
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Environment::tapDownCurrentPos.v[0] = event.button.x;
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Environment::tapDownCurrentPos.v[1] = event.button.y;
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}
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else if (event.type == SDL_MOUSEBUTTONUP) {
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// 2. Îáðàáîòêà îòïóñêàíèÿ êíîïêè ìûøè
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Environment::tapDownHold = false;
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}
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else if (event.type == SDL_MOUSEMOTION) {
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// 3. Îáðàáîòêà ïåðåìåùåíèÿ ìûøè
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if (Environment::tapDownHold) {
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// Îáíîâëåíèå òåêóùåé ïîçèöèè, åñëè êíîïêà óäåðæèâàåòñÿ
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Environment::tapDownCurrentPos.v[0] = event.motion.x;
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Environment::tapDownCurrentPos.v[1] = event.motion.y;
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}
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}
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else if (event.type == SDL_MOUSEWHEEL) {
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static const float zoomstep = 2.0f;
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@ -195,15 +247,7 @@ void Game::update() {
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if (Environment::zoom < zoomstep) {
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Environment::zoom = zoomstep;
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}
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/*if (Environment::zoom > 4) {
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Environment::zoom = 4;
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}*/
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//this->modelMeshRender.data.Scale(0.5);
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//this->modelMeshRender.RefreshVBO();
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}
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}
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render();
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}
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11
Math.cpp
11
Math.cpp
@ -655,6 +655,17 @@ namespace ZL {
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return r;
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}
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Vector3f MultMatrixVector(Matrix3f mt, Vector3f v)
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{
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Vector3f r;
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r.v[0] = v.v[0] * mt.m[0] + v.v[1] * mt.m[3] + v.v[2] * mt.m[6];
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r.v[1] = v.v[0] * mt.m[1] + v.v[1] * mt.m[4] + v.v[2] * mt.m[7];
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r.v[2] = v.v[0] * mt.m[2] + v.v[1] * mt.m[5] + v.v[2] * mt.m[8];
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return r;
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}
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Vector4f slerp(const Vector4f& q1, const Vector4f& q2, float t)
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{
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const float epsilon = 1e-6f;
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14
Math.h
14
Math.h
@ -31,8 +31,21 @@ namespace ZL {
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struct Vector3f
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{
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std::array<float, 3> v = { 0.f, 0.f, 0.f };
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Vector3f normalized() const {
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double norm = std::sqrt(v[0] * v[0] + v[1] * v[1] + v[2] * v[2]);
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Vector3f r;
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r.v[0] = v[0] / norm;
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r.v[1] = v[1] / norm;
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r.v[2] = v[2] / norm;
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return r;
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}
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};
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struct Vector2f
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{
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std::array<float, 2> v = {0.f, 0.f};
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@ -99,6 +112,7 @@ namespace ZL {
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Vector3f MultVectorMatrix(Vector3f v, Matrix3f mt);
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Vector4f MultVectorMatrix(Vector4f v, Matrix4f mt);
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Vector4f MultMatrixVector(Matrix4f mt, Vector4f v);
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Vector3f MultMatrixVector(Matrix3f mt, Vector3f v);
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Vector4f slerp(const Vector4f& q1, const Vector4f& q2, float t);
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Matrix3f InverseMatrix(const Matrix3f& m);
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29
Renderer.cpp
29
Renderer.cpp
@ -603,6 +603,35 @@ namespace ZL {
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SetMatrix();
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}
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void Renderer::RotateMatrix(const Matrix3f& m3)
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{
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Matrix4f m = Matrix4f::Identity();
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m.m[0] = m3.m[0];
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m.m[1] = m3.m[1];
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m.m[2] = m3.m[2];
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m.m[4] = m3.m[3];
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m.m[5] = m3.m[4];
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m.m[6] = m3.m[5];
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m.m[8] = m3.m[6];
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m.m[9] = m3.m[7];
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m.m[10] = m3.m[8];
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m = ModelviewMatrixStack.top() * m;
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if (ModelviewMatrixStack.size() == 0)
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{
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throw std::runtime_error("Modelview matrix stack underflow!!!!");
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}
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ModelviewMatrixStack.pop();
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ModelviewMatrixStack.push(m);
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SetMatrix();
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}
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void Renderer::PushSpecialMatrix(const Matrix4f& m)
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{
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if (ModelviewMatrixStack.size() > 64)
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@ -102,6 +102,7 @@ namespace ZL {
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void ScaleMatrix(float scale);
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void ScaleMatrix(const Vector3f& scale);
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void RotateMatrix(const Vector4f& q);
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void RotateMatrix(const Matrix3f& m3);
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void PushSpecialMatrix(const Matrix4f& m);
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void PopMatrix();
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