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@ -27,14 +27,15 @@ compose_matrix(FLOATNAME(LMatrix3) &mat,
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const FLOATNAME(LVecBase3) &hpr,
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CoordinateSystem cs) {
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// temp_hpr_fix blocks use the correct way. need to keep other way as default until
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// legacy tools are fixed to work with correct way
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// temp_hpr_fix blocks use the correct way. need to keep other way
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// as default until legacy tools are fixed to work with correct way
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if (temp_hpr_fix) {
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mat.scale_multiply(scale,
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FLOATNAME(LMatrix3)::rotate_mat_normaxis(hpr[2], FLOATNAME(LVector3)::forward(cs), cs) *
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FLOATNAME(LMatrix3)::rotate_mat_normaxis(hpr[1], FLOATNAME(LVector3)::right(cs), cs) *
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FLOATNAME(LMatrix3)::rotate_mat_normaxis(hpr[0], FLOATNAME(LVector3)::up(cs), cs));
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} else {
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mat.scale_multiply(scale,
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FLOATNAME(LMatrix3)::rotate_mat_normaxis(hpr[1], FLOATNAME(LVector3)::right(cs), cs) *
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@ -523,6 +524,11 @@ decompose_matrix(const FLOATNAME(LMatrix3) &mat,
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cs = default_coordinate_system;
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}
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if (linmath_cat.is_debug()) {
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linmath_cat.debug()
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<< "decomposing " << mat << " via cs " << cs << "\n";
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}
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// Extract the rotation and scale, according to the coordinate
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// system of choice.
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bool bMatHasNoShear,bIsLeftHandedMat;
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@ -550,11 +556,11 @@ decompose_matrix(const FLOATNAME(LMatrix3) &mat,
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new_mat._m.m._12 = -new_mat._m.m._12;
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new_mat._m.m._20 = -new_mat._m.m._20;
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new_mat._m.m._21 = -new_mat._m.m._21;
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/*
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/*
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FLOATNAME(LMatrix3) lm(mat(0, 0), mat(0, 1), -mat(0, 2),
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mat(1, 0), mat(1, 1), -mat(1, 2),
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-mat(2, 0), -mat(2, 1), mat(2, 2));
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*/
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*/
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unwind_zup_rotation(new_mat, hpr);
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bIsLeftHandedMat = true;
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}
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@ -566,11 +572,11 @@ decompose_matrix(const FLOATNAME(LMatrix3) &mat,
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new_mat._m.m._12 = -new_mat._m.m._12;
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new_mat._m.m._20 = -new_mat._m.m._20;
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new_mat._m.m._21 = -new_mat._m.m._21;
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/*
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/*
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FLOATNAME(LMatrix3) lm(mat(0, 0), mat(0, 1), -mat(0, 2),
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mat(1, 0), mat(1, 1), -mat(1, 2),
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-mat(2, 0), -mat(2, 1), mat(2, 2));
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*/
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*/
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unwind_yup_rotation(new_mat, hpr);
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bIsLeftHandedMat = true;
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}
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@ -582,6 +588,11 @@ decompose_matrix(const FLOATNAME(LMatrix3) &mat,
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return false;
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}
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if (linmath_cat.is_debug()) {
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linmath_cat.debug()
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<< "after unwind, mat is " << new_mat << "\n";
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}
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scale[2] = new_mat._m.m._22;
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if(bIsLeftHandedMat) {
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scale[0] = -new_mat._m.m._00;
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@ -649,11 +660,11 @@ decompose_matrix(const FLOATNAME(LMatrix3) &mat,
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new_mat._m.m._12 = -new_mat._m.m._12;
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new_mat._m.m._20 = -new_mat._m.m._20;
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new_mat._m.m._21 = -new_mat._m.m._21;
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/*
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/*
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FLOATNAME(LMatrix3) lm(mat(0, 0), mat(0, 1), -mat(0, 2),
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mat(1, 0), mat(1, 1), -mat(1, 2),
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-mat(2, 0), -mat(2, 1), mat(2, 2));
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*/
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*/
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unwind_zup_rotation(new_mat, hpr, roll);
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bIsLeftHandedMat = true;
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}
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@ -665,11 +676,11 @@ decompose_matrix(const FLOATNAME(LMatrix3) &mat,
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new_mat._m.m._12 = -new_mat._m.m._12;
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new_mat._m.m._20 = -new_mat._m.m._20;
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new_mat._m.m._21 = -new_mat._m.m._21;
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/*
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/*
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FLOATNAME(LMatrix3) lm(mat(0, 0), mat(0, 1), -mat(0, 2),
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mat(1, 0), mat(1, 1), -mat(1, 2),
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-mat(2, 0), -mat(2, 1), mat(2, 2));
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*/
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*/
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unwind_yup_rotation(new_mat, hpr, roll);
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bIsLeftHandedMat = true;
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}
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