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//
========= Copyright Valve Corporation, All rights reserved. ============//
//
//
Purpose:
//
//
$NoKeywords: $
//
//
=============================================================================//
#
if
!defined(_STATIC_LINKED) || defined(_SHARED_LIB)
#
include
"
basetypes.h
"
#
include
"
mathlib/vmatrix.h
"
#
include
"
mathlib/mathlib.h
"
#
include
<
string.h
>
#
include
"
mathlib/vector4d.h
"
#
include
"
tier0/dbg.h
"
//
memdbgon must be the last include file in a .cpp file!!!
#
include
"
tier0/memdbgon.h
"
#
pragma
warning (disable : 4700)
//
local variable 'x' used without having been initialized
//
------------------------------------------------------------------------------------------- //
//
Helper functions.
//
------------------------------------------------------------------------------------------- //
#
ifndef
VECTOR_NO_SLOW_OPERATIONS
VMatrix
SetupMatrixIdentity
()
{
return
VMatrix
(
1
.
0f
,
0
.
0f
,
0
.
0f
,
0
.
0f
,
0
.
0f
,
1
.
0f
,
0
.
0f
,
0
.
0f
,
0
.
0f
,
0
.
0f
,
1
.
0f
,
0
.
0f
,
0
.
0f
,
0
.
0f
,
0
.
0f
,
1
.
0f
);
}
VMatrix
SetupMatrixTranslation
(
const
Vector &vTranslation)
{
return
VMatrix
(
1
.
0f
,
0
.
0f
,
0
.
0f
, vTranslation.
x
,
0
.
0f
,
1
.
0f
,
0
.
0f
, vTranslation.
y
,
0
.
0f
,
0
.
0f
,
1
.
0f
, vTranslation.
z
,
0
.
0f
,
0
.
0f
,
0
.
0f
,
1
.
0f
);
}
VMatrix
SetupMatrixScale
(
const
Vector &vScale)
{
return
VMatrix
(
vScale.
x
,
0
.
0f
,
0
.
0f
,
0
.
0f
,
0
.
0f
, vScale.
y
,
0
.
0f
,
0
.
0f
,
0
.
0f
,
0
.
0f
, vScale.
z
,
0
.
0f
,
0
.
0f
,
0
.
0f
,
0
.
0f
,
1
.
0f
);
}
VMatrix
SetupMatrixReflection
(
const
VPlane &thePlane)
{
VMatrix
mReflect
,
mBack
,
mForward
;
Vector vOrigin, N;
N = thePlane.
m_Normal
;
mReflect
.
Init
(
-
2
.
0f
*N.
x
*N.
x
+
1
.
0f
, -
2
.
0f
*N.
x
*N.
y
, -
2
.
0f
*N.
x
*N.
z
,
0
.
0f
,
-
2
.
0f
*N.
y
*N.
x
, -
2
.
0f
*N.
y
*N.
y
+
1
.
0f
, -
2
.
0f
*N.
y
*N.
z
,
0
.
0f
,
-
2
.
0f
*N.
z
*N.
x
, -
2
.
0f
*N.
z
*N.
y
, -
2
.
0f
*N.
z
*N.
z
+
1
.
0f
,
0
.
0f
,
0
.
0f
,
0
.
0f
,
0
.
0f
,
1
.
0f
);
vOrigin = thePlane.
GetPointOnPlane
();
mBack
.
Identity
();
mBack
.
SetTranslation
(-vOrigin);
mForward
.
Identity
();
mForward
.
SetTranslation
(vOrigin);
//
(multiplied in reverse order, so it translates to the origin point,
//
reflects, and translates back).
return
mForward
*
mReflect
*
mBack
;
}
VMatrix
SetupMatrixProjection
(
const
Vector &vOrigin,
const
VPlane &thePlane)
{
vec_t
dot;
VMatrix
mRet
;
#
define
PN
thePlane.m_Normal
#
define
PD
thePlane.m_Dist;
dot =
PN
[
0
]*vOrigin.
x
+
PN
[
1
]*vOrigin.
y
+
PN
[
2
]*vOrigin.
z
-
PD
;
mRet
.
m
[
0
][
0
] = dot - vOrigin.
x
*
PN
[
0
];
mRet
.
m
[
0
][
1
] = -vOrigin.
x
*
PN
[
1
];
mRet
.
m
[
0
][
2
] = -vOrigin.
x
*
PN
[
2
];
mRet
.
m
[
0
][
3
] = -vOrigin.
x
* -
PD
;
mRet
.
m
[
1
][
0
] = -vOrigin.
y
*
PN
[
0
];
mRet
.
m
[
1
][
1
] = dot - vOrigin.
y
*
PN
[
1
];
mRet
.
m
[
1
][
2
] = -vOrigin.
y
*
PN
[
2
];
mRet
.
m
[
1
][
3
] = -vOrigin.
y
* -
PD
;
mRet
.
m
[
2
][
0
] = -vOrigin.
z
*
PN
[
0
];
mRet
.
m
[
2
][
1
] = -vOrigin.
z
*
PN
[
1
];
mRet
.
m
[
2
][
2
] = dot - vOrigin.
z
*
PN
[
2
];
mRet
.
m
[
2
][
3
] = -vOrigin.
z
* -
PD
;
mRet
.
m
[
3
][
0
] = -
PN
[
0
];
mRet
.
m
[
3
][
1
] = -
PN
[
1
];
mRet
.
m
[
3
][
2
] = -
PN
[
2
];
mRet
.
m
[
3
][
3
] = dot +
PD
;
#
undef
PN
#
undef
PD
return
mRet
;
}
VMatrix
SetupMatrixAxisRot
(
const
Vector &vAxis,
vec_t
fDegrees
)
{
vec_t
s, c, t;
vec_t
tx, ty, tz;
vec_t
sx, sy, sz;
vec_t
fRadians
;
fRadians
=
fDegrees
* (
M_PI
/
180
.
0f
);
s = (
vec_t
)
sin
(
fRadians
);
c = (
vec_t
)
cos
(
fRadians
);
t =
1
.
0f
- c;
tx = t * vAxis.
x
; ty = t * vAxis.
y
; tz = t * vAxis.
z
;
sx = s * vAxis.
x
; sy = s * vAxis.
y
; sz = s * vAxis.
z
;
return
VMatrix
(
tx*vAxis.
x
+ c, tx*vAxis.
y
- sz, tx*vAxis.
z
+ sy,
0
.
0f
,
tx*vAxis.
y
+ sz, ty*vAxis.
y
+ c, ty*vAxis.
z
- sx,
0
.
0f
,
tx*vAxis.
z
- sy, ty*vAxis.
z
+ sx, tz*vAxis.
z
+ c,
0
.
0f
,
0
.
0f
,
0
.
0f
,
0
.
0f
,
1
.
0f
);
}
VMatrix
SetupMatrixAngles
(
const
QAngle &vAngles)
{
VMatrix
mRet
;
MatrixFromAngles
( vAngles,
mRet
);
return
mRet
;
}
VMatrix
SetupMatrixOrgAngles
(
const
Vector &origin,
const
QAngle &vAngles)
{
VMatrix
mRet
;
mRet
.
SetupMatrixOrgAngles
( origin, vAngles );
return
mRet
;
}
#
endif
//
VECTOR_NO_SLOW_OPERATIONS
bool
PlaneIntersection
(
const
VPlane &vp1,
const
VPlane &vp2,
const
VPlane &vp3, Vector &vOut )
{
VMatrix
mMat
,
mInverse
;
mMat
.
Init
(
vp1.
m_Normal
.
x
, vp1.
m_Normal
.
y
, vp1.
m_Normal
.
z
, -vp1.
m_Dist
,
vp2.
m_Normal
.
x
, vp2.
m_Normal
.
y
, vp2.
m_Normal
.
z
, -vp2.
m_Dist
,
vp3.
m_Normal
.
x
, vp3.
m_Normal
.
y
, vp3.
m_Normal
.
z
, -vp3.
m_Dist
,
0
.
0f
,
0
.
0f
,
0
.
0f
,
1
.
0f
);
if
(
mMat
.
InverseGeneral
(
mInverse
))
{
//
vOut = mInverse * Vector(0.0f, 0.0f, 0.0f);
mInverse
.
GetTranslation
( vOut );
return
true
;
}
else
{
return
false
;
}
}
//
------------------------------------------------------------------------------------------- //
//
VMatrix functions.
//
------------------------------------------------------------------------------------------- //
VMatrix& VMatrix::
operator
=(
const
VMatrix &
mOther
)
{
m[
0
][
0
] =
mOther
.
m
[
0
][
0
];
m[
0
][
1
] =
mOther
.
m
[
0
][
1
];
m[
0
][
2
] =
mOther
.
m
[
0
][
2
];
m[
0
][
3
] =
mOther
.
m
[
0
][
3
];
m[
1
][
0
] =
mOther
.
m
[
1
][
0
];
m[
1
][
1
] =
mOther
.
m
[
1
][
1
];
m[
1
][
2
] =
mOther
.
m
[
1
][
2
];
m[
1
][
3
] =
mOther
.
m
[
1
][
3
];
m[
2
][
0
] =
mOther
.
m
[
2
][
0
];
m[
2
][
1
] =
mOther
.
m
[
2
][
1
];
m[
2
][
2
] =
mOther
.
m
[
2
][
2
];
m[
2
][
3
] =
mOther
.
m
[
2
][
3
];
m[
3
][
0
] =
mOther
.
m
[
3
][
0
];
m[
3
][
1
] =
mOther
.
m
[
3
][
1
];
m[
3
][
2
] =
mOther
.
m
[
3
][
2
];
m[
3
][
3
] =
mOther
.
m
[
3
][
3
];
return
*
this
;
}
bool
VMatrix::
operator
==(
const
VMatrix& src )
const
{
return
!
memcmp
( src.
m
, m,
sizeof
(m) );
}
void
VMatrix::MatrixMul
(
const
VMatrix &vm, VMatrix &out )
const
{
out.
Init
(
m[
0
][
0
]*vm.
m
[
0
][
0
] + m[
0
][
1
]*vm.
m
[
1
][
0
] + m[
0
][
2
]*vm.
m
[
2
][
0
] + m[
0
][
3
]*vm.
m
[
3
][
0
],
m[
0
][
0
]*vm.
m
[
0
][
1
] + m[
0
][
1
]*vm.
m
[
1
][
1
] + m[
0
][
2
]*vm.
m
[
2
][
1
] + m[
0
][
3
]*vm.
m
[
3
][
1
],
m[
0
][
0
]*vm.
m
[
0
][
2
] + m[
0
][
1
]*vm.
m
[
1
][
2
] + m[
0
][
2
]*vm.
m
[
2
][
2
] + m[
0
][
3
]*vm.
m
[
3
][
2
],
m[
0
][
0
]*vm.
m
[
0
][
3
] + m[
0
][
1
]*vm.
m
[
1
][
3
] + m[
0
][
2
]*vm.
m
[
2
][
3
] + m[
0
][
3
]*vm.
m
[
3
][
3
],
m[
1
][
0
]*vm.
m
[
0
][
0
] + m[
1
][
1
]*vm.
m
[
1
][
0
] + m[
1
][
2
]*vm.
m
[
2
][
0
] + m[
1
][
3
]*vm.
m
[
3
][
0
],
m[
1
][
0
]*vm.
m
[
0
][
1
] + m[
1
][
1
]*vm.
m
[
1
][
1
] + m[
1
][
2
]*vm.
m
[
2
][
1
] + m[
1
][
3
]*vm.
m
[
3
][
1
],
m[
1
][
0
]*vm.
m
[
0
][
2
] + m[
1
][
1
]*vm.
m
[
1
][
2
] + m[
1
][
2
]*vm.
m
[
2
][
2
] + m[
1
][
3
]*vm.
m
[
3
][
2
],
m[
1
][
0
]*vm.
m
[
0
][
3
] + m[
1
][
1
]*vm.
m
[
1
][
3
] + m[
1
][
2
]*vm.
m
[
2
][
3
] + m[
1
][
3
]*vm.
m
[
3
][
3
],
m[
2
][
0
]*vm.
m
[
0
][
0
] + m[
2
][
1
]*vm.
m
[
1
][
0
] + m[
2
][
2
]*vm.
m
[
2
][
0
] + m[
2
][
3
]*vm.
m
[
3
][
0
],
m[
2
][
0
]*vm.
m
[
0
][
1
] + m[
2
][
1
]*vm.
m
[
1
][
1
] + m[
2
][
2
]*vm.
m
[
2
][
1
] + m[
2
][
3
]*vm.
m
[
3
][
1
],
m[
2
][
0
]*vm.
m
[
0
][
2
] + m[
2
][
1
]*vm.
m
[
1
][
2
] + m[
2
][
2
]*vm.
m
[
2
][
2
] + m[
2
][
3
]*vm.
m
[
3
][
2
],
m[
2
][
0
]*vm.
m
[
0
][
3
] + m[
2
][
1
]*vm.
m
[
1
][
3
] + m[
2
][
2
]*vm.
m
[
2
][
3
] + m[
2
][
3
]*vm.
m
[
3
][
3
],
m[
3
][
0
]*vm.
m
[
0
][
0
] + m[
3
][
1
]*vm.
m
[
1
][
0
] + m[
3
][
2
]*vm.
m
[
2
][
0
] + m[
3
][
3
]*vm.
m
[
3
][
0
],
m[
3
][
0
]*vm.
m
[
0
][
1
] + m[
3
][
1
]*vm.
m
[
1
][
1
] + m[
3
][
2
]*vm.
m
[
2
][
1
] + m[
3
][
3
]*vm.
m
[
3
][
1
],
m[
3
][
0
]*vm.
m
[
0
][
2
] + m[
3
][
1
]*vm.
m
[
1
][
2
] + m[
3
][
2
]*vm.
m
[
2
][
2
] + m[
3
][
3
]*vm.
m
[
3
][
2
],
m[
3
][
0
]*vm.
m
[
0
][
3
] + m[
3
][
1
]*vm.
m
[
1
][
3
] + m[
3
][
2
]*vm.
m
[
2
][
3
] + m[
3
][
3
]*vm.
m
[
3
][
3
]
);
}
#
ifndef
VECTOR_NO_SLOW_OPERATIONS
VMatrix VMatrix::
operator
*(
const
VMatrix &vm)
const
{
VMatrix ret;
MatrixMul
( vm, ret );
return
ret;
}
#
endif
bool
VMatrix::InverseGeneral
(VMatrix &vInverse)
const
{
return
MatrixInverseGeneral
( *
this
, vInverse );
}
bool
MatrixInverseGeneral
(
const
VMatrix& src, VMatrix& dst)
{
int
iRow, i, j, iTemp, iTest;
vec_t
mul,
fTest
,
fLargest
;
vec_t
mat[
4
][
8
];
int
rowMap[
4
], iLargest;
vec_t
*pOut, *pRow, *pScaleRow;
//
How it's done.
//
AX = I
//
A = this
//
X = the matrix we're looking for
//
I = identity
//
Setup AI
for
(i=
0
; i <
4
; i++)
{
const
vec_t
*pIn = src[i];
pOut = mat[i];
for
(j=
0
; j <
4
; j++)
{
pOut[j] = pIn[j];
}
pOut[
4
] =
0
.
0f
;
pOut[
5
] =
0
.
0f
;
pOut[
6
] =
0
.
0f
;
pOut[
7
] =
0
.
0f
;
pOut[i+
4
] =
1
.
0f
;
rowMap[i] = i;
}
//
Use row operations to get to reduced row-echelon form using these rules:
//
1. Multiply or divide a row by a nonzero number.
//
2. Add a multiple of one row to another.
//
3. Interchange two rows.
for
(iRow=
0
; iRow <
4
; iRow++)
{
//
Find the row with the largest element in this column.
fLargest
=
0
.
00001f
;
iLargest = -
1
;
for
(iTest=iRow; iTest <
4
; iTest++)
{
fTest
= (
vec_t
)
FloatMakePositive
(mat[rowMap[iTest]][iRow]);
if
(
fTest
>
fLargest
)
{
iLargest = iTest;
fLargest
=
fTest
;
}
}
//
They're all too small.. sorry.
if
(iLargest == -
1
)
{
return
false
;
}
//
Swap the rows.
iTemp = rowMap[iLargest];
rowMap[iLargest] = rowMap[iRow];
rowMap[iRow] = iTemp;
pRow = mat[rowMap[iRow]];
//
Divide this row by the element.
mul =
1
.
0f
/ pRow[iRow];
for
(j=
0
; j <
8
; j++)
pRow[j] *= mul;
pRow[iRow] =
1
.
0f
;
//
Preserve accuracy...
//
Eliminate this element from the other rows using operation 2.
for
(i=
0
; i <
4
; i++)
{
if
(i == iRow)
continue
;
pScaleRow = mat[rowMap[i]];
//
Multiply this row by -(iRow*the element).
mul = -pScaleRow[iRow];
for
(j=
0
; j <
8
; j++)
{
pScaleRow[j] += pRow[j] * mul;
}
pScaleRow[iRow] =
0
.
0f
;
//
Preserve accuracy...
}
}
//
The inverse is on the right side of AX now (the identity is on the left).
for
(i=
0
; i <
4
; i++)
{
const
vec_t
*pIn = mat[rowMap[i]] +
4
;
pOut = dst.
m
[i];
for
(j=
0
; j <
4
; j++)
{
pOut[j] = pIn[j];
}
}
return
true
;
}
//
-----------------------------------------------------------------------------
//
Does a fast inverse, assuming the matrix only contains translation and rotation.
//
-----------------------------------------------------------------------------
void
MatrixInverseTR
(
const
VMatrix& src, VMatrix &dst )
{
Vector vTrans, vNewTrans;
//
Transpose the upper 3x3.
dst.
m
[
0
][
0
] = src.
m
[
0
][
0
]; dst.
m
[
0
][
1
] = src.
m
[
1
][
0
]; dst.
m
[
0
][
2
] = src.
m
[
2
][
0
];
dst.
m
[
1
][
0
] = src.
m
[
0
][
1
]; dst.
m
[
1
][
1
] = src.
m
[
1
][
1
]; dst.
m
[
1
][
2
] = src.
m
[
2
][
1
];
dst.
m
[
2
][
0
] = src.
m
[
0
][
2
]; dst.
m
[
2
][
1
] = src.
m
[
1
][
2
]; dst.
m
[
2
][
2
] = src.
m
[
2
][
2
];
//
Transform the translation.
vTrans.
Init
( -src.
m
[
0
][
3
], -src.
m
[
1
][
3
], -src.
m
[
2
][
3
] );
Vector3DMultiply
( dst, vTrans, vNewTrans );
MatrixSetColumn
( dst,
3
, vNewTrans );
//
Fill in the bottom row.
dst.
m
[
3
][
0
] = dst.
m
[
3
][
1
] = dst.
m
[
3
][
2
] =
0
.
0f
;
dst.
m
[
3
][
3
] =
1
.
0f
;
}
void
VMatrix::InverseTR
( VMatrix &ret )
const
{
MatrixInverseTR
( *
this
, ret );
}
void
MatrixInverseTranspose
(
const
VMatrix& src, VMatrix& dst )
{
src.
InverseGeneral
( dst );
MatrixTranspose
( dst, dst );
}
//
-----------------------------------------------------------------------------
//
Computes the inverse transpose
//
-----------------------------------------------------------------------------
void
MatrixInverseTranspose
(
const
matrix3x4_t
& src,
matrix3x4_t
& dst )
{
VMatrix tmp, out;
tmp.
CopyFrom3x4
( src );
::MatrixInverseTranspose
( tmp, out );
out.
Set3x4
( dst );
}
#
ifndef
VECTOR_NO_SLOW_OPERATIONS
VMatrix
VMatrix::InverseTR
()
const
{
VMatrix ret;
MatrixInverseTR
( *
this
, ret );
return
ret;
}
Vector
VMatrix::GetScale
()
const
{
Vector vecs[
3
];
GetBasisVectors
(vecs[
0
], vecs[
1
], vecs[
2
]);
return
Vector
(
vecs[
0
].
Length
(),
vecs[
1
].
Length
(),
vecs[
2
].
Length
()
);
}
VMatrix
VMatrix::Scale
(
const
Vector &vScale)
{
return
VMatrix
(
m[
0
][
0
]*vScale.
x
, m[
0
][
1
]*vScale.
y
, m[
0
][
2
]*vScale.
z
, m[
0
][
3
],
m[
1
][
0
]*vScale.
x
, m[
1
][
1
]*vScale.
y
, m[
1
][
2
]*vScale.
z
, m[
1
][
3
],
m[
2
][
0
]*vScale.
x
, m[
2
][
1
]*vScale.
y
, m[
2
][
2
]*vScale.
z
, m[
2
][
3
],
m[
3
][
0
]*vScale.
x
, m[
3
][
1
]*vScale.
y
, m[
3
][
2
]*vScale.
z
,
1
.
0f
);
}
VMatrix
VMatrix::NormalizeBasisVectors
()
const
{
Vector vecs[
3
];
VMatrix
mRet
;
GetBasisVectors
(vecs[
0
], vecs[
1
], vecs[
2
]);
VectorNormalize
( vecs[
0
] );
VectorNormalize
( vecs[
1
] );
VectorNormalize
( vecs[
2
] );
mRet
.
SetBasisVectors
(vecs[
0
], vecs[
1
], vecs[
2
]);
//
Set everything but basis vectors to identity.
mRet
.
m
[
3
][
0
] =
mRet
.
m
[
3
][
1
] =
mRet
.
m
[
3
][
2
] =
0
.
0f
;
mRet
.
m
[
3
][
3
] =
1
.
0f
;
return
mRet
;
}
VMatrix
VMatrix::Transpose
()
const
{
return
VMatrix
(
m[
0
][
0
], m[
1
][
0
], m[
2
][
0
], m[
3
][
0
],
m[
0
][
1
], m[
1
][
1
], m[
2
][
1
], m[
3
][
1
],
m[
0
][
2
], m[
1
][
2
], m[
2
][
2
], m[
3
][
2
],
m[
0
][
3
], m[
1
][
3
], m[
2
][
3
], m[
3
][
3
]);
}
//
Transpose upper-left 3x3.
VMatrix
VMatrix::Transpose3x3
()
const
{
return
VMatrix
(
m[
0
][
0
], m[
1
][
0
], m[
2
][
0
], m[
0
][
3
],
m[
0
][
1
], m[
1
][
1
], m[
2
][
1
], m[
1
][
3
],
m[
0
][
2
], m[
1
][
2
], m[
2
][
2
], m[
2
][
3
],
m[
3
][
0
], m[
3
][
1
], m[
3
][
2
], m[
3
][
3
]);
}
#
endif
//
VECTOR_NO_SLOW_OPERATIONS
bool
VMatrix::IsRotationMatrix
()
const
{
Vector &v1 = (Vector&)m[
0
][
0
];
Vector &v2 = (Vector&)m[
1
][
0
];
Vector &v3 = (Vector&)m[
2
][
0
];
return
FloatMakePositive
(
1
- v1.
Length
() ) <
0
.
01f
&&
FloatMakePositive
(
1
- v2.
Length
() ) <
0
.
01f
&&
FloatMakePositive
(
1
- v3.
Length
() ) <
0
.
01f
&&
FloatMakePositive
( v1.
Dot
(v2) ) <
0
.
01f
&&
FloatMakePositive
( v1.
Dot
(v3) ) <
0
.
01f
&&
FloatMakePositive
( v2.
Dot
(v3) ) <
0
.
01f
;
}
static
void
SetupMatrixAnglesInternal
(
vec_t
m[
4
][
4
],
const
QAngle & vAngles )
{
float
sr, sp, sy, cr, cp, cy;
SinCos
(
DEG2RAD
( vAngles[
YAW
] ), &sy, &cy );
SinCos
(
DEG2RAD
( vAngles[
PITCH
] ), &sp, &cp );
SinCos
(
DEG2RAD
( vAngles[
ROLL
] ), &sr, &cr );
//
matrix = (YAW * PITCH) * ROLL
m[
0
][
0
] = cp*cy;
m[
1
][
0
] = cp*sy;
m[
2
][
0
] = -sp;
m[
0
][
1
] = sr*sp*cy+cr*-sy;
m[
1
][
1
] = sr*sp*sy+cr*cy;
m[
2
][
1
] = sr*cp;
m[
0
][
2
] = (cr*sp*cy+-sr*-sy);
m[
1
][
2
] = (cr*sp*sy+-sr*cy);
m[
2
][
2
] = cr*cp;
m[
0
][
3
] =
0
.
f
;
m[
1
][
3
] =
0
.
f
;
m[
2
][
3
] =
0
.
f
;
}
void
VMatrix::SetupMatrixOrgAngles
(
const
Vector &origin,
const
QAngle &vAngles )
{
SetupMatrixAnglesInternal
( m, vAngles );
//
Add translation
m[
0
][
3
] = origin.
x
;
m[
1
][
3
] = origin.
y
;
m[
2
][
3
] = origin.
z
;
m[
3
][
0
] =
0
.
0f
;
m[
3
][
1
] =
0
.
0f
;
m[
3
][
2
] =
0
.
0f
;
m[
3
][
3
] =
1
.
0f
;
}
void
VMatrix::SetupMatrixAngles
(
const
QAngle &vAngles )
{
SetupMatrixAnglesInternal
( m, vAngles );
//
Zero everything else
m[
0
][
3
] =
0
.
0f
;
m[
1
][
3
] =
0
.
0f
;
m[
2
][
3
] =
0
.
0f
;
m[
3
][
0
] =
0
.
0f
;
m[
3
][
1
] =
0
.
0f
;
m[
3
][
2
] =
0
.
0f
;
m[
3
][
3
] =
1
.
0f
;
}
//
-----------------------------------------------------------------------------
//
Sets matrix to identity
//
-----------------------------------------------------------------------------
void
MatrixSetIdentity
( VMatrix &dst )
{
dst[
0
][
0
] =
1
.
0f
; dst[
0
][
1
] =
0
.
0f
; dst[
0
][
2
] =
0
.
0f
; dst[
0
][
3
] =
0
.
0f
;
dst[
1
][
0
] =
0
.
0f
; dst[
1
][
1
] =
1
.
0f
; dst[
1
][
2
] =
0
.
0f
; dst[
1
][
3
] =
0
.
0f
;
dst[
2
][
0
] =
0
.
0f
; dst[
2
][
1
] =
0
.
0f
; dst[
2
][
2
] =
1
.
0f
; dst[
2
][
3
] =
0
.
0f
;
dst[
3
][
0
] =
0
.
0f
; dst[
3
][
1
] =
0
.
0f
; dst[
3
][
2
] =
0
.
0f
; dst[
3
][
3
] =
1
.
0f
;
}
//
-----------------------------------------------------------------------------
//
Setup a matrix from euler angles.
//
-----------------------------------------------------------------------------
void
MatrixFromAngles
(
const
QAngle& vAngles, VMatrix& dst )
{
dst.
SetupMatrixOrgAngles
( vec3_origin, vAngles );
}
//
-----------------------------------------------------------------------------
//
Creates euler angles from a matrix
//
-----------------------------------------------------------------------------
void
MatrixToAngles
(
const
VMatrix& src, QAngle& vAngles )
{
float
forward[
3
];
float
left[
3
];
float
up[
3
];
//
Extract the basis vectors from the matrix. Since we only need the Z
//
component of the up vector, we don't get X and Y.
forward[
0
] = src[
0
][
0
];
forward[
1
] = src[
1
][
0
];
forward[
2
] = src[
2
][
0
];
left[
0
] = src[
0
][
1
];
left[
1
] = src[
1
][
1
];
left[
2
] = src[
2
][
1
];
up[
2
] = src[
2
][
2
];
float
xyDist =
sqrtf
( forward[
0
] * forward[
0
] + forward[
1
] * forward[
1
] );
//
enough here to get angles?
if
( xyDist >
0
.
001f
)
{
//
(yaw) y = ATAN( forward.y, forward.x ); -- in our space, forward is the X axis
vAngles[
1
] =
RAD2DEG
(
atan2f
( forward[
1
], forward[
0
] ) );
//
The engine does pitch inverted from this, but we always end up negating it in the DLL
//
UNDONE: Fix the engine to make it consistent
//
(pitch) x = ATAN( -forward.z, sqrt(forward.x*forward.x+forward.y*forward.y) );
vAngles[
0
] =
RAD2DEG
(
atan2f
( -forward[
2
], xyDist ) );
//
(roll) z = ATAN( left.z, up.z );
vAngles[
2
] =
RAD2DEG
(
atan2f
( left[
2
], up[
2
] ) );
}
else
//
forward is mostly Z, gimbal lock-
{
//
(yaw) y = ATAN( -left.x, left.y ); -- forward is mostly z, so use right for yaw
vAngles[
1
] =
RAD2DEG
(
atan2f
( -left[
0
], left[
1
] ) );
//
The engine does pitch inverted from this, but we always end up negating it in the DLL
//
UNDONE: Fix the engine to make it consistent
//
(pitch) x = ATAN( -forward.z, sqrt(forward.x*forward.x+forward.y*forward.y) );
vAngles[
0
] =
RAD2DEG
(
atan2f
( -forward[
2
], xyDist ) );
//
Assume no roll in this case as one degree of freedom has been lost (i.e. yaw == roll)
vAngles[
2
] =
0
;
}
}
//
-----------------------------------------------------------------------------
//
Transpose
//
-----------------------------------------------------------------------------
inline
void
Swap
(
float
& a,
float
& b )
{
float
tmp = a;
a = b;
b = tmp;
}
void
MatrixTranspose
(
const
VMatrix& src, VMatrix& dst )
{
if
(&src == &dst)
{
Swap
( dst[
0
][
1
], dst[
1
][
0
] );
Swap
( dst[
0
][
2
], dst[
2
][
0
] );
Swap
( dst[
0
][
3
], dst[
3
][
0
] );
Swap
( dst[
1
][
2
], dst[
2
][
1
] );
Swap
( dst[
1
][
3
], dst[
3
][
1
] );
Swap
( dst[
2
][
3
], dst[
3
][
2
] );
}
else
{
dst[
0
][
0
] = src[
0
][
0
]; dst[
0
][
1
] = src[
1
][
0
]; dst[
0
][
2
] = src[
2
][
0
]; dst[
0
][
3
] = src[
3
][
0
];
dst[
1
][
0
] = src[
0
][
1
]; dst[
1
][
1
] = src[
1
][
1
]; dst[
1
][
2
] = src[
2
][
1
]; dst[
1
][
3
] = src[
3
][
1
];
dst[
2
][
0
] = src[
0
][
2
]; dst[
2
][
1
] = src[
1
][
2
]; dst[
2
][
2
] = src[
2
][
2
]; dst[
2
][
3
] = src[
3
][
2
];
dst[
3
][
0
] = src[
0
][
3
]; dst[
3
][
1
] = src[
1
][
3
]; dst[
3
][
2
] = src[
2
][
3
]; dst[
3
][
3
] = src[
3
][
3
];
}
}
//
-----------------------------------------------------------------------------
//
Matrix copy
//
-----------------------------------------------------------------------------
void
MatrixCopy
(
const
VMatrix& src, VMatrix& dst )
{
if
(&src != &dst)
{
memcpy
( dst.
m
, src.
m
,
16
*
sizeof
(
float
) );
}
}
//
-----------------------------------------------------------------------------
//
Matrix multiply
//
-----------------------------------------------------------------------------
typedef
float
VMatrixRaw_t[
4
];
void
MatrixMultiply
(
const
VMatrix& src1,
const
VMatrix& src2, VMatrix& dst )
{
//
Make sure it works if src1 == dst or src2 == dst
VMatrix tmp1, tmp2;
const
VMatrixRaw_t* s1 = (&src1 == &dst) ? tmp1.
m
: src1.
m
;
const
VMatrixRaw_t* s2 = (&src2 == &dst) ? tmp2.
m
: src2.
m
;
if
(&src1 == &dst)
{
MatrixCopy
( src1, tmp1 );
}
if
(&src2 == &dst)
{
MatrixCopy
( src2, tmp2 );
}
dst[
0
][
0
] = s1[
0
][
0
] * s2[
0
][
0
] + s1[
0
][
1
] * s2[
1
][
0
] + s1[
0
][
2
] * s2[
2
][
0
] + s1[
0
][
3
] * s2[
3
][
0
];
dst[
0
][
1
] = s1[
0
][
0
] * s2[
0
][
1
] + s1[
0
][
1
] * s2[
1
][
1
] + s1[
0
][
2
] * s2[
2
][
1
] + s1[
0
][
3
] * s2[
3
][
1
];
dst[
0
][
2
] = s1[
0
][
0
] * s2[
0
][
2
] + s1[
0
][
1
] * s2[
1
][
2
] + s1[
0
][
2
] * s2[
2
][
2
] + s1[
0
][
3
] * s2[
3
][
2
];
dst[
0
][
3
] = s1[
0
][
0
] * s2[
0
][
3
] + s1[
0
][
1
] * s2[
1
][
3
] + s1[
0
][
2
] * s2[
2
][
3
] + s1[
0
][
3
] * s2[
3
][
3
];
dst[
1
][
0
] = s1[
1
][
0
] * s2[
0
][
0
] + s1[
1
][
1
] * s2[
1
][
0
] + s1[
1
][
2
] * s2[
2
][
0
] + s1[
1
][
3
] * s2[
3
][
0
];
dst[
1
][
1
] = s1[
1
][
0
] * s2[
0
][
1
] + s1[
1
][
1
] * s2[
1
][
1
] + s1[
1
][
2
] * s2[
2
][
1
] + s1[
1
][
3
] * s2[
3
][
1
];
dst[
1
][
2
] = s1[
1
][
0
] * s2[
0
][
2
] + s1[
1
][
1
] * s2[
1
][
2
] + s1[
1
][
2
] * s2[
2
][
2
] + s1[
1
][
3
] * s2[
3
][
2
];
dst[
1
][
3
] = s1[
1
][
0
] * s2[
0
][
3
] + s1[
1
][
1
] * s2[
1
][
3
] + s1[
1
][
2
] * s2[
2
][
3
] + s1[
1
][
3
] * s2[
3
][
3
];
dst[
2
][
0
] = s1[
2
][
0
] * s2[
0
][
0
] + s1[
2
][
1
] * s2[
1
][
0
] + s1[
2
][
2
] * s2[
2
][
0
] + s1[
2
][
3
] * s2[
3
][
0
];
dst[
2
][
1
] = s1[
2
][
0
] * s2[
0
][
1
] + s1[
2
][
1
] * s2[
1
][
1
] + s1[
2
][
2
] * s2[
2
][
1
] + s1[
2
][
3
] * s2[
3
][
1
];
dst[
2
][
2
] = s1[
2
][
0
] * s2[
0
][
2
] + s1[
2
][
1
] * s2[
1
][
2
] + s1[
2
][
2
] * s2[
2
][
2
] + s1[
2
][
3
] * s2[
3
][
2
];
dst[
2
][
3
] = s1[
2
][
0
] * s2[
0
][
3
] + s1[
2
][
1
] * s2[
1
][
3
] + s1[
2
][
2
] * s2[
2
][
3
] + s1[
2
][
3
] * s2[
3
][
3
];
dst[
3
][
0
] = s1[
3
][
0
] * s2[
0
][
0
] + s1[
3
][
1
] * s2[
1
][
0
] + s1[
3
][
2
] * s2[
2
][
0
] + s1[
3
][
3
] * s2[
3
][
0
];
dst[
3
][
1
] = s1[
3
][
0
] * s2[
0
][
1
] + s1[
3
][
1
] * s2[
1
][
1
] + s1[
3
][
2
] * s2[
2
][
1
] + s1[
3
][
3
] * s2[
3
][
1
];
dst[
3
][
2
] = s1[
3
][
0
] * s2[
0
][
2
] + s1[
3
][
1
] * s2[
1
][
2
] + s1[
3
][
2
] * s2[
2
][
2
] + s1[
3
][
3
] * s2[
3
][
2
];
dst[
3
][
3
] = s1[
3
][
0
] * s2[
0
][
3
] + s1[
3
][
1
] * s2[
1
][
3
] + s1[
3
][
2
] * s2[
2
][
3
] + s1[
3
][
3
] * s2[
3
][
3
];
}
//
-----------------------------------------------------------------------------
//
Matrix/vector multiply
//
-----------------------------------------------------------------------------
void
Vector4DMultiply
(
const
VMatrix& src1, Vector4D
const
& src2, Vector4D& dst )
{
//
Make sure it works if src2 == dst
Vector4D tmp;
Vector4D
const
&v = (&src2 == &dst) ? tmp : src2;
if
(&src2 == &dst)
{
Vector4DCopy
( src2, tmp );
}
dst[
0
] = src1[
0
][
0
] * v[
0
] + src1[
0
][
1
] * v[
1
] + src1[
0
][
2
] * v[
2
] + src1[
0
][
3
] * v[
3
];
dst[
1
] = src1[
1
][
0
] * v[
0
] + src1[
1
][
1
] * v[
1
] + src1[
1
][
2
] * v[
2
] + src1[
1
][
3
] * v[
3
];
dst[
2
] = src1[
2
][
0
] * v[
0
] + src1[
2
][
1
] * v[
1
] + src1[
2
][
2
] * v[
2
] + src1[
2
][
3
] * v[
3
];
dst[
3
] = src1[
3
][
0
] * v[
0
] + src1[
3
][
1
] * v[
1
] + src1[
3
][
2
] * v[
2
] + src1[
3
][
3
] * v[
3
];
}
//
-----------------------------------------------------------------------------
//
Matrix/vector multiply
//
-----------------------------------------------------------------------------
void
Vector4DMultiplyPosition
(
const
VMatrix& src1, Vector
const
& src2, Vector4D& dst )
{
//
Make sure it works if src2 == dst
Vector tmp;
Vector
const
&v = ( &src2 == &dst.
AsVector3D
() ) ?
static_cast
<
const
Vector&>(tmp) : src2;
if
(&src2 == &dst.
AsVector3D
())
{
VectorCopy
( src2, tmp );
}
dst[
0
] = src1[
0
][
0
] * v[
0
] + src1[
0
][
1
] * v[
1
] + src1[
0
][
2
] * v[
2
] + src1[
0
][
3
];
dst[
1
] = src1[
1
][
0
] * v[
0
] + src1[
1
][
1
] * v[
1
] + src1[
1
][
2
] * v[
2
] + src1[
1
][
3
];
dst[
2
] = src1[
2
][
0
] * v[
0
] + src1[
2
][
1
] * v[
1
] + src1[
2
][
2
] * v[
2
] + src1[
2
][
3
];
dst[
3
] = src1[
3
][
0
] * v[
0
] + src1[
3
][
1
] * v[
1
] + src1[
3
][
2
] * v[
2
] + src1[
3
][
3
];
}
//
-----------------------------------------------------------------------------
//
Matrix/vector multiply
//
-----------------------------------------------------------------------------
void
Vector3DMultiply
(
const
VMatrix &src1,
const
Vector &src2, Vector &dst )
{
//
Make sure it works if src2 == dst
Vector tmp;
const
Vector &v = (&src2 == &dst) ?
static_cast
<
const
Vector&>(tmp) : src2;
if
( &src2 == &dst )
{
VectorCopy
( src2, tmp );
}
dst[
0
] = src1[
0
][
0
] * v[
0
] + src1[
0
][
1
] * v[
1
] + src1[
0
][
2
] * v[
2
];
dst[
1
] = src1[
1
][
0
] * v[
0
] + src1[
1
][
1
] * v[
1
] + src1[
1
][
2
] * v[
2
];
dst[
2
] = src1[
2
][
0
] * v[
0
] + src1[
2
][
1
] * v[
1
] + src1[
2
][
2
] * v[
2
];
}
//
-----------------------------------------------------------------------------
//
Vector3DMultiplyPositionProjective treats src2 as if it's a point
//
and does the perspective divide at the end
//
-----------------------------------------------------------------------------
void
Vector3DMultiplyPositionProjective
(
const
VMatrix& src1,
const
Vector &src2, Vector& dst )
{
//
Make sure it works if src2 == dst
Vector tmp;
const
Vector &v = (&src2 == &dst) ?
static_cast
<
const
Vector&>(tmp): src2;
if
( &src2 == &dst )
{
VectorCopy
( src2, tmp );
}
float
w = src1[
3
][
0
] * v[
0
] + src1[
3
][
1
] * v[
1
] + src1[
3
][
2
] * v[
2
] + src1[
3
][
3
];
if
( w !=
0
.
0f
)
{
w =
1
.
0f
/ w;
}
dst[
0
] = src1[
0
][
0
] * v[
0
] + src1[
0
][
1
] * v[
1
] + src1[
0
][
2
] * v[
2
] + src1[
0
][
3
];
dst[
1
] = src1[
1
][
0
] * v[
0
] + src1[
1
][
1
] * v[
1
] + src1[
1
][
2
] * v[
2
] + src1[
1
][
3
];
dst[
2
] = src1[
2
][
0
] * v[
0
] + src1[
2
][
1
] * v[
1
] + src1[
2
][
2
] * v[
2
] + src1[
2
][
3
];
dst *= w;
}
//
-----------------------------------------------------------------------------
//
Vector3DMultiplyProjective treats src2 as if it's a direction
//
and does the perspective divide at the end
//
-----------------------------------------------------------------------------
void
Vector3DMultiplyProjective
(
const
VMatrix& src1,
const
Vector &src2, Vector& dst )
{
//
Make sure it works if src2 == dst
Vector tmp;
const
Vector &v = (&src2 == &dst) ?
static_cast
<
const
Vector&>(tmp) : src2;
if
( &src2 == &dst )
{
VectorCopy
( src2, tmp );
}
float
w;
dst[
0
] = src1[
0
][
0
] * v[
0
] + src1[
0
][
1
] * v[
1
] + src1[
0
][
2
] * v[
2
];
dst[
1
] = src1[
1
][
0
] * v[
0
] + src1[
1
][
1
] * v[
1
] + src1[
1
][
2
] * v[
2
];
dst[
2
] = src1[
2
][
0
] * v[
0
] + src1[
2
][
1
] * v[
1
] + src1[
2
][
2
] * v[
2
];
w = src1[
3
][
0
] * v[
0
] + src1[
3
][
1
] * v[
1
] + src1[
3
][
2
] * v[
2
];
if
(w !=
0
.
0f
)
{
dst /= w;
}
else
{
dst = vec3_origin;
}
}
//
-----------------------------------------------------------------------------
//
Multiplies the vector by the transpose of the matrix
//
-----------------------------------------------------------------------------
void
Vector4DMultiplyTranspose
(
const
VMatrix& src1, Vector4D
const
& src2, Vector4D& dst )
{
//
Make sure it works if src2 == dst
bool
srcEqualsDst = (&src2 == &dst);
Vector4D tmp;
Vector4D
const
&v = srcEqualsDst ? tmp : src2;
if
(srcEqualsDst)
{
Vector4DCopy
( src2, tmp );
}
dst[
0
] = src1[
0
][
0
] * v[
0
] + src1[
1
][
0
] * v[
1
] + src1[
2
][
0
] * v[
2
] + src1[
3
][
0
] * v[
3
];
dst[
1
] = src1[
0
][
1
] * v[
0
] + src1[
1
][
1
] * v[
1
] + src1[
2
][
1
] * v[
2
] + src1[
3
][
1
] * v[
3
];
dst[
2
] = src1[
0
][
2
] * v[
0
] + src1[
1
][
2
] * v[
1
] + src1[
2
][
2
] * v[
2
] + src1[
3
][
2
] * v[
3
];
dst[
3
] = src1[
0
][
3
] * v[
0
] + src1[
1
][
3
] * v[
1
] + src1[
2
][
3
] * v[
2
] + src1[
3
][
3
] * v[
3
];
}
//
-----------------------------------------------------------------------------
//
Multiplies the vector by the transpose of the matrix
//
-----------------------------------------------------------------------------
void
Vector3DMultiplyTranspose
(
const
VMatrix& src1,
const
Vector& src2, Vector& dst )
{
//
Make sure it works if src2 == dst
bool
srcEqualsDst = (&src2 == &dst);
Vector tmp;
const
Vector&v = srcEqualsDst ?
static_cast
<
const
Vector&>(tmp) : src2;
if
(srcEqualsDst)
{
VectorCopy
( src2, tmp );
}
dst[
0
] = src1[
0
][
0
] * v[
0
] + src1[
1
][
0
] * v[
1
] + src1[
2
][
0
] * v[
2
];
dst[
1
] = src1[
0
][
1
] * v[
0
] + src1[
1
][
1
] * v[
1
] + src1[
2
][
1
] * v[
2
];
dst[
2
] = src1[
0
][
2
] * v[
0
] + src1[
1
][
2
] * v[
1
] + src1[
2
][
2
] * v[
2
];
}
//
-----------------------------------------------------------------------------
//
Transform a plane
//
-----------------------------------------------------------------------------
void
MatrixTransformPlane
(
const
VMatrix &src,
const
cplane_t
&inPlane,
cplane_t
&outPlane )
{
//
What we want to do is the following:
//
1) transform the normal into the new space.
//
2) Determine a point on the old plane given by plane dist * plane normal
//
3) Transform that point into the new space
//
4) Plane dist = DotProduct( new normal, new point )
//
An optimized version, which works if the plane is orthogonal.
//
1) Transform the normal into the new space
//
2) Realize that transforming the old plane point into the new space
//
is given by [ d * n'x + Tx, d * n'y + Ty, d * n'z + Tz ]
//
where d = old plane dist, n' = transformed normal, Tn = translational component of transform
//
3) Compute the new plane dist using the dot product of the normal result of #2
//
For a correct result, this should be an inverse-transpose matrix
//
but that only matters if there are nonuniform scale or skew factors in this matrix.
Vector vTrans;
Vector3DMultiply
( src, inPlane.
normal
, outPlane.
normal
);
outPlane.
dist
= inPlane.
dist
*
DotProduct
( outPlane.
normal
, outPlane.
normal
);
outPlane.
dist
+=
DotProduct
( outPlane.
normal
, src.
GetTranslation
(vTrans) );
}
#
ifndef
VECTOR_NO_SLOW_OPERATIONS
VPlane VMatrix::
operator
*(
const
VPlane &thePlane)
const
{
VPlane ret;
TransformPlane
( thePlane, ret );
return
ret;
}
#
endif
//
-----------------------------------------------------------------------------
//
Builds a rotation matrix that rotates one direction vector into another
//
-----------------------------------------------------------------------------
void
MatrixBuildTranslation
( VMatrix& dst,
float
x,
float
y,
float
z )
{
MatrixSetIdentity
( dst );
dst[
0
][
3
] = x;
dst[
1
][
3
] = y;
dst[
2
][
3
] = z;
}
void
MatrixBuildTranslation
( VMatrix& dst,
const
Vector &translation )
{
MatrixSetIdentity
( dst );
dst[
0
][
3
] = translation[
0
];
dst[
1
][
3
] = translation[
1
];
dst[
2
][
3
] = translation[
2
];
}
//
-----------------------------------------------------------------------------
//
Purpose: Builds the matrix for a counterclockwise rotation about an arbitrary axis.
//
//
| ax2 + (1 - ax2)cosQ axay(1 - cosQ) - azsinQ azax(1 - cosQ) + aysinQ |
//
Ra(Q) = | axay(1 - cosQ) + azsinQ ay2 + (1 - ay2)cosQ ayaz(1 - cosQ) - axsinQ |
//
| azax(1 - cosQ) - aysinQ ayaz(1 - cosQ) + axsinQ az2 + (1 - az2)cosQ |
//
//
Input : mat -
//
vAxisOrRot -
//
angle -
//
-----------------------------------------------------------------------------
void
MatrixBuildRotationAboutAxis
( VMatrix &dst,
const
Vector &vAxisOfRot,
float
angleDegrees )
{
MatrixBuildRotationAboutAxis
( vAxisOfRot, angleDegrees,
const_cast
<
matrix3x4_t
&> ( dst.
As3x4
() ) );
dst[
3
][
0
] =
0
;
dst[
3
][
1
] =
0
;
dst[
3
][
2
] =
0
;
dst[
3
][
3
] =
1
;
}
//
-----------------------------------------------------------------------------
//
Builds a rotation matrix that rotates one direction vector into another
//
-----------------------------------------------------------------------------
void
MatrixBuildRotation
( VMatrix &dst,
const
Vector& initialDirection,
const
Vector& finalDirection )
{
float
angle =
DotProduct
( initialDirection, finalDirection );
Assert
(
IsFinite
(angle) );
Vector axis;
//
No rotation required
if
(angle -
1.0
> -
1e-3
)
{
//
parallel case
MatrixSetIdentity
(dst);
return
;
}
else
if
(angle +
1.0
<
1e-3
)
{
//
antiparallel case, pick any axis in the plane
//
perpendicular to the final direction. Choose the direction (x,y,z)
//
which has the minimum component of the final direction, use that
//
as an initial guess, then subtract out the component which is
//
parallel to the final direction
int
idx =
0
;
if
(
FloatMakePositive
(finalDirection[
1
]) <
FloatMakePositive
(finalDirection[idx]))
idx =
1
;
if
(
FloatMakePositive
(finalDirection[
2
]) <
FloatMakePositive
(finalDirection[idx]))
idx =
2
;
axis.
Init
(
0
,
0
,
0
);
axis[idx] =
1
.
0f
;
VectorMA
( axis, -
DotProduct
( axis, finalDirection ), finalDirection, axis );
VectorNormalize
(axis);
angle =
180
.
0f
;
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