mirror of
https://github.com/ptitSeb/Serious-Engine
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24cb244d43
This was a _ton_ of changes, made 15 years ago, so there are probably some problems to work out still. Among others: Engine/Base/Stream.* was mostly abandoned and will need to be re-ported. Still, this is a pretty good start, and probably holds a world record for lines of changes or something. :)
216 lines
7.1 KiB
C++
216 lines
7.1 KiB
C++
/* Copyright (c) 2002-2012 Croteam Ltd. All rights reserved. */
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#include "Engine/StdH.h"
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#include <Engine/Math/Placement.h>
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#include <Engine/Base/Stream.h>
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#include <Engine/Math/Geometry.h>
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#include <Engine/Math/Projection.h>
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// Stream operations
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CTStream &operator>>(CTStream &strm, CPlacement3D &p3d)
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{
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strm>>p3d.pl_PositionVector;
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strm>>p3d.pl_OrientationAngle;
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return strm;
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}
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CTStream &operator<<(CTStream &strm, const CPlacement3D &p3d)
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{
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strm<<p3d.pl_PositionVector;
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strm<<p3d.pl_OrientationAngle;
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return strm;
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}
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/////////////////////////////////////////////////////////////////////
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// transformations from between coordinate systems
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/*
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* Project this placement from absolute system to coordinate system of another placement.
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*/
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void CPlacement3D::AbsoluteToRelative(const CPlacement3D &plSystem)
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{
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// create a simple projection
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CSimpleProjection3D prSimple;
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// set the relative system as the viewer
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prSimple.ViewerPlacementL() = plSystem;
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// set the absolute system as object
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prSimple.ObjectPlacementL().pl_PositionVector = FLOAT3D(0.0f, 0.0f, 0.0f);
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prSimple.ObjectPlacementL().pl_OrientationAngle = ANGLE3D(0, 0, 0);
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// prepare the projection
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prSimple.Prepare();
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// project this placement using the projection
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prSimple.ProjectPlacement(*this, *this);
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}
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void CPlacement3D::AbsoluteToRelativeSmooth(const CPlacement3D &plSystem)
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{
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// create a simple projection
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CSimpleProjection3D prSimple;
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// set the relative system as the viewer
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prSimple.ViewerPlacementL() = plSystem;
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// set the absolute system as object
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prSimple.ObjectPlacementL().pl_PositionVector = FLOAT3D(0.0f, 0.0f, 0.0f);
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prSimple.ObjectPlacementL().pl_OrientationAngle = ANGLE3D(0, 0, 0);
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// prepare the projection
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prSimple.Prepare();
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// project this placement using the projection
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prSimple.ProjectPlacementSmooth(*this, *this);
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}
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/*
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* Project this placement from coordinate system of another placement to absolute system.
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*/
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void CPlacement3D::RelativeToAbsolute(const CPlacement3D &plSystem)
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{
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// create a simple projection
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CSimpleProjection3D prSimple;
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// set the absolute system as the viewer
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prSimple.ViewerPlacementL().pl_PositionVector = FLOAT3D(0.0f, 0.0f, 0.0f);
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prSimple.ViewerPlacementL().pl_OrientationAngle = ANGLE3D(0, 0, 0);
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// set the relative system as object
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prSimple.ObjectPlacementL() = plSystem;
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// prepare the projection
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prSimple.Prepare();
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// project this placement using the projection
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prSimple.ProjectPlacement(*this, *this);
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}
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void CPlacement3D::RelativeToAbsoluteSmooth(const CPlacement3D &plSystem)
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{
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// create a simple projection
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CSimpleProjection3D prSimple;
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// set the absolute system as the viewer
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prSimple.ViewerPlacementL().pl_PositionVector = FLOAT3D(0.0f, 0.0f, 0.0f);
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prSimple.ViewerPlacementL().pl_OrientationAngle = ANGLE3D(0, 0, 0);
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// set the relative system as object
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prSimple.ObjectPlacementL() = plSystem;
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// prepare the projection
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prSimple.Prepare();
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// project this placement using the projection
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prSimple.ProjectPlacementSmooth(*this, *this);
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}
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/*
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* Project this placement from system of one placement to system of another placement.
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*/
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void CPlacement3D::RelativeToRelative(const CPlacement3D &plSource,
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const CPlacement3D &plTarget)
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{
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// create a simple projection
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CSimpleProjection3D prSimple;
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// set the target system as the viewer
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prSimple.ViewerPlacementL() = plTarget;
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// set the source system as object
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prSimple.ObjectPlacementL() = plSource;
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// prepare the projection
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prSimple.Prepare();
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// project this placement using the projection
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prSimple.ProjectPlacement(*this, *this);
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}
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void CPlacement3D::RelativeToRelativeSmooth(const CPlacement3D &plSource,
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const CPlacement3D &plTarget)
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{
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// create a simple projection
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CSimpleProjection3D prSimple;
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// set the target system as the viewer
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prSimple.ViewerPlacementL() = plTarget;
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// set the source system as object
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prSimple.ObjectPlacementL() = plSource;
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// prepare the projection
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prSimple.Prepare();
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// project this placement using the projection
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prSimple.ProjectPlacementSmooth(*this, *this);
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}
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/* Make this placement be a linear interpolation between given two placements. */
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void CPlacement3D::Lerp(const CPlacement3D &pl0, const CPlacement3D &pl1, FLOAT fFactor)
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{
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// lerp the position
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pl_PositionVector(1) =
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LerpFLOAT(pl0.pl_PositionVector(1), pl1.pl_PositionVector(1), fFactor);
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pl_PositionVector(2) =
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LerpFLOAT(pl0.pl_PositionVector(2), pl1.pl_PositionVector(2), fFactor);
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pl_PositionVector(3) =
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LerpFLOAT(pl0.pl_PositionVector(3), pl1.pl_PositionVector(3), fFactor);
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// lerp the orientation
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pl_OrientationAngle(1) =
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LerpANGLE(pl0.pl_OrientationAngle(1), pl1.pl_OrientationAngle(1), fFactor);
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pl_OrientationAngle(2) =
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LerpANGLE(pl0.pl_OrientationAngle(2), pl1.pl_OrientationAngle(2), fFactor);
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pl_OrientationAngle(3) =
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LerpANGLE(pl0.pl_OrientationAngle(3), pl1.pl_OrientationAngle(3), fFactor);
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}
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/////////////////////////////////////////////////////////////////////
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// translations and rotations
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/*
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* Rotate using trackball method.
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*/
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void CPlacement3D::Rotate_TrackBall(const ANGLE3D &a3dRotation)
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{
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FLOATmatrix3D t3dRotation; // matrix for the rotation angles
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FLOATmatrix3D t3dOriginal; // matrix for the original angles
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// create matrices from angles
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MakeRotationMatrix(t3dRotation, a3dRotation);
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MakeRotationMatrix(t3dOriginal, pl_OrientationAngle);
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// make composed matrix
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t3dOriginal = t3dRotation*t3dOriginal; // rotate first by original, then by rotation angles
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// recreate angles from composed matrix
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DecomposeRotationMatrix(pl_OrientationAngle, t3dOriginal);
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}
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/*
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* Rotate using airplane method.
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*/
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void CPlacement3D::Rotate_Airplane(const ANGLE3D &a3dRotation)
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{
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FLOATmatrix3D t3dRotation; // matrix for the rotation angles
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FLOATmatrix3D t3dOriginal; // matrix for the original angles
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// create matrices from angles
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MakeRotationMatrixFast(t3dRotation, a3dRotation);
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MakeRotationMatrixFast(t3dOriginal, pl_OrientationAngle);
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// make composed matrix
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t3dOriginal = t3dOriginal*t3dRotation; // rotate first by rotation, then by original angles
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// recreate angles from composed matrix
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DecomposeRotationMatrixNoSnap(pl_OrientationAngle, t3dOriginal);
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}
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/*
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* Rotate using HPB method.
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*/
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void CPlacement3D::Rotate_HPB(const ANGLE3D &a3dRotation)
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{
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// just add the rotation angles to original angles
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pl_OrientationAngle += a3dRotation;
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}
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/*
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* Translate in own coordinate system.
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*/
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void CPlacement3D::Translate_OwnSystem(const FLOAT3D &f3dRelativeTranslation)
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{
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FLOATmatrix3D t3dOwnAngles; // matrix for own angles
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// make matrix from own angles
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MakeRotationMatrix(t3dOwnAngles, pl_OrientationAngle);
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// make absolute translation from relative by rotating for your own angles
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pl_PositionVector += f3dRelativeTranslation*t3dOwnAngles;
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}
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/*
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* Translate in absolute coordinate system.
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*/
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void CPlacement3D::Translate_AbsoluteSystem(const FLOAT3D &f3dAbsoluteTranslation)
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{
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// just add the translation to the position vector
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pl_PositionVector += f3dAbsoluteTranslation;
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}
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