mirror of
https://github.com/HarbourMasters/SpaghettiKart
synced 2026-07-10 23:22:33 -04:00
Start Editor Work
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#include <libultraship.h>
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#include <libultra/gbi.h>
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#include "../CoreMath.h"
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#include <libultra/types.h>
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#include "../World.h"
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#include "Editor.h"
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#include "port/Engine.h"
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#include <controller/controldevice/controller/mapping/keyboard/KeyboardScancodes.h>
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#include <window/Window.h>
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#include "engine/actors/Ship.h"
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#include "port/Game.h"
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extern "C" {
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#include "common_structs.h"
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#include "main.h"
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#include "defines.h"
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#include "actors.h"
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#include "math_util.h"
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#include "math_util_2.h"
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#include "camera.h"
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}
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Editor::Editor() {
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}
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void Editor::Tick() {
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auto wnd = GameEngine::Instance->context->GetWindow();
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if (wnd->GetMouseState(Ship::LUS_MOUSE_BTN_LEFT)) {
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MouseClick();
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_draw = true;
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} else {
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_draw = false;
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}
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}
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void Editor::MouseClick() {
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auto wnd = GameEngine::Instance->context->GetWindow();
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Camera* camera = &cameras[0];
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if (!_spawned) {
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_spawned = true;
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object = reinterpret_cast<AShip*>(gWorldInstance.AddActor(new AShip(FVector(0, 0, 0), AShip::Skin::SHIP2)));
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}
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Ship::Coords mouse = wnd->GetMousePos();
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// Get screen dimensions
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uint32_t width = wnd->GetWidth();
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uint32_t height = wnd->GetHeight();
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// Convert mouse to NDS screen coordinates
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float x = (2.0f * mouse.x) / width - 1.0f; // Normalized X: -1 to 1
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float y = 1.0f - (2.0f * -mouse.y) / height; // Normalized Y: -1 to 1
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float z = 1.0f; // z is typically 1.0 for the near plane
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float rayClip[4] = {x, y, z, 1.0f};
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// printf("rayClip %f %f %f\n", x, y, z);
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Mat4 inversePerspMtx;
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Mat4 perspMtx;
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guMtxL2F(perspMtx, &gGfxPools->mtxPersp[0]);
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Mat4 lookAtMtx;
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guMtxL2F(lookAtMtx, &gGfxPools->mtxLookAt[0]);
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Mat4 combinedMtx;
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mtxf_multiplication(combinedMtx, lookAtMtx, perspMtx);
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Mat4 inverseViewMtx;
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float invRayWor[4];
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Editor::Inverse((MtxF*)&combinedMtx[0][0], (MtxF*)&inverseViewMtx[0][0]);
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MultiplyMatrixVector(inverseViewMtx, rayClip, invRayWor);
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Vec3f direction = {invRayWor[0], invRayWor[1], invRayWor[2]};
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float rayLength = 400.0f;
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float nearPlaneOffset = 9.0f;
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Vec3f rayStart;
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rayStart[0] = camera->pos[0];// + direction[0] * nearPlaneOffset;
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rayStart[1] = camera->pos[1];// + direction[1] * nearPlaneOffset;
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rayStart[2] = camera->pos[2];// + direction[2] * nearPlaneOffset;
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Vec3f rayEnd;
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rayEnd[0] = (rayStart[0] + direction[0] * 400.0); //* (rayLength + ray_wor[0]);
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rayEnd[1] = (rayStart[1] + direction[1] * 400.0); //* (rayLength + ray_wor[1]);
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rayEnd[2] = (rayStart[2] + direction[2] * 400.0); // * (rayLength + ray_wor[2]);
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_ray[0] = direction[0];
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_ray[1] = direction[1];
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_ray[2] = direction[2];
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printf("cam pos %f, ray*len %f, cam+ray*len %f, brckt %f\n", camera->pos[0], _ray[0] * 300, camera->pos[0] + _ray[0] * 300, camera->pos[0] + (_ray[0] * 300));
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// printf("pos %f %f %f dir %f %f %f\n", camera->pos[0], camera->pos[1], camera->pos[2], rayLength * ray_wor[0], rayLength * ray_wor[1], rayLength * ray_wor[2]);
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//printf("3 %f %f %f\n", direction[0], direction[1], direction[2]);
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object->Pos.x = rayEnd[0];
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object->Pos.y = rayEnd[1];
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object->Pos.z = rayEnd[2];
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}
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void Editor::Draw() {
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if (_draw) {
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// DrawObj(0);
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//DrawObj(5);
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//DrawObj(100);
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//DrawObj(500);
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//DrawObj(1000);
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DrawObj(2000);
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}
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}
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void Editor::DrawObj(float length) {
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Mat4 mtx;
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Vec3f pos2 = { cameras[0].pos[0] + _ray[0] * length, cameras[0].pos[1] + _ray[1] * length,
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cameras[0].pos[2] + _ray[2] * length };
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mtxf_translate(mtx, pos2);
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mtxf_scale(mtx, 0.1);
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render_set_position(mtx, 0);
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gSPDisplayList(gDisplayListHead++, Editor::box_Cube_mesh);
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}
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void Editor::MultiplyMatrixVector(float matrix[4][4], float vector[4], float result[4]) {
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for (int i = 0; i < 4; i++) {
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result[i] = 0.0f;
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for (int j = 0; j < 4; j++) {
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result[i] += matrix[i][j] * vector[j];
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}
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}
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}
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s32 Editor::Inverse(MtxF* src, MtxF* dest) {
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MtxF mfCopy;
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s32 i;
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s32 pad;
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f32 temp2;
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f32 temp1;
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s32 thisCol;
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s32 thisRow;
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Editor::Copy(src, &mfCopy);
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Editor::Clear(dest);
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for (thisCol = 0; thisCol < 4; thisCol++) {
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thisRow = thisCol;
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while ((thisRow < 4) && (fabsf(mfCopy.mf[thisCol][thisRow]) < 0.0005f)) {
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thisRow++;
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}
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if (thisRow == 4) {
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// Reaching row = 4 means the column is either all 0 or a duplicate column.
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// Therefore src is a singular matrix (0 determinant).
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// osSyncPrintf(VT_COL(YELLOW, BLACK));
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// osSyncPrintf("Skin_Matrix_InverseMatrix():逆行列つくれません\n");
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// osSyncPrintf(VT_RST);
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return 2;
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}
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if (thisRow != thisCol) {
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// Diagonal element mf[thisCol][thisCol] is zero.
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// Swap the rows thisCol and thisRow.
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for (i = 0; i < 4; i++) {
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temp1 = mfCopy.mf[i][thisRow];
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mfCopy.mf[i][thisRow] = mfCopy.mf[i][thisCol];
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mfCopy.mf[i][thisCol] = temp1;
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temp2 = dest->mf[i][thisRow];
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dest->mf[i][thisRow] = dest->mf[i][thisCol];
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dest->mf[i][thisCol] = temp2;
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}
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}
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// Scale this whole row such that the diagonal element is 1.
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temp1 = mfCopy.mf[thisCol][thisCol];
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for (i = 0; i < 4; i++) {
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mfCopy.mf[i][thisCol] /= temp1;
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dest->mf[i][thisCol] /= temp1;
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}
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for (thisRow = 0; thisRow < 4; thisRow++) {
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if (thisRow != thisCol) {
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temp1 = mfCopy.mf[thisCol][thisRow];
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for (i = 0; i < 4; i++) {
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mfCopy.mf[i][thisRow] -= mfCopy.mf[i][thisCol] * temp1;
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dest->mf[i][thisRow] -= dest->mf[i][thisCol] * temp1;
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}
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}
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}
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}
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return 0;
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}
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void Editor::Copy(MtxF* src, MtxF* dest) {
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dest->xx = src->xx;
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dest->yx = src->yx;
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dest->zx = src->zx;
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dest->wx = src->wx;
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dest->xy = src->xy;
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dest->yy = src->yy;
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dest->zy = src->zy;
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dest->wy = src->wy;
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dest->xz = src->xz;
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dest->yz = src->yz;
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dest->zz = src->zz;
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dest->wz = src->wz;
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dest->xw = src->xw;
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dest->yw = src->yw;
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dest->zw = src->zw;
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dest->ww = src->ww;
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}
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void Editor::Clear(MtxF* mf) {
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mf->xx = 1.0f;
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mf->yy = 1.0f;
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mf->zz = 1.0f;
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mf->ww = 1.0f;
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mf->yx = 0.0f;
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mf->zx = 0.0f;
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mf->wx = 0.0f;
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mf->xy = 0.0f;
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mf->zy = 0.0f;
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mf->wy = 0.0f;
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mf->xz = 0.0f;
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mf->yz = 0.0f;
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mf->wz = 0.0f;
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mf->xw = 0.0f;
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mf->yw = 0.0f;
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mf->zw = 0.0f;
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}
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