fix mixed tabbing
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@@ -206,57 +206,57 @@ public:
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LoadIdentity();
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}
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// Pops the top of the stack.
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void Pop()
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// Pops the top of the stack.
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void Pop()
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{
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stack.pop_back();
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ASSERT( stack.size() > 0 ); // underflow
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}
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// Pushes the stack by one, duplicating the current matrix.
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void Push()
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// Pushes the stack by one, duplicating the current matrix.
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void Push()
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{
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stack.push_back( stack.back() );
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ASSERT( stack.size() < 100 ); // overflow
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}
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// Loads identity in the current matrix.
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void LoadIdentity()
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// Loads identity in the current matrix.
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void LoadIdentity()
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{
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RageMatrixIdentity( &stack.back() );
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}
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// Loads the given matrix into the current matrix
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void LoadMatrix( const RageMatrix& m )
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// Loads the given matrix into the current matrix
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void LoadMatrix( const RageMatrix& m )
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{
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stack.back() = m;
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}
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// Right-Multiplies the given matrix to the current matrix.
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// (transformation is about the current world origin)
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void MultMatrix( const RageMatrix& m )
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// Right-Multiplies the given matrix to the current matrix.
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// (transformation is about the current world origin)
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void MultMatrix( const RageMatrix& m )
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{
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RageMatrixMultiply( &stack.back(), &m, &stack.back() );
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}
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// Left-Multiplies the given matrix to the current matrix
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// (transformation is about the local origin of the object)
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void MultMatrixLocal( const RageMatrix& m )
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// Left-Multiplies the given matrix to the current matrix
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// (transformation is about the local origin of the object)
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void MultMatrixLocal( const RageMatrix& m )
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{
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RageMatrixMultiply( &stack.back(), &stack.back(), &m );
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}
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// Right multiply the current matrix with the computed rotation
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// matrix, counterclockwise about the given axis with the given angle.
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// (rotation is about the current world origin)
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void RotateX( float degrees )
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// Right multiply the current matrix with the computed rotation
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// matrix, counterclockwise about the given axis with the given angle.
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// (rotation is about the current world origin)
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void RotateX( float degrees )
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{
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RageMatrix m;
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RageMatrixRotationX( &m, degrees );
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MultMatrix( m );
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}
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void RotateY( float degrees )
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{
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void RotateY( float degrees )
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{
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RageMatrix m;
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RageMatrixRotationY( &m, degrees );
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MultMatrix( m );
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@@ -269,15 +269,15 @@ public:
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}
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// Left multiply the current matrix with the computed rotation
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// matrix. All angles are counterclockwise. (rotation is about the
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// local origin of the object)
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// matrix. All angles are counterclockwise. (rotation is about the
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// local origin of the object)
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void RotateXLocal( float degrees )
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{
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RageMatrix m;
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RageMatrixRotationX( &m, degrees );
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MultMatrixLocal( m );
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}
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void RotateYLocal( float degrees )
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void RotateYLocal( float degrees )
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{
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RageMatrix m;
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RageMatrixRotationY( &m, degrees );
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@@ -290,44 +290,44 @@ public:
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MultMatrixLocal( m );
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}
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// Right multiply the current matrix with the computed scale
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// matrix. (transformation is about the current world origin)
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void Scale( float x, float y, float z)
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// Right multiply the current matrix with the computed scale
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// matrix. (transformation is about the current world origin)
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void Scale( float x, float y, float z)
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{
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RageMatrix m;
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RageMatrixScaling( &m, x, y, z );
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MultMatrix( m );
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}
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// Left multiply the current matrix with the computed scale
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// matrix. (transformation is about the local origin of the object)
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void ScaleLocal( float x, float y, float z)
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// Left multiply the current matrix with the computed scale
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// matrix. (transformation is about the local origin of the object)
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void ScaleLocal( float x, float y, float z)
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{
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RageMatrix m;
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RageMatrixScaling( &m, x, y, z );
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MultMatrixLocal( m );
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}
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// Right multiply the current matrix with the computed translation
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// matrix. (transformation is about the current world origin)
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void Translate( float x, float y, float z)
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// Right multiply the current matrix with the computed translation
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// matrix. (transformation is about the current world origin)
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void Translate( float x, float y, float z)
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{
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RageMatrix m;
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RageMatrixTranslation( &m, x, y, z );
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MultMatrix( m );
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}
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// Left multiply the current matrix with the computed translation
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// matrix. (transformation is about the local origin of the object)
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void TranslateLocal( float x, float y, float z)
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// Left multiply the current matrix with the computed translation
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// matrix. (transformation is about the local origin of the object)
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void TranslateLocal( float x, float y, float z)
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{
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RageMatrix m;
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RageMatrixTranslation( &m, x, y, z );
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MultMatrixLocal( m );
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}
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// Obtain the current matrix at the top of the stack
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const RageMatrix* GetTop() { return &stack.back(); }
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// Obtain the current matrix at the top of the stack
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const RageMatrix* GetTop() { return &stack.back(); }
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};
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