Added rotation and zoom splines to note columns, with the help of a couple new classes. Reorganized args to NoteDisplay functions into helper structures. Made splines have 3 modes controlling their behavior. Hold twisting is now handled by an AA rotation and hold drawing in general is now more complex.
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@@ -18,6 +18,8 @@ void RageVec3AddToBounds( const RageVector3 &p, RageVector3 &mins, RageVector3 &
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void RageVec2Normalize( RageVector2* pOut, const RageVector2* pV );
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void RageVec3Normalize( RageVector3* pOut, const RageVector3* pV );
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void VectorFloatNormalize(vector<float>& v);
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void RageVec3Cross(RageVector3* ret, RageVector3 const* a, RageVector3 const* b);
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void RageVec3TransformCoord( RageVector3* pOut, const RageVector3* pV, const RageMatrix* pM );
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void RageVec3TransformNormal( RageVector3* pOut, const RageVector3* pV, const RageMatrix* pM );
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void RageVec4TransformCoord( RageVector4* pOut, const RageVector4* pV, const RageMatrix* pM );
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@@ -34,6 +36,7 @@ void RageMatrixRotationX( RageMatrix* pOut, float fTheta );
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void RageMatrixRotationY( RageMatrix* pOut, float fTheta );
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void RageMatrixRotationZ( RageMatrix* pOut, float fTheta );
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void RageMatrixRotationXYZ( RageMatrix* pOut, float rX, float rY, float rZ );
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void RageAARotate(RageVector3* inret, RageVector3 const* axis, float angle);
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void RageQuatFromHPR(RageVector4* pOut, RageVector3 hpr );
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void RageQuatFromPRH(RageVector4* pOut, RageVector3 prh );
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void RageMatrixFromQuat( RageMatrix* pOut, const RageVector4 q );
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