DDR-like camera motions for DancingCharacters
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@@ -171,6 +171,26 @@ void RageMatrixRotationZ( RageMatrix* pOut, float theta )
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pOut->m[1][0] = -pOut->m[0][1];
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}
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RageMatrix RageMatrixRotationX( float theta )
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{
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RageMatrix m;
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RageMatrixRotationX( &m, theta );
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return m;
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}
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RageMatrix RageMatrixRotationY( float theta )
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{
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RageMatrix m;
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RageMatrixRotationY( &m, theta );
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return m;
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}
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RageMatrix RageMatrixRotationZ( float theta )
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{
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RageMatrix m;
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RageMatrixRotationZ( &m, theta );
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return m;
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}
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/* This is similar in style to Actor::Command. However, Actors don't store
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* matrix stacks; they only store offsets and scales, and compound them into
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* a single transformations at once. This makes some things easy, but it's not
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