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@ -31,16 +31,19 @@ PUBLISHED:
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INLINE_LINMATH FLOATNAME(LMatrix3)();
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INLINE_LINMATH FLOATNAME(LMatrix3)(const FLOATNAME(LMatrix3) &other);
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INLINE_LINMATH FLOATNAME(LMatrix3) &operator = (const FLOATNAME(LMatrix3) &other);
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INLINE_LINMATH FLOATNAME(LMatrix3) &operator = (
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const FLOATNAME(LMatrix3) &other);
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INLINE_LINMATH FLOATNAME(LMatrix3) &operator = (FLOATTYPE fill_value);
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INLINE_LINMATH FLOATNAME(LMatrix3)(FLOATTYPE e00, FLOATTYPE e01, FLOATTYPE e02,
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FLOATTYPE e10, FLOATTYPE e11, FLOATTYPE e12,
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FLOATTYPE e20, FLOATTYPE e21, FLOATTYPE e22);
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INLINE_LINMATH FLOATNAME(LMatrix3)(
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FLOATTYPE e00, FLOATTYPE e01, FLOATTYPE e02,
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FLOATTYPE e10, FLOATTYPE e11, FLOATTYPE e12,
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FLOATTYPE e20, FLOATTYPE e21, FLOATTYPE e22);
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void fill(FLOATTYPE fill_value);
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INLINE_LINMATH void set(FLOATTYPE e00, FLOATTYPE e01, FLOATTYPE e02,
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FLOATTYPE e10, FLOATTYPE e11, FLOATTYPE e12,
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FLOATTYPE e20, FLOATTYPE e21, FLOATTYPE e22);
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INLINE_LINMATH void set(
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FLOATTYPE e00, FLOATTYPE e01, FLOATTYPE e02,
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FLOATTYPE e10, FLOATTYPE e11, FLOATTYPE e12,
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FLOATTYPE e20, FLOATTYPE e21, FLOATTYPE e22);
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INLINE_LINMATH void set_row(int row, const FLOATNAME(LVecBase3) &v);
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INLINE_LINMATH void set_col(int col, const FLOATNAME(LVecBase3) &v);
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@ -55,7 +58,8 @@ PUBLISHED:
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INLINE_LINMATH FLOATNAME(LVecBase2) get_col2(int col) const;
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// these versions inline better
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INLINE_LINMATH void get_row(FLOATNAME(LVecBase3) &result_vec, int row) const;
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INLINE_LINMATH void get_row(
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FLOATNAME(LVecBase3) &result_vec, int row) const;
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INLINE_LINMATH FLOATTYPE &operator () (int row, int col);
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INLINE_LINMATH FLOATTYPE operator () (int row, int col) const;
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@ -97,16 +101,21 @@ PUBLISHED:
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xform_vec(const FLOATNAME(LVecBase2) &v) const;
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// this = other1 * other2
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INLINE_LINMATH void multiply(const FLOATNAME(LMatrix3) &other1, const FLOATNAME(LMatrix3) &other2);
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INLINE_LINMATH void multiply(
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const FLOATNAME(LMatrix3) &other1, const FLOATNAME(LMatrix3) &other2);
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INLINE_LINMATH FLOATNAME(LMatrix3) operator * (const FLOATNAME(LMatrix3) &other) const;
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INLINE_LINMATH FLOATNAME(LMatrix3) operator * (
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const FLOATNAME(LMatrix3) &other) const;
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INLINE_LINMATH FLOATNAME(LMatrix3) operator * (FLOATTYPE scalar) const;
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INLINE_LINMATH FLOATNAME(LMatrix3) operator / (FLOATTYPE scalar) const;
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INLINE_LINMATH FLOATNAME(LMatrix3) &operator += (const FLOATNAME(LMatrix3) &other);
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INLINE_LINMATH FLOATNAME(LMatrix3) &operator -= (const FLOATNAME(LMatrix3) &other);
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INLINE_LINMATH FLOATNAME(LMatrix3) &operator += (
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const FLOATNAME(LMatrix3) &other);
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INLINE_LINMATH FLOATNAME(LMatrix3) &operator -= (
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const FLOATNAME(LMatrix3) &other);
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INLINE_LINMATH FLOATNAME(LMatrix3) &operator *= (const FLOATNAME(LMatrix3) &other);
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INLINE_LINMATH FLOATNAME(LMatrix3) &operator *= (
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const FLOATNAME(LMatrix3) &other);
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INLINE_LINMATH FLOATNAME(LMatrix3) &operator *= (FLOATTYPE scalar);
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INLINE_LINMATH FLOATNAME(LMatrix3) &operator /= (FLOATTYPE scalar);
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@ -194,7 +203,8 @@ PUBLISHED:
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public:
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INLINE_LINMATH void generate_hash(ChecksumHashGenerator &hashgen) const;
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void generate_hash(ChecksumHashGenerator &hashgen, FLOATTYPE threshold) const;
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void generate_hash(
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ChecksumHashGenerator &hashgen, FLOATTYPE threshold) const;
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public:
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union {
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@ -208,8 +218,10 @@ public:
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} _m;
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private:
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INLINE_LINMATH FLOATTYPE mult_cel(const FLOATNAME(LMatrix3) &other, int x, int y) const;
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INLINE_LINMATH FLOATTYPE det2(FLOATTYPE e00, FLOATTYPE e01, FLOATTYPE e10, FLOATTYPE e11) const;
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INLINE_LINMATH FLOATTYPE mult_cel(
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const FLOATNAME(LMatrix3) &other, int x, int y) const;
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INLINE_LINMATH FLOATTYPE det2(
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FLOATTYPE e00, FLOATTYPE e01, FLOATTYPE e10, FLOATTYPE e11) const;
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static const FLOATNAME(LMatrix3) _ident_mat;
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static const FLOATNAME(LMatrix3) _y_to_z_up_mat;
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@ -235,7 +247,8 @@ private:
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};
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INLINE_LINMATH ostream &operator << (ostream &out, const FLOATNAME(LMatrix3) &mat) {
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INLINE_LINMATH ostream &operator << (
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ostream &out, const FLOATNAME(LMatrix3) &mat) {
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mat.output(out);
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return out;
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}
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@ -29,7 +29,8 @@
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// pushes back on things that attempt to move into solid
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// walls. This also puts forces onto the physics objects
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////////////////////////////////////////////////////////////////////
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class EXPCL_PANDAPHYSICS PhysicsCollisionHandler : public CollisionHandlerPusher {
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class EXPCL_PANDAPHYSICS PhysicsCollisionHandler :
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public CollisionHandlerPusher {
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PUBLISHED:
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PhysicsCollisionHandler();
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virtual ~PhysicsCollisionHandler();
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