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@ -30,9 +30,9 @@ namespace GTETest {
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return true;
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return true;
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}
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}
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const auto matrix = GTE::MATRIX::rotation(0, 0, rotation);
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auto matrix = GTE::MATRIX::rotation(0, rotation, rotation);
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GTE::set_trans_matrix(matrix);
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matrix.trans[0] = (Assets::Main::DoenerFishInfo.size.width/2);
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GTE::set_rot_matrix(matrix);
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matrix.trans[1] = (Assets::Main::DoenerFishInfo.size.height/2);
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doener_fish.apply(matrix);
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doener_fish.apply(matrix);
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rotation += 5_DEG;
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rotation += 5_DEG;
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@ -19,10 +19,15 @@ namespace GTETest {
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void apply(const GTE::MATRIX& matrix) {
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void apply(const GTE::MATRIX& matrix) {
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static const auto apply_to = [](const GTE::MATRIX& matrix, GTE::SVECTOR vector) -> GPU::Vertex {
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static const auto apply_to = [](const GTE::MATRIX& matrix, GTE::SVECTOR vector) -> GPU::Vertex {
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GTE::MATRIX move_back = GTE::MATRIX::identity();
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GTE::SVECTOR output;
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GTE::SVECTOR output;
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int32_t flag;
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int32_t flag;
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return GTE::apply_matrix(matrix, vector, output).to<GPU::Vertex>();
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move_back.trans[0] = -matrix.trans[0];
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move_back.trans[1] = -matrix.trans[1];
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move_back.trans[2] = -matrix.trans[2];
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return GTE::apply_matrix(matrix, GTE::apply_matrix(move_back, vector, output), output).to<GPU::Vertex>();
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};
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};
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const auto& area = this->area;
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const auto& area = this->area;
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@ -45,10 +45,10 @@ namespace JabyEngine {
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SVECTOR& apply_matrix(const MATRIX& m0, const SVECTOR& v0, SVECTOR& v1) {
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SVECTOR& apply_matrix(const MATRIX& m0, const SVECTOR& v0, SVECTOR& v1) {
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// TODO: Do we want to push here?
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// TODO: Do we want to push here?
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set_rot_matrix(m0);
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set_matrix(m0);
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JabyEngine::GTE::ldv0(v0);
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JabyEngine::GTE::ldv0(v0);
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JabyEngine::GTE::rtv0();
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JabyEngine::GTE::rt();
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JabyEngine::GTE::stsv(v1);
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JabyEngine::GTE::stsv(v1);
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return v1;
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return v1;
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}
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}
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