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Inline common vector/matrix operations, for performance.
Remove some redundant vector methods. Compute skinning for positions and normals simultaneously. (These changes reduce skinning cost by >50%.) This was SVN commit r8170.
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@@ -1,4 +1,4 @@
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/* Copyright (C) 2009 Wildfire Games.
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/* Copyright (C) 2010 Wildfire Games.
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* This file is part of 0 A.D.
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*
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* 0 A.D. is free software: you can redistribute it and/or modify
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@@ -45,77 +45,6 @@ int CVector3D::operator ! () const
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return 1;
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}
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bool CVector3D::operator== (const CVector3D &vector) const
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{
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return (X == vector.X && Y == vector.Y && Z == vector.Z);
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}
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//vector addition
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CVector3D CVector3D::operator + (const CVector3D &vector) const
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{
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return CVector3D(X+vector.X, Y+vector.Y, Z+vector.Z);
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}
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//vector addition/assignment
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CVector3D &CVector3D::operator += (const CVector3D &vector)
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{
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X += vector.X;
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Y += vector.Y;
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Z += vector.Z;
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return *this;
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}
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//vector subtraction
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CVector3D CVector3D::operator - (const CVector3D &vector) const
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{
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return CVector3D(X-vector.X, Y-vector.Y, Z-vector.Z);
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}
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//vector negation
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CVector3D CVector3D::operator-() const
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{
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return CVector3D(-X, -Y, -Z);
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}
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//vector subtrcation/assignment
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CVector3D &CVector3D::operator -= (const CVector3D &vector)
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{
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X -= vector.X;
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Y -= vector.Y;
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Z -= vector.Z;
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return *this;
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}
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//scalar multiplication
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CVector3D CVector3D::operator * (float value) const
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{
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return CVector3D(X*value, Y*value, Z*value);
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}
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//scalar multiplication/assignment
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CVector3D& CVector3D::operator *= (float value)
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{
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X *= value;
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Y *= value;
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Z *= value;
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return *this;
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}
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void CVector3D::Set (float x, float y, float z)
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{
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X = x;
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Y = y;
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Z = z;
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}
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void CVector3D::Clear ()
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{
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X = Y = Z = 0.0f;
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}
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//Dot product
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float CVector3D::Dot (const CVector3D &vector) const
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{
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return ( X * vector.X +
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@@ -123,7 +52,6 @@ float CVector3D::Dot (const CVector3D &vector) const
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Z * vector.Z );
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}
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//Cross product
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CVector3D CVector3D::Cross (const CVector3D &vector) const
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{
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CVector3D Temp;
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