Outsourced matrix math code into separate header.
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#pragma once
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#include <openvr.h>
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#include <cmath>
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namespace utils {
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inline vr::HmdMatrix34_t& initRotationMatrix(vr::HmdMatrix34_t& matrix, unsigned axisId, float angle) {
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switch (axisId) {
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case 0: // x-axis
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matrix.m[0][0] = 1.0f;
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matrix.m[0][1] = 0.0f;
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matrix.m[0][2] = 0.0f;
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matrix.m[0][3] = 0.0f;
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matrix.m[1][0] = 0.0f;
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matrix.m[1][1] = std::cos(angle);
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matrix.m[1][2] = -std::sin(angle);
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matrix.m[1][3] = 0.0f;
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matrix.m[2][0] = 0.0f;
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matrix.m[2][1] = std::sin(angle);
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matrix.m[2][2] = std::cos(angle);
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matrix.m[2][3] = 0.0f;
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break;
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case 1: // y-axis
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matrix.m[0][0] = std::cos(angle);
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matrix.m[0][1] = 0.0f;
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matrix.m[0][2] = std::sin(angle);
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matrix.m[0][3] = 0.0f;
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matrix.m[1][0] = 0.0f;
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matrix.m[1][1] = 1.0f;
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matrix.m[1][2] = 0.0f;
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matrix.m[1][3] = 0.0f;
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matrix.m[2][0] = -std::sin(angle);
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matrix.m[2][1] = 0.0f;
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matrix.m[2][2] = std::cos(angle);
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matrix.m[2][3] = 0.0f;
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break;
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case 2: // z-axis
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matrix.m[0][0] = std::cos(angle);
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matrix.m[0][1] = -std::sin(angle);
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matrix.m[0][2] = 0.0f;
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matrix.m[0][3] = 0.0f;
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matrix.m[1][0] = std::sin(angle);
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matrix.m[1][1] = std::cos(angle);
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matrix.m[1][2] = 0.0f;
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matrix.m[1][3] = 0.0f;
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matrix.m[2][0] = 0.0f;
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matrix.m[2][1] = 0.0f;
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matrix.m[2][2] = 1.0f;
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matrix.m[2][3] = 0.0f;
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break;
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default:
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break;
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}
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return matrix;
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}
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inline vr::HmdMatrix34_t& matMul33(vr::HmdMatrix34_t& result, const vr::HmdMatrix34_t& a, const vr::HmdMatrix34_t& b) {
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for (unsigned i = 0; i < 3; i++) {
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for (unsigned j = 0; j < 3; j++) {
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result.m[i][j] = 0.0f;
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for (unsigned k = 0; k < 3; k++) {
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result.m[i][j] += a.m[i][k] * b.m[k][j];
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}
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}
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}
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return result;
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}
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inline vr::HmdVector3_t& matMul33(vr::HmdVector3_t& result, const vr::HmdMatrix34_t& a, const vr::HmdVector3_t& b) {
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for (unsigned i = 0; i < 3; i++) {
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result.v[i] = 0.0f;
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for (unsigned k = 0; k < 3; k++) {
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result.v[i] += a.m[i][k] * b.v[k];
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};
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}
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return result;
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}
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inline vr::HmdVector3_t& matMul33(vr::HmdVector3_t& result, const vr::HmdVector3_t& a, const vr::HmdMatrix34_t& b) {
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for (unsigned i = 0; i < 3; i++) {
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result.v[i] = 0.0f;
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for (unsigned k = 0; k < 3; k++) {
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result.v[i] += a.v[k] * b.m[k][i];
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};
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}
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return result;
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}
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} // end namespace utils
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