mirror of
https://git.code.sf.net/p/quake/quakeforge
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1dff24dbd0
It copies an entire hierarchy (minus actual entities, but I'm as yet unsure how to proceed with them), even across scenes as the source scene is irrelevant and the destination scene is used for creating the new transforms.
224 lines
6.1 KiB
C
224 lines
6.1 KiB
C
/*
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transform.c
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General transform handling
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Copyright (C) 2021 Bill Currke
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to:
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Free Software Foundation, Inc.
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59 Temple Place - Suite 330
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Boston, MA 02111-1307, USA
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*/
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#ifdef HAVE_CONFIG_H
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# include "config.h"
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#endif
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#ifdef HAVE_STRING_H
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# include <string.h>
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#endif
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#ifdef HAVE_STRINGS_H
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# include <strings.h>
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#endif
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#define IMPLEMENT_TRANSFORM_Funcs
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#include "QF/scene/hierarchy.h"
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#include "QF/scene/scene.h"
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#include "QF/scene/transform.h"
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#include "scn_internal.h"
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transform_t *
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__transform_alloc (scene_t *scene)
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{
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scene_resources_t *res = scene->resources;
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transform_t *transform = PR_RESNEW_NC (res->transforms);
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transform->scene = scene;
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transform->id = PR_RESINDEX (res->transforms, transform);
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transform->hierarchy = 0;
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transform->index = 0;
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return transform;
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}
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transform_t *
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Transform_New (scene_t *scene, transform_t *parent)
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{
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transform_t *transform = __transform_alloc (scene);
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if (parent) {
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transform->hierarchy = parent->hierarchy;
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transform->index = Hierarchy_InsertHierarchy (parent->hierarchy, 0,
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parent->index, 0);
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} else {
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transform->hierarchy = Hierarchy_New (scene, 1);
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transform->index = 0;
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}
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transform->hierarchy->transform.a[transform->index] = transform;
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Hierarchy_UpdateMatrices (transform->hierarchy);
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return transform;
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}
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void
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Transform_Delete (transform_t *transform)
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{
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if (transform->index != 0) {
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// The transform is not the root, so pull it out of its current
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// hierarchy so deleting it is easier
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Transform_SetParent (transform, 0);
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}
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// Takes care of freeing the transforms
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Hierarchy_Delete (transform->hierarchy);
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}
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transform_t *
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Transform_NewNamed (scene_t *scene, transform_t *parent, const char *name)
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{
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transform_t *transform = Transform_New (scene, parent);
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Transform_SetName (transform, name);
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return transform;
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}
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void
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Transform_SetParent (transform_t *transform, transform_t *parent)
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{
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if (parent) {
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hierarchy_t *hierarchy = transform->hierarchy;
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uint32_t index = transform->index;
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Hierarchy_InsertHierarchy (parent->hierarchy, hierarchy,
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parent->index, index);
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Hierarchy_RemoveHierarchy (hierarchy, index);
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if (!hierarchy->name.size) {
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Hierarchy_Delete (hierarchy);
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}
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} else {
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// null parent -> make transform root
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if (!transform->index) {
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// already root
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return;
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}
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hierarchy_t *hierarchy = transform->hierarchy;
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uint32_t index = transform->index;
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hierarchy_t *new_hierarchy = Hierarchy_New (transform->scene, 0);
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Hierarchy_InsertHierarchy (new_hierarchy, hierarchy, null_transform,
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index);
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Hierarchy_RemoveHierarchy (hierarchy, index);
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}
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}
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void
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Transform_SetName (transform_t *transform, const char *name)
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{
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hierarchy_t *h = transform->hierarchy;
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//FIXME create a string pool (similar to qfcc's, or even move that to util)
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if (h->name.a[transform->index]) {
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free (h->name.a[transform->index]);
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}
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h->name.a[transform->index] = strdup (name);
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}
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void
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Transform_SetTag (transform_t *transform, uint32_t tag)
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{
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hierarchy_t *h = transform->hierarchy;
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h->tag.a[transform->index] = tag;
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}
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void
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Transform_SetLocalPosition (transform_t *transform, vec4f_t position)
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{
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hierarchy_t *h = transform->hierarchy;
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h->localMatrix.a[transform->index][3] = position;
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h->modified.a[transform->index] = 1;
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Hierarchy_UpdateMatrices (h);
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}
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void
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Transform_SetLocalRotation (transform_t *transform, vec4f_t rotation)
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{
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hierarchy_t *h = transform->hierarchy;
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vec4f_t scale = h->localScale.a[transform->index];
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mat4f_t mat;
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mat4fquat (mat, rotation);
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h->localRotation.a[transform->index] = rotation;
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h->localMatrix.a[transform->index][0] = mat[0] * scale[0];
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h->localMatrix.a[transform->index][1] = mat[1] * scale[1];
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h->localMatrix.a[transform->index][2] = mat[2] * scale[2];
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h->modified.a[transform->index] = 1;
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Hierarchy_UpdateMatrices (h);
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}
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void
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Transform_SetLocalScale (transform_t *transform, vec4f_t scale)
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{
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hierarchy_t *h = transform->hierarchy;
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vec4f_t rotation = h->localRotation.a[transform->index];
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mat4f_t mat;
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mat4fquat (mat, rotation);
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h->localScale.a[transform->index] = scale;
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h->localMatrix.a[transform->index][0] = mat[0] * scale[0];
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h->localMatrix.a[transform->index][1] = mat[1] * scale[1];
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h->localMatrix.a[transform->index][2] = mat[2] * scale[2];
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h->modified.a[transform->index] = 1;
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Hierarchy_UpdateMatrices (h);
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}
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void
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Transform_SetWorldPosition (transform_t *transform, vec4f_t position)
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{
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if (transform->index) {
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hierarchy_t *h = transform->hierarchy;
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uint32_t parent = h->parentIndex.a[transform->index];
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position = mvmulf (h->worldInverse.a[parent], position);
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}
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Transform_SetLocalPosition (transform, position);
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}
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void
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Transform_SetWorldRotation (transform_t *transform, vec4f_t rotation)
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{
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if (transform->index) {
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hierarchy_t *h = transform->hierarchy;
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uint32_t parent = h->parentIndex.a[transform->index];
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rotation = qmulf (qconjf (h->worldRotation.a[parent]), rotation);
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}
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Transform_SetLocalRotation (transform, rotation);
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}
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void
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Transform_SetLocalTransform (transform_t *transform, vec4f_t scale,
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vec4f_t rotation, vec4f_t position)
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{
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hierarchy_t *h = transform->hierarchy;
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mat4f_t mat;
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mat4fquat (mat, rotation);
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position[3] = 1;
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h->localRotation.a[transform->index] = rotation;
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h->localScale.a[transform->index] = scale;
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h->localMatrix.a[transform->index][0] = mat[0] * scale[0];
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h->localMatrix.a[transform->index][1] = mat[1] * scale[1];
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h->localMatrix.a[transform->index][2] = mat[2] * scale[2];
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h->localMatrix.a[transform->index][3] = position;
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h->modified.a[transform->index] = 1;
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Hierarchy_UpdateMatrices (h);
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}
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