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https://github.com/TorqueGameEngines/Torque3D.git
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Eliminate unnecessary uses of ConsoleFunction
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6be736ff85
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12 changed files with 103 additions and 158 deletions
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@ -584,69 +584,33 @@ DefineEngineFunction(getRandomDir, Point3F, (Point3F axis, float thetaMin, float
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return MathUtils::randomDir(axis, thetaMin, thetaMax, phiMin, phiMax);
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}
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ConsoleFunction( MatrixInverseMulVector, const char*, 3, 3, "(MatrixF xfrm, Point3F vector)"
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"@brief Multiply the vector by the affine inverse of the transform.\n\n"
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"@ingroup AFX")
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DefineEngineFunction(MatrixInverseMulVector, Point3F, (MatrixF xfrm, Point3F vector),,
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"@brief Multiply the vector by the affine inverse of the transform.\n\n"
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"@ingroup AFX")
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{
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Point3F pos1(0.0f,0.0f,0.0f);
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AngAxisF aa1(Point3F(0.0f,0.0f,0.0f),0.0f);
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dSscanf(argv[1], "%g %g %g %g %g %g %g", &pos1.x, &pos1.y, &pos1.z, &aa1.axis.x, &aa1.axis.y, &aa1.axis.z, &aa1.angle);
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MatrixF temp1(true);
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aa1.setMatrix(&temp1);
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temp1.setColumn(3, pos1);
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Point3F vec1(0.0f,0.0f,0.0f);
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dSscanf(argv[2], "%g %g %g", &vec1.x, &vec1.y, &vec1.z);
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temp1.affineInverse();
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xfrm.affineInverse();
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Point3F result;
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temp1.mulV(vec1, &result);
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xfrm.mulV(vector, &result);
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char* ret = Con::getReturnBuffer(256);
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dSprintf(ret, 255, "%g %g %g", result.x, result.y, result.z);
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return ret;
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return result;
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}
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ConsoleFunction(moveTransformAbs, const char*, 3, 3, "(MatrixF xfrm, Point3F pos)"
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"@brief Move the transform to the new absolute position.\n\n"
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"@ingroup AFX")
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DefineEngineFunction(moveTransformAbs, MatrixF, (MatrixF xfrm, Point3F pos),,
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"@brief Move the transform to the new absolute position.\n\n"
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"@ingroup AFX")
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{
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Point3F pos1(0.0f,0.0f,0.0f);
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AngAxisF aa1(Point3F(0.0f,0.0f,0.0f),0.0f);
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dSscanf(argv[1], "%g %g %g %g %g %g %g", &pos1.x, &pos1.y, &pos1.z, &aa1.axis.x, &aa1.axis.y, &aa1.axis.z, &aa1.angle);
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Point3F pos2(0.0f,0.0f,0.0f);
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dSscanf(argv[2], "%g %g %g", &pos2.x, &pos2.y, &pos2.z);
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char* returnBuffer = Con::getReturnBuffer(256);
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dSprintf(returnBuffer, 255, "%g %g %g %g %g %g %g",
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pos2.x, pos2.y, pos2.z,
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aa1.axis.x, aa1.axis.y, aa1.axis.z,
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aa1.angle);
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return returnBuffer;
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xfrm.setPosition(pos);
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return xfrm;
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}
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ConsoleFunction(moveTransformRel, const char*, 3, 3, "(MatrixF xfrm, Point3F pos)"
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"@brief Move the transform to the new relative position.\n\n"
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"@ingroup AFX")
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DefineEngineFunction(moveTransformRel, MatrixF, (MatrixF xfrm, Point3F pos),,
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"@brief Move the transform to the new relative position.\n\n"
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"@ingroup AFX")
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{
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Point3F pos1(0.0f,0.0f,0.0f);
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AngAxisF aa1(Point3F(0.0f,0.0f,0.0f),0.0f);
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dSscanf(argv[1], "%g %g %g %g %g %g %g", &pos1.x, &pos1.y, &pos1.z, &aa1.axis.x, &aa1.axis.y, &aa1.axis.z, &aa1.angle);
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Point3F pos2(0.0f,0.0f,0.0f);
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dSscanf(argv[2], "%g %g %g", &pos2.x, &pos2.y, &pos2.z);
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pos2 += pos1;
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char* returnBuffer = Con::getReturnBuffer(256);
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dSprintf(returnBuffer, 255, "%g %g %g %g %g %g %g",
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pos2.x, pos2.y, pos2.z,
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aa1.axis.x, aa1.axis.y, aa1.axis.z,
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aa1.angle);
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return returnBuffer;
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pos += xfrm.getPosition();
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xfrm.setPosition(pos);
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return xfrm;
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}
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DefineEngineFunction(getFreeTargetPosition, Point3F, (),,
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