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#strict 2

global func ResetTransform(overlays)
{
	for(var overlay in TransformOverlays(overlays))
	{
		if(!overlay) SetObjDrawTransform(0, 0, 0, 0, 0, 0, this, overlay);
		else SetObjDrawTransform(1000, 0, 0, 0, 1000, 0, this, overlay);
	}
}

global func SetTransform(array transforms, overlays)
{
	for(var overlay in TransformOverlays(overlays))
	{
		ResetTransform(overlay);
		AddTransform(transforms, overlay);
	}
}

global func AddTransform(array transforms, overlays)
{
	for(var overlay in TransformOverlays(overlays))
	{
		for(var transform in transforms)
		{
			SetObjDrawTransform2(transform[0][0], transform[0][1], transform[0][2], transform[1][0], transform[1][1], transform[1][2], transform[2][0], transform[2][1], transform[2][2], overlay);
		}
	}
}

global func TransformOverlays(overlays)
{
	if(!overlays || GetType(overlays) == C4V_Int)
	{
		if(overlays >= 0) return [overlays];
		else
		{
			var ret = [];
			overlays = Abs(overlays);
			for(var i = 0; i <= overlays; ++i)
			{
				ret[] = i;
			}
			return ret;
		}
	}
	else if(GetType(overlays) == C4V_Array)
	{
		var ret = [], last;
		last = overlays[0];
		var i = 1;
		if(last < 0)
		{
			i = 0;
			last = 0;
		}
		else
		{
			ret[0] = last;
		}
		for(; i < GetLength(overlays); ++i)
		{
			var overlay = overlays[i];
			if(overlay < 0)
			{
				overlay = Abs(overlay);
				for(var j = last + 1; j <= overlay; ++j)
				{
					ret[] = j;
				}
			}
			else
			{
				ret[] = overlay;
			}
			last = overlay;
		}

		return ret;
	}
	else
	{
		FatalError("TransformOverlays: overlays must be a single integer or an array.");
	}
}

global func Rotate() { return RotateZ(...); }

global func RotateX(int phi, int prec)
{
	prec = prec || 1;

	var cos = Cos(phi, 1000, prec);
	var sin = Sin(phi, 1000, prec);

	return
	[
		[1000,    0,    0],
		[   0,  cos, -sin],
		[   0,  sin,  cos]
	];
}

global func RotateY(int phi, int prec)
{
	prec = prec || 1;

	var cos = Cos(phi, 1000, prec);
	var sin = Sin(phi, 1000, prec);

	return
	[
		[ cos,    0, sin],
		[   0, 1000,   0],
		[-sin,    0, cos]
	];
}

global func RotateZ(int phi, int prec)
{
	prec = prec || 1;

	var cos = Cos(phi, 1000, prec);
	var sin = Sin(phi, 1000, prec);

	return
	[
		[cos, -sin,    0],
		[sin,  cos,    0],
		[  0,    0, 1000]
	];
}

global func Scale3D(int x, int y, int z)
{
	return
	[
		[x, 0, 0],
		[0, y, 0],
		[0, 0, z]
	];
}

global func Scale2D(int x, int y) { return Scale3D(x, y, 1000); }

global func ScaleX(int f) { return Scale3D(f, 1000, 1000); }
global func ScaleY(int f) { return Scale3D(1000, f, 1000); }
global func ScaleZ(int f) { return Scale3D(1000, 1000, f); }

global func Translate2D(int x, int y, int prec)
{
	prec = prec || 1;
	return
	[
		[1000,    0,    x * 1000 / prec],
		[   0, 1000,    y * 1000 / prec],
		[   0,    0,               1000]
	];
}

global func TranslateX(int x, int prec) { return Translate2D(x, 0, prec); }
global func TranslateY(int y, int prec) { return Translate2D(0, y, prec); }

global func MirrorX()
{
	return
	[
		[-1000,    0,    0],
		[    0, 1000,    0],
		[    0,    0, 1000]
	];
}

global func MirrorY()
{
	return
	[
		[1000,     0,    0],
		[   0, -1000,    0],
		[   0,     0, 1000]
	];
}

global func Skew2D(int x, int y)
{
	return
	[
		[1000,    x,    0],
		[   y, 1000,    0],
		[   0,    0, 1000]
	];
}

global func SkewX(int x) { return Skew2D(x, 0); }
global func SkewY(int y) { return Skew2D(0, y); }

global func Matrix3x3Multiply(array a, array b, int precision)
{
	return
	[
		[(a[2][0] * b[0][2] + a[1][0] * b[0][1] + a[0][0] * b[0][0]) / precision, (a[2][1] * b[0][2] + a[1][1] * b[0][1] + a[0][1] * b[0][0]) / precision, (a[2][2] * b[0][2] + a[1][2] * b[0][1] + a[0][2] * b[0][0]) / precision],
		[(a[2][0] * b[1][2] + a[1][0] * b[1][1] + a[0][0] * b[1][0]) / precision, (a[2][1] * b[1][2] + a[1][1] * b[1][1] + a[0][1] * b[1][0]) / precision, (a[2][2] * b[1][2] + a[1][2] * b[1][1] + a[0][2] * b[1][0]) / precision],
		[(a[2][0] * b[2][2] + a[1][0] * b[2][1] + a[0][0] * b[2][0]) / precision, (a[2][1] * b[2][2] + a[1][1] * b[2][1] + a[0][1] * b[2][0]) / precision, (a[2][2] * b[2][2] + a[1][2] * b[2][1] + a[0][2] * b[2][0]) / precision]
	];
}

// Combines several transforms (as used for SetTransform) into one transform. Returns a single transform (like all other transform functions).
// May be used to cache transforms. For direct application use SetTransform instead, which implicitly uses the native engine implementation of matrix multiplication.
global func PreTransform(array transforms)
{
	if(GetLength(transforms) == 0)
	{
		FatalError("PreTransform called without transforms.");
	}
	else
	{
		var ret = transforms[0];
		for(var i = 1; i < GetLength(transforms); ++i)
		{
			ret = Matrix3x3Multiply(ret, transforms[i], 1000);
		}
		return ret;
	}
}

// Examples

// Clonk with giant head:
// GetCursor0->SetTransform([TranslateY(8), RotateX(4), ScaleZ(400), TranslateY(-10)])

// 3D-Rotating Hut:
// Schedule("FindObject(HUT2)->SetTransform([TranslateY(-20), RotateZ(++Global(0)), TranslateY(0), RotateX(-1), TranslateY(20)])", 1, 10000)
// 3D-Rotating Clonk:
// Schedule("GetCursor(0)->SetTransform([TranslateY(-8), RotateZ(++Global(0)), TranslateY(0), RotateX(-2), TranslateY(8)])", 1, 10000)