re3/src/math/Matrix.h

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C
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#pragma once
class CMatrix
{
public:
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union
{
float f[4][4];
struct
{
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float rx, ry, rz, rw;
float fx, fy, fz, fw;
float ux, uy, uz, uw;
float px, py, pz, pw;
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};
};
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RwMatrix *m_attachment;
bool m_hasRwMatrix; // are we the owner?
CMatrix(void);
CMatrix(CMatrix const &m);
CMatrix(RwMatrix *matrix, bool owner = false);
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CMatrix(float scale){
m_attachment = nil;
m_hasRwMatrix = false;
SetScale(scale);
}
~CMatrix(void);
void Attach(RwMatrix *matrix, bool owner = false);
void AttachRW(RwMatrix *matrix, bool owner = false);
void Detach(void);
void Update(void);
void UpdateRW(void);
void operator=(CMatrix const &rhs);
CMatrix &operator+=(CMatrix const &rhs);
CMatrix &operator*=(CMatrix const &rhs);
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CVector &GetPosition(void) { return *(CVector*)&px; }
CVector &GetRight(void) { return *(CVector*)℞ }
CVector &GetForward(void) { return *(CVector*)&fx; }
CVector &GetUp(void) { return *(CVector*)&ux; }
const CVector &GetPosition(void) const { return *(CVector*)&px; }
const CVector &GetRight(void) const { return *(CVector*)℞ }
const CVector &GetForward(void) const { return *(CVector*)&fx; }
const CVector &GetUp(void) const { return *(CVector*)&ux; }
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void SetTranslate(float x, float y, float z);
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void SetTranslate(const CVector &trans){ SetTranslate(trans.x, trans.y, trans.z); }
void Translate(float x, float y, float z){
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px += x;
py += y;
pz += z;
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}
void Translate(const CVector &trans){ Translate(trans.x, trans.y, trans.z); }
void SetScale(float s);
void Scale(float scale)
{
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for (int i = 0; i < 3; i++)
#ifdef FIX_BUGS // BUGFIX from VC
for (int j = 0; j < 3; j++)
#else
for (int j = 0; j < 4; j++)
#endif
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f[i][j] *= scale;
}
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void SetRotateXOnly(float angle);
void SetRotateYOnly(float angle);
void SetRotateZOnly(float angle);
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void SetRotateZOnlyScaled(float angle, float scale) {
float c = Cos(angle);
float s = Sin(angle);
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rx = c * scale;
ry = s * scale;
rz = 0.0f;
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fx = -s * scale;
fy = c * scale;
fz = 0.0f;
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ux = 0.0f;
uy = 0.0f;
uz = scale;
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}
void SetRotateX(float angle);
void SetRotateY(float angle);
void SetRotateZ(float angle);
void SetRotate(float xAngle, float yAngle, float zAngle);
void Rotate(float x, float y, float z);
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void RotateX(float x);
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void RotateY(float y);
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void RotateZ(float z);
void Reorthogonalise(void);
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void CopyOnlyMatrix(const CMatrix &other);
void SetUnity(void);
void ResetOrientation(void);
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void SetTranslateOnly(float x, float y, float z) {
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px = x;
py = y;
pz = z;
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}
void SetTranslateOnly(const CVector& pos) {
SetTranslateOnly(pos.x, pos.y, pos.z);
}
void CheckIntegrity(){}
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};
CMatrix &Invert(const CMatrix &src, CMatrix &dst);
CMatrix Invert(const CMatrix &matrix);
CMatrix operator*(const CMatrix &m1, const CMatrix &m2);
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inline CVector MultiplyInverse(const CMatrix &mat, const CVector &vec)
{
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CVector v(vec.x - mat.px, vec.y - mat.py, vec.z - mat.pz);
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return CVector(
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mat.rx * v.x + mat.ry * v.y + mat.rz * v.z,
mat.fx * v.x + mat.fy * v.y + mat.fz * v.z,
mat.ux * v.x + mat.uy * v.y + mat.uz * v.z);
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}
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class CCompressedMatrixNotAligned
{
CVector m_vecPos;
int8 m_rightX;
int8 m_rightY;
int8 m_rightZ;
int8 m_upX;
int8 m_upY;
int8 m_upZ;
public:
void CompressFromFullMatrix(CMatrix &other);
void DecompressIntoFullMatrix(CMatrix &other);
};
class CCompressedMatrix : public CCompressedMatrixNotAligned
{
int _alignment; // no clue what would this align to
};