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https://git.rip/DMCA_FUCKER/re3.git
synced 2024-12-22 23:30:01 +00:00
Move a bunch of math to cpp files + small fixes
This commit is contained in:
parent
93d77f340d
commit
38ec1bd50d
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@ -1080,11 +1080,11 @@ void CCarCtrl::SlowCarDownForCarsSectorList(CPtrList& lst, CVehicle* pVehicle, f
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void CCarCtrl::SlowCarDownForOtherCar(CEntity* pOtherEntity, CVehicle* pVehicle, float* pSpeed, float curSpeed)
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{
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CVector forwardA = pVehicle->GetForward();
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((CVector2D)forwardA).Normalise();
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((CVector2D)forwardA).NormaliseSafe();
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if (DotProduct2D(pOtherEntity->GetPosition() - pVehicle->GetPosition(), forwardA) < 0.0f)
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return;
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CVector forwardB = pOtherEntity->GetForward();
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((CVector2D)forwardB).Normalise();
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((CVector2D)forwardB).NormaliseSafe();
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forwardA.z = forwardB.z = 0.0f;
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CVehicle* pOtherVehicle = (CVehicle*)pOtherEntity;
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/* why is the argument CEntity if it's always CVehicle anyway and is casted? */
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@ -1337,7 +1337,7 @@ void CCarCtrl::WeaveForOtherCar(CEntity* pOtherEntity, CVehicle* pVehicle, float
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pVehicle->GetModelInfo()->GetColModel()->boundingSphere.radius < distance)
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return;
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CVector2D forward = pVehicle->GetForward();
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forward.Normalise();
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forward.NormaliseSafe();
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float forwardAngle = CGeneral::GetATanOfXY(forward.x, forward.y);
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float angleDiff = angleBetweenVehicles - forwardAngle;
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float lenProjection = ABS(pOtherCar->GetColModel()->boundingBox.max.y * sin(angleDiff));
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@ -2276,7 +2276,7 @@ float CCarCtrl::FindMaxSteerAngle(CVehicle* pVehicle)
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void CCarCtrl::SteerAICarWithPhysicsFollowPath(CVehicle* pVehicle, float* pSwerve, float* pAccel, float* pBrake, bool* pHandbrake)
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{
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CVector2D forward = pVehicle->GetForward();
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forward.Normalise();
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forward.NormaliseSafe();
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CCarPathLink* pCurrentLink = &ThePaths.m_carPathLinks[pVehicle->AutoPilot.m_nCurrentPathNodeInfo];
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CCarPathLink* pNextLink = &ThePaths.m_carPathLinks[pVehicle->AutoPilot.m_nNextPathNodeInfo];
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CVector2D currentPathLinkForward(pCurrentLink->GetDirX() * pVehicle->AutoPilot.m_nCurrentDirection,
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@ -2410,7 +2410,7 @@ void CCarCtrl::SteerAICarWithPhysicsHeadingForTarget(CVehicle* pVehicle, CPhysic
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{
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*pHandbrake = false;
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CVector2D forward = pVehicle->GetForward();
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forward.Normalise();
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forward.NormaliseSafe();
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float angleToTarget = CGeneral::GetATanOfXY(targetX - pVehicle->GetPosition().x, targetY - pVehicle->GetPosition().y);
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float angleForward = CGeneral::GetATanOfXY(forward.x, forward.y);
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if (pVehicle->AutoPilot.m_nDrivingStyle == DRIVINGSTYLE_AVOID_CARS)
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@ -2497,7 +2497,7 @@ void CCarCtrl::SteerAICarWithPhysicsTryingToBlockTarget_Stop(CVehicle* pVehicle,
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void CCarCtrl::SteerAIBoatWithPhysicsHeadingForTarget(CBoat* pBoat, float targetX, float targetY, float* pSwerve, float* pAccel, float* pBrake)
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{
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CVector2D forward(pBoat->GetForward());
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forward.Normalise();
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forward.NormaliseSafe();
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CVector2D distanceToTarget = CVector2D(targetX, targetY) - pBoat->GetPosition();
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float angleToTarget = CGeneral::GetATanOfXY(distanceToTarget.x, distanceToTarget.y);
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float angleForward = CGeneral::GetATanOfXY(forward.x, forward.y);
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@ -2733,7 +2733,7 @@ bool CCarCtrl::GenerateOneEmergencyServicesCar(uint32 mi, CVector vecPos)
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pVehicle->AutoPilot.m_nTempAction = TEMPACT_NONE;
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pVehicle->AutoPilot.m_nDrivingStyle = DRIVINGSTYLE_AVOID_CARS;
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CVector2D direction = vecPos - spawnPos;
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direction.Normalise();
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direction.NormaliseSafe();
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pVehicle->GetForward() = CVector(direction.x, direction.y, 0.0f);
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pVehicle->GetRight() = CVector(direction.y, -direction.x, 0.0f);
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pVehicle->GetUp() = CVector(0.0f, 0.0f, 1.0f);
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552
src/math/Matrix.cpp
Normal file
552
src/math/Matrix.cpp
Normal file
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@ -0,0 +1,552 @@
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#include "common.h"
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CMatrix::CMatrix(void)
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{
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m_attachment = nil;
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m_hasRwMatrix = false;
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}
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CMatrix::CMatrix(CMatrix const &m)
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{
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m_attachment = nil;
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m_hasRwMatrix = false;
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*this = m;
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}
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CMatrix::CMatrix(RwMatrix *matrix, bool owner)
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{
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m_attachment = nil;
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Attach(matrix, owner);
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}
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CMatrix::~CMatrix(void)
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{
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if (m_hasRwMatrix && m_attachment)
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RwMatrixDestroy(m_attachment);
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}
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void
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CMatrix::Attach(RwMatrix *matrix, bool owner)
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{
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#ifdef FIX_BUGS
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if (m_attachment && m_hasRwMatrix)
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#else
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if (m_hasRwMatrix && m_attachment)
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#endif
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RwMatrixDestroy(m_attachment);
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m_attachment = matrix;
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m_hasRwMatrix = owner;
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Update();
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}
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void
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CMatrix::AttachRW(RwMatrix *matrix, bool owner)
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{
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if (m_hasRwMatrix && m_attachment)
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RwMatrixDestroy(m_attachment);
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m_attachment = matrix;
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m_hasRwMatrix = owner;
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UpdateRW();
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}
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void
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CMatrix::Detach(void)
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{
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if (m_hasRwMatrix && m_attachment)
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RwMatrixDestroy(m_attachment);
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m_attachment = nil;
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}
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void
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CMatrix::Update(void)
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{
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m_matrix = *m_attachment;
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}
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void
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CMatrix::UpdateRW(void)
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{
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if (m_attachment) {
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*m_attachment = m_matrix;
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RwMatrixUpdate(m_attachment);
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}
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}
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void
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CMatrix::operator=(CMatrix const &rhs)
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{
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m_matrix = rhs.m_matrix;
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if (m_attachment)
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UpdateRW();
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}
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void
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CMatrix::CopyOnlyMatrix(CMatrix *other)
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{
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m_matrix = other->m_matrix;
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}
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CMatrix &
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CMatrix::operator+=(CMatrix const &rhs)
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{
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m_matrix.right.x += rhs.m_matrix.right.x;
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m_matrix.up.x += rhs.m_matrix.up.x;
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m_matrix.at.x += rhs.m_matrix.at.x;
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m_matrix.right.y += rhs.m_matrix.right.y;
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m_matrix.up.y += rhs.m_matrix.up.y;
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m_matrix.at.y += rhs.m_matrix.at.y;
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m_matrix.right.z += rhs.m_matrix.right.z;
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m_matrix.up.z += rhs.m_matrix.up.z;
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m_matrix.at.z += rhs.m_matrix.at.z;
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m_matrix.pos.x += rhs.m_matrix.pos.x;
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m_matrix.pos.y += rhs.m_matrix.pos.y;
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m_matrix.pos.z += rhs.m_matrix.pos.z;
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return *this;
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}
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void
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CMatrix::SetUnity(void)
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{
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m_matrix.right.x = 1.0f;
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m_matrix.right.y = 0.0f;
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m_matrix.right.z = 0.0f;
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m_matrix.up.x = 0.0f;
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m_matrix.up.y = 1.0f;
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m_matrix.up.z = 0.0f;
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m_matrix.at.x = 0.0f;
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m_matrix.at.y = 0.0f;
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m_matrix.at.z = 1.0f;
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m_matrix.pos.x = 0.0f;
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m_matrix.pos.y = 0.0f;
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m_matrix.pos.z = 0.0f;
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}
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void
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CMatrix::ResetOrientation(void)
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{
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m_matrix.right.x = 1.0f;
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m_matrix.right.y = 0.0f;
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m_matrix.right.z = 0.0f;
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m_matrix.up.x = 0.0f;
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m_matrix.up.y = 1.0f;
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m_matrix.up.z = 0.0f;
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m_matrix.at.x = 0.0f;
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m_matrix.at.y = 0.0f;
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m_matrix.at.z = 1.0f;
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}
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void
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CMatrix::SetScale(float s)
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{
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m_matrix.right.x = s;
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m_matrix.right.y = 0.0f;
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m_matrix.right.z = 0.0f;
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m_matrix.up.x = 0.0f;
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m_matrix.up.y = s;
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m_matrix.up.z = 0.0f;
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m_matrix.at.x = 0.0f;
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m_matrix.at.y = 0.0f;
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m_matrix.at.z = s;
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m_matrix.pos.x = 0.0f;
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m_matrix.pos.y = 0.0f;
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m_matrix.pos.z = 0.0f;
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}
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void
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CMatrix::SetTranslate(float x, float y, float z)
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{
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m_matrix.right.x = 1.0f;
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m_matrix.right.y = 0.0f;
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m_matrix.right.z = 0.0f;
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m_matrix.up.x = 0.0f;
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m_matrix.up.y = 1.0f;
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m_matrix.up.z = 0.0f;
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m_matrix.at.x = 0.0f;
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m_matrix.at.y = 0.0f;
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m_matrix.at.z = 1.0f;
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m_matrix.pos.x = x;
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m_matrix.pos.y = y;
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m_matrix.pos.z = z;
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}
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void
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CMatrix::SetRotateXOnly(float angle)
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{
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float c = Cos(angle);
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float s = Sin(angle);
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m_matrix.right.x = 1.0f;
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m_matrix.right.y = 0.0f;
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m_matrix.right.z = 0.0f;
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m_matrix.up.x = 0.0f;
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m_matrix.up.y = c;
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m_matrix.up.z = s;
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m_matrix.at.x = 0.0f;
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m_matrix.at.y = -s;
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m_matrix.at.z = c;
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}
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void
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CMatrix::SetRotateYOnly(float angle)
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{
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float c = Cos(angle);
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float s = Sin(angle);
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m_matrix.right.x = c;
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m_matrix.right.y = 0.0f;
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m_matrix.right.z = -s;
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m_matrix.up.x = 0.0f;
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m_matrix.up.y = 1.0f;
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m_matrix.up.z = 0.0f;
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m_matrix.at.x = s;
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m_matrix.at.y = 0.0f;
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m_matrix.at.z = c;
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}
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void
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CMatrix::SetRotateZOnly(float angle)
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{
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float c = Cos(angle);
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float s = Sin(angle);
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m_matrix.right.x = c;
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m_matrix.right.y = s;
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m_matrix.right.z = 0.0f;
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m_matrix.up.x = -s;
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m_matrix.up.y = c;
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m_matrix.up.z = 0.0f;
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m_matrix.at.x = 0.0f;
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m_matrix.at.y = 0.0f;
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m_matrix.at.z = 1.0f;
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}
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void
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CMatrix::SetRotateX(float angle)
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{
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SetRotateXOnly(angle);
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m_matrix.pos.x = 0.0f;
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m_matrix.pos.y = 0.0f;
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m_matrix.pos.z = 0.0f;
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}
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void
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CMatrix::SetRotateY(float angle)
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{
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SetRotateYOnly(angle);
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m_matrix.pos.x = 0.0f;
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m_matrix.pos.y = 0.0f;
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m_matrix.pos.z = 0.0f;
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}
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void
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CMatrix::SetRotateZ(float angle)
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{
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SetRotateZOnly(angle);
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m_matrix.pos.x = 0.0f;
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m_matrix.pos.y = 0.0f;
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m_matrix.pos.z = 0.0f;
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}
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void
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CMatrix::SetRotate(float xAngle, float yAngle, float zAngle)
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{
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float cX = Cos(xAngle);
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float sX = Sin(xAngle);
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float cY = Cos(yAngle);
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float sY = Sin(yAngle);
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float cZ = Cos(zAngle);
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float sZ = Sin(zAngle);
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m_matrix.right.x = cZ * cY - (sZ * sX) * sY;
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m_matrix.right.y = (cZ * sX) * sY + sZ * cY;
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m_matrix.right.z = -cX * sY;
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m_matrix.up.x = -sZ * cX;
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m_matrix.up.y = cZ * cX;
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m_matrix.up.z = sX;
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m_matrix.at.x = (sZ * sX) * cY + cZ * sY;
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m_matrix.at.y = sZ * sY - (cZ * sX) * cY;
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m_matrix.at.z = cX * cY;
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m_matrix.pos.x = 0.0f;
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m_matrix.pos.y = 0.0f;
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m_matrix.pos.z = 0.0f;
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}
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void
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CMatrix::RotateX(float x)
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{
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float c = Cos(x);
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float s = Sin(x);
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float ry = m_matrix.right.y;
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float rz = m_matrix.right.z;
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float uy = m_matrix.up.y;
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float uz = m_matrix.up.z;
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float ay = m_matrix.at.y;
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float az = m_matrix.at.z;
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float py = m_matrix.pos.y;
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float pz = m_matrix.pos.z;
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m_matrix.right.y = c * ry - s * rz;
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m_matrix.right.z = c * rz + s * ry;
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m_matrix.up.y = c * uy - s * uz;
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m_matrix.up.z = c * uz + s * uy;
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m_matrix.at.y = c * ay - s * az;
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m_matrix.at.z = c * az + s * ay;
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m_matrix.pos.y = c * py - s * pz;
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m_matrix.pos.z = c * pz + s * py;
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}
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void
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CMatrix::RotateY(float y)
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{
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float c = Cos(y);
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float s = Sin(y);
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float rx = m_matrix.right.x;
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float rz = m_matrix.right.z;
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float ux = m_matrix.up.x;
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float uz = m_matrix.up.z;
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float ax = m_matrix.at.x;
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float az = m_matrix.at.z;
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float px = m_matrix.pos.x;
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float pz = m_matrix.pos.z;
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m_matrix.right.x = c * rx - s * rz;
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m_matrix.right.z = c * rz + s * rx;
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m_matrix.up.x = c * ux - s * uz;
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m_matrix.up.z = c * uz + s * ux;
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m_matrix.at.x = c * ax - s * az;
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m_matrix.at.z = c * az + s * ax;
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m_matrix.pos.x = c * px - s * pz;
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m_matrix.pos.z = c * pz + s * px;
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}
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void
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CMatrix::RotateZ(float z)
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{
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float c = Cos(z);
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float s = Sin(z);
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float ry = m_matrix.right.y;
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float rx = m_matrix.right.x;
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float uy = m_matrix.up.y;
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float ux = m_matrix.up.x;
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float ay = m_matrix.at.y;
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float ax = m_matrix.at.x;
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float py = m_matrix.pos.y;
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float px = m_matrix.pos.x;
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m_matrix.right.x = c * rx - s * ry;
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m_matrix.right.y = c * ry + s * rx;
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m_matrix.up.x = c * ux - s * uy;
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m_matrix.up.y = c * uy + s * ux;
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m_matrix.at.x = c * ax - s * ay;
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m_matrix.at.y = c * ay + s * ax;
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m_matrix.pos.x = c * px - s * py;
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m_matrix.pos.y = c * py + s * px;
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}
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void
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CMatrix::Rotate(float x, float y, float z)
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{
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float cX = Cos(x);
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float sX = Sin(x);
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float cY = Cos(y);
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float sY = Sin(y);
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float cZ = Cos(z);
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float sZ = Sin(z);
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float rx = m_matrix.right.x;
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float ry = m_matrix.right.y;
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float rz = m_matrix.right.z;
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float ux = m_matrix.up.x;
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float uy = m_matrix.up.y;
|
||||
float uz = m_matrix.up.z;
|
||||
float ax = m_matrix.at.x;
|
||||
float ay = m_matrix.at.y;
|
||||
float az = m_matrix.at.z;
|
||||
float px = m_matrix.pos.x;
|
||||
float py = m_matrix.pos.y;
|
||||
float pz = m_matrix.pos.z;
|
||||
|
||||
float x1 = cZ * cY - (sZ * sX) * sY;
|
||||
float x2 = (cZ * sX) * sY + sZ * cY;
|
||||
float x3 = -cX * sY;
|
||||
float y1 = -sZ * cX;
|
||||
float y2 = cZ * cX;
|
||||
float y3 = sX;
|
||||
float z1 = (sZ * sX) * cY + cZ * sY;
|
||||
float z2 = sZ * sY - (cZ * sX) * cY;
|
||||
float z3 = cX * cY;
|
||||
|
||||
m_matrix.right.x = x1 * rx + y1 * ry + z1 * rz;
|
||||
m_matrix.right.y = x2 * rx + y2 * ry + z2 * rz;
|
||||
m_matrix.right.z = x3 * rx + y3 * ry + z3 * rz;
|
||||
m_matrix.up.x = x1 * ux + y1 * uy + z1 * uz;
|
||||
m_matrix.up.y = x2 * ux + y2 * uy + z2 * uz;
|
||||
m_matrix.up.z = x3 * ux + y3 * uy + z3 * uz;
|
||||
m_matrix.at.x = x1 * ax + y1 * ay + z1 * az;
|
||||
m_matrix.at.y = x2 * ax + y2 * ay + z2 * az;
|
||||
m_matrix.at.z = x3 * ax + y3 * ay + z3 * az;
|
||||
m_matrix.pos.x = x1 * px + y1 * py + z1 * pz;
|
||||
m_matrix.pos.y = x2 * px + y2 * py + z2 * pz;
|
||||
m_matrix.pos.z = x3 * px + y3 * py + z3 * pz;
|
||||
}
|
||||
|
||||
CMatrix &
|
||||
CMatrix::operator*=(CMatrix const &rhs)
|
||||
{
|
||||
// TODO: VU0 code
|
||||
*this = *this * rhs;
|
||||
return *this;
|
||||
}
|
||||
|
||||
void
|
||||
CMatrix::Reorthogonalise(void)
|
||||
{
|
||||
CVector &r = GetRight();
|
||||
CVector &f = GetForward();
|
||||
CVector &u = GetUp();
|
||||
u = CrossProduct(r, f);
|
||||
u.Normalise();
|
||||
r = CrossProduct(f, u);
|
||||
r.Normalise();
|
||||
f = CrossProduct(u, r);
|
||||
}
|
||||
|
||||
CMatrix
|
||||
operator*(const CMatrix &m1, const CMatrix &m2)
|
||||
{
|
||||
// TODO: VU0 code
|
||||
CMatrix out;
|
||||
RwMatrix *dst = &out.m_matrix;
|
||||
const RwMatrix *src1 = &m1.m_matrix;
|
||||
const RwMatrix *src2 = &m2.m_matrix;
|
||||
dst->right.x = src1->right.x * src2->right.x + src1->up.x * src2->right.y + src1->at.x * src2->right.z;
|
||||
dst->right.y = src1->right.y * src2->right.x + src1->up.y * src2->right.y + src1->at.y * src2->right.z;
|
||||
dst->right.z = src1->right.z * src2->right.x + src1->up.z * src2->right.y + src1->at.z * src2->right.z;
|
||||
dst->up.x = src1->right.x * src2->up.x + src1->up.x * src2->up.y + src1->at.x * src2->up.z;
|
||||
dst->up.y = src1->right.y * src2->up.x + src1->up.y * src2->up.y + src1->at.y * src2->up.z;
|
||||
dst->up.z = src1->right.z * src2->up.x + src1->up.z * src2->up.y + src1->at.z * src2->up.z;
|
||||
dst->at.x = src1->right.x * src2->at.x + src1->up.x * src2->at.y + src1->at.x * src2->at.z;
|
||||
dst->at.y = src1->right.y * src2->at.x + src1->up.y * src2->at.y + src1->at.y * src2->at.z;
|
||||
dst->at.z = src1->right.z * src2->at.x + src1->up.z * src2->at.y + src1->at.z * src2->at.z;
|
||||
dst->pos.x = src1->right.x * src2->pos.x + src1->up.x * src2->pos.y + src1->at.x * src2->pos.z + src1->pos.x;
|
||||
dst->pos.y = src1->right.y * src2->pos.x + src1->up.y * src2->pos.y + src1->at.y * src2->pos.z + src1->pos.y;
|
||||
dst->pos.z = src1->right.z * src2->pos.x + src1->up.z * src2->pos.y + src1->at.z * src2->pos.z + src1->pos.z;
|
||||
return out;
|
||||
}
|
||||
|
||||
CMatrix &
|
||||
Invert(const CMatrix &src, CMatrix &dst)
|
||||
{
|
||||
// TODO: VU0 code
|
||||
// GTA handles this as a raw 4x4 orthonormal matrix
|
||||
// and trashes the RW flags, let's not do that
|
||||
float (*scr_fm)[4] = (float (*)[4])&src.m_matrix;
|
||||
float (*dst_fm)[4] = (float (*)[4])&dst.m_matrix;
|
||||
|
||||
dst_fm[3][0] = dst_fm[3][1] = dst_fm[3][2] = 0.0f;
|
||||
#ifndef FIX_BUGS
|
||||
dst_fm[3][3] = scr_fm[3][3];
|
||||
#endif
|
||||
|
||||
dst_fm[0][0] = scr_fm[0][0];
|
||||
dst_fm[0][1] = scr_fm[1][0];
|
||||
dst_fm[0][2] = scr_fm[2][0];
|
||||
#ifndef FIX_BUGS
|
||||
dst_fm[0][3] = scr_fm[3][0];
|
||||
#endif
|
||||
dst_fm[1][0] = scr_fm[0][1];
|
||||
dst_fm[1][1] = scr_fm[1][1];
|
||||
dst_fm[1][2] = scr_fm[2][1];
|
||||
#ifndef FIX_BUGS
|
||||
dst_fm[1][3] = scr_fm[3][1];
|
||||
#endif
|
||||
dst_fm[2][0] = scr_fm[0][2];
|
||||
dst_fm[2][1] = scr_fm[1][2];
|
||||
dst_fm[2][2] = scr_fm[2][2];
|
||||
#ifndef FIX_BUGS
|
||||
dst_fm[2][3] = scr_fm[3][2];
|
||||
#endif
|
||||
|
||||
dst_fm[3][0] += dst_fm[0][0] * scr_fm[3][0];
|
||||
dst_fm[3][1] += dst_fm[0][1] * scr_fm[3][0];
|
||||
dst_fm[3][2] += dst_fm[0][2] * scr_fm[3][0];
|
||||
#ifndef FIX_BUGS
|
||||
dst_fm[3][3] += dst_fm[0][3] * scr_fm[3][0];
|
||||
#endif
|
||||
|
||||
dst_fm[3][0] += dst_fm[1][0] * scr_fm[3][1];
|
||||
dst_fm[3][1] += dst_fm[1][1] * scr_fm[3][1];
|
||||
dst_fm[3][2] += dst_fm[1][2] * scr_fm[3][1];
|
||||
#ifndef FIX_BUGS
|
||||
dst_fm[3][3] += dst_fm[1][3] * scr_fm[3][1];
|
||||
#endif
|
||||
|
||||
dst_fm[3][0] += dst_fm[2][0] * scr_fm[3][2];
|
||||
dst_fm[3][1] += dst_fm[2][1] * scr_fm[3][2];
|
||||
dst_fm[3][2] += dst_fm[2][2] * scr_fm[3][2];
|
||||
#ifndef FIX_BUGS
|
||||
dst_fm[3][3] += dst_fm[2][3] * scr_fm[3][2];
|
||||
#endif
|
||||
|
||||
dst_fm[3][0] = -dst_fm[3][0];
|
||||
dst_fm[3][1] = -dst_fm[3][1];
|
||||
dst_fm[3][2] = -dst_fm[3][2];
|
||||
#ifndef FIX_BUGS
|
||||
dst_fm[3][3] = scr_fm[3][3] - dst_fm[3][3];
|
||||
#endif
|
||||
|
||||
return dst;
|
||||
}
|
||||
|
||||
CMatrix
|
||||
Invert(const CMatrix &matrix)
|
||||
{
|
||||
CMatrix inv;
|
||||
return Invert(matrix, inv);
|
||||
}
|
||||
|
||||
void
|
||||
CCompressedMatrixNotAligned::CompressFromFullMatrix(CMatrix &other)
|
||||
{
|
||||
m_rightX = 127.0f * other.GetRight().x;
|
||||
m_rightY = 127.0f * other.GetRight().y;
|
||||
m_rightZ = 127.0f * other.GetRight().z;
|
||||
m_upX = 127.0f * other.GetForward().x;
|
||||
m_upY = 127.0f * other.GetForward().y;
|
||||
m_upZ = 127.0f * other.GetForward().z;
|
||||
m_vecPos = other.GetPosition();
|
||||
}
|
||||
|
||||
void
|
||||
CCompressedMatrixNotAligned::DecompressIntoFullMatrix(CMatrix &other)
|
||||
{
|
||||
other.GetRight().x = m_rightX / 127.0f;
|
||||
other.GetRight().y = m_rightY / 127.0f;
|
||||
other.GetRight().z = m_rightZ / 127.0f;
|
||||
other.GetForward().x = m_upX / 127.0f;
|
||||
other.GetForward().y = m_upY / 127.0f;
|
||||
other.GetForward().z = m_upZ / 127.0f;
|
||||
other.GetUp() = CrossProduct(other.GetRight(), other.GetForward());
|
||||
other.GetPosition() = m_vecPos;
|
||||
other.Reorthogonalise();
|
||||
}
|
|
@ -7,104 +7,30 @@ public:
|
|||
RwMatrix *m_attachment;
|
||||
bool m_hasRwMatrix; // are we the owner?
|
||||
|
||||
CMatrix(void){
|
||||
m_attachment = nil;
|
||||
m_hasRwMatrix = false;
|
||||
}
|
||||
CMatrix(CMatrix const &m){
|
||||
m_attachment = nil;
|
||||
m_hasRwMatrix = false;
|
||||
*this = m;
|
||||
}
|
||||
CMatrix(RwMatrix *matrix, bool owner = false){
|
||||
m_attachment = nil;
|
||||
Attach(matrix, owner);
|
||||
}
|
||||
CMatrix(void);
|
||||
CMatrix(CMatrix const &m);
|
||||
CMatrix(RwMatrix *matrix, bool owner = false);
|
||||
CMatrix(float scale){
|
||||
m_attachment = nil;
|
||||
m_hasRwMatrix = false;
|
||||
SetScale(scale);
|
||||
}
|
||||
~CMatrix(void){
|
||||
if(m_hasRwMatrix && m_attachment)
|
||||
RwMatrixDestroy(m_attachment);
|
||||
}
|
||||
void Attach(RwMatrix *matrix, bool owner = false){
|
||||
#ifdef FIX_BUGS
|
||||
if(m_attachment && m_hasRwMatrix)
|
||||
#else
|
||||
if(m_hasRwMatrix && m_attachment)
|
||||
#endif
|
||||
RwMatrixDestroy(m_attachment);
|
||||
m_attachment = matrix;
|
||||
m_hasRwMatrix = owner;
|
||||
Update();
|
||||
}
|
||||
void AttachRW(RwMatrix *matrix, bool owner = false){
|
||||
if(m_hasRwMatrix && m_attachment)
|
||||
RwMatrixDestroy(m_attachment);
|
||||
m_attachment = matrix;
|
||||
m_hasRwMatrix = owner;
|
||||
UpdateRW();
|
||||
}
|
||||
void Detach(void){
|
||||
if(m_hasRwMatrix && m_attachment)
|
||||
RwMatrixDestroy(m_attachment);
|
||||
m_attachment = nil;
|
||||
}
|
||||
void Update(void){
|
||||
m_matrix = *m_attachment;
|
||||
}
|
||||
void UpdateRW(void){
|
||||
if(m_attachment){
|
||||
*m_attachment = m_matrix;
|
||||
RwMatrixUpdate(m_attachment);
|
||||
}
|
||||
}
|
||||
void operator=(CMatrix const &rhs){
|
||||
m_matrix = rhs.m_matrix;
|
||||
if(m_attachment)
|
||||
UpdateRW();
|
||||
}
|
||||
CMatrix& operator+=(CMatrix const &rhs){
|
||||
m_matrix.right.x += rhs.m_matrix.right.x;
|
||||
m_matrix.up.x += rhs.m_matrix.up.x;
|
||||
m_matrix.at.x += rhs.m_matrix.at.x;
|
||||
m_matrix.right.y += rhs.m_matrix.right.y;
|
||||
m_matrix.up.y += rhs.m_matrix.up.y;
|
||||
m_matrix.at.y += rhs.m_matrix.at.y;
|
||||
m_matrix.right.z += rhs.m_matrix.right.z;
|
||||
m_matrix.up.z += rhs.m_matrix.up.z;
|
||||
m_matrix.at.z += rhs.m_matrix.at.z;
|
||||
m_matrix.pos.x += rhs.m_matrix.pos.x;
|
||||
m_matrix.pos.y += rhs.m_matrix.pos.y;
|
||||
m_matrix.pos.z += rhs.m_matrix.pos.z;
|
||||
return *this;
|
||||
}
|
||||
CMatrix& operator*=(CMatrix const &rhs);
|
||||
~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);
|
||||
|
||||
CVector &GetPosition(void){ return *(CVector*)&m_matrix.pos; }
|
||||
CVector &GetRight(void) { return *(CVector*)&m_matrix.right; }
|
||||
CVector &GetForward(void) { return *(CVector*)&m_matrix.up; }
|
||||
CVector &GetUp(void) { return *(CVector*)&m_matrix.at; }
|
||||
|
||||
void SetTranslate(float x, float y, float z){
|
||||
m_matrix.right.x = 1.0f;
|
||||
m_matrix.right.y = 0.0f;
|
||||
m_matrix.right.z = 0.0f;
|
||||
|
||||
m_matrix.up.x = 0.0f;
|
||||
m_matrix.up.y = 1.0f;
|
||||
m_matrix.up.z = 0.0f;
|
||||
|
||||
m_matrix.at.x = 0.0f;
|
||||
m_matrix.at.y = 0.0f;
|
||||
m_matrix.at.z = 1.0f;
|
||||
|
||||
m_matrix.pos.x = x;
|
||||
m_matrix.pos.y = y;
|
||||
m_matrix.pos.z = z;
|
||||
}
|
||||
void SetTranslate(float x, float y, float z);
|
||||
void SetTranslate(const CVector &trans){ SetTranslate(trans.x, trans.y, trans.z); }
|
||||
void Translate(float x, float y, float z){
|
||||
m_matrix.pos.x += x;
|
||||
|
@ -113,23 +39,7 @@ public:
|
|||
}
|
||||
void Translate(const CVector &trans){ Translate(trans.x, trans.y, trans.z); }
|
||||
|
||||
void SetScale(float s){
|
||||
m_matrix.right.x = s;
|
||||
m_matrix.right.y = 0.0f;
|
||||
m_matrix.right.z = 0.0f;
|
||||
|
||||
m_matrix.up.x = 0.0f;
|
||||
m_matrix.up.y = s;
|
||||
m_matrix.up.z = 0.0f;
|
||||
|
||||
m_matrix.at.x = 0.0f;
|
||||
m_matrix.at.y = 0.0f;
|
||||
m_matrix.at.z = s;
|
||||
|
||||
m_matrix.pos.x = 0.0f;
|
||||
m_matrix.pos.y = 0.0f;
|
||||
m_matrix.pos.z = 0.0f;
|
||||
}
|
||||
void SetScale(float s);
|
||||
void Scale(float scale)
|
||||
{
|
||||
float *pFloatMatrix = (float*)&m_matrix;
|
||||
|
@ -143,66 +53,9 @@ public:
|
|||
}
|
||||
|
||||
|
||||
void SetRotateXOnly(float angle){
|
||||
float c = Cos(angle);
|
||||
float s = Sin(angle);
|
||||
|
||||
m_matrix.right.x = 1.0f;
|
||||
m_matrix.right.y = 0.0f;
|
||||
m_matrix.right.z = 0.0f;
|
||||
|
||||
m_matrix.up.x = 0.0f;
|
||||
m_matrix.up.y = c;
|
||||
m_matrix.up.z = s;
|
||||
|
||||
m_matrix.at.x = 0.0f;
|
||||
m_matrix.at.y = -s;
|
||||
m_matrix.at.z = c;
|
||||
}
|
||||
void SetRotateX(float angle){
|
||||
SetRotateXOnly(angle);
|
||||
m_matrix.pos.x = 0.0f;
|
||||
m_matrix.pos.y = 0.0f;
|
||||
m_matrix.pos.z = 0.0f;
|
||||
}
|
||||
void SetRotateYOnly(float angle){
|
||||
float c = Cos(angle);
|
||||
float s = Sin(angle);
|
||||
|
||||
m_matrix.right.x = c;
|
||||
m_matrix.right.y = 0.0f;
|
||||
m_matrix.right.z = -s;
|
||||
|
||||
m_matrix.up.x = 0.0f;
|
||||
m_matrix.up.y = 1.0f;
|
||||
m_matrix.up.z = 0.0f;
|
||||
|
||||
m_matrix.at.x = s;
|
||||
m_matrix.at.y = 0.0f;
|
||||
m_matrix.at.z = c;
|
||||
}
|
||||
void SetRotateY(float angle){
|
||||
SetRotateYOnly(angle);
|
||||
m_matrix.pos.x = 0.0f;
|
||||
m_matrix.pos.y = 0.0f;
|
||||
m_matrix.pos.z = 0.0f;
|
||||
}
|
||||
void SetRotateZOnly(float angle){
|
||||
float c = Cos(angle);
|
||||
float s = Sin(angle);
|
||||
|
||||
m_matrix.right.x = c;
|
||||
m_matrix.right.y = s;
|
||||
m_matrix.right.z = 0.0f;
|
||||
|
||||
m_matrix.up.x = -s;
|
||||
m_matrix.up.y = c;
|
||||
m_matrix.up.z = 0.0f;
|
||||
|
||||
m_matrix.at.x = 0.0f;
|
||||
m_matrix.at.y = 0.0f;
|
||||
m_matrix.at.z = 1.0f;
|
||||
}
|
||||
void SetRotateXOnly(float angle);
|
||||
void SetRotateYOnly(float angle);
|
||||
void SetRotateZOnly(float angle);
|
||||
void SetRotateZOnlyScaled(float angle, float scale) {
|
||||
float c = Cos(angle);
|
||||
float s = Sin(angle);
|
||||
|
@ -219,12 +72,9 @@ public:
|
|||
m_matrix.at.y = 0.0f;
|
||||
m_matrix.at.z = scale;
|
||||
}
|
||||
void SetRotateZ(float angle){
|
||||
SetRotateZOnly(angle);
|
||||
m_matrix.pos.x = 0.0f;
|
||||
m_matrix.pos.y = 0.0f;
|
||||
m_matrix.pos.z = 0.0f;
|
||||
}
|
||||
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);
|
||||
void RotateX(float x);
|
||||
|
@ -232,34 +82,9 @@ public:
|
|||
void RotateZ(float z);
|
||||
|
||||
void Reorthogonalise(void);
|
||||
void CopyOnlyMatrix(CMatrix *other){
|
||||
m_matrix = other->m_matrix;
|
||||
}
|
||||
void SetUnity(void) {
|
||||
m_matrix.right.x = 1.0f;
|
||||
m_matrix.right.y = 0.0f;
|
||||
m_matrix.right.z = 0.0f;
|
||||
m_matrix.up.x = 0.0f;
|
||||
m_matrix.up.y = 1.0f;
|
||||
m_matrix.up.z = 0.0f;
|
||||
m_matrix.at.x = 0.0f;
|
||||
m_matrix.at.y = 0.0f;
|
||||
m_matrix.at.z = 1.0f;
|
||||
m_matrix.pos.x = 0.0f;
|
||||
m_matrix.pos.y = 0.0f;
|
||||
m_matrix.pos.z = 0.0f;
|
||||
}
|
||||
void ResetOrientation(void) {
|
||||
m_matrix.right.x = 1.0f;
|
||||
m_matrix.right.y = 0.0f;
|
||||
m_matrix.right.z = 0.0f;
|
||||
m_matrix.up.x = 0.0f;
|
||||
m_matrix.up.y = 1.0f;
|
||||
m_matrix.up.z = 0.0f;
|
||||
m_matrix.at.x = 0.0f;
|
||||
m_matrix.at.y = 0.0f;
|
||||
m_matrix.at.z = 1.0f;
|
||||
}
|
||||
void CopyOnlyMatrix(CMatrix *other);
|
||||
void SetUnity(void);
|
||||
void ResetOrientation(void);
|
||||
void SetTranslateOnly(float x, float y, float z) {
|
||||
m_matrix.pos.x = x;
|
||||
m_matrix.pos.y = y;
|
||||
|
@ -268,11 +93,12 @@ public:
|
|||
void SetTranslateOnly(const CVector& pos) {
|
||||
SetTranslateOnly(pos.x, pos.y, pos.z);
|
||||
}
|
||||
void CheckIntegrity(){}
|
||||
};
|
||||
|
||||
|
||||
CMatrix &Invert(const CMatrix &src, CMatrix &dst);
|
||||
CVector operator*(const CMatrix &mat, const CVector &vec);
|
||||
CMatrix Invert(const CMatrix &matrix);
|
||||
CMatrix operator*(const CMatrix &m1, const CMatrix &m2);
|
||||
inline CVector MultiplyInverse(const CMatrix &mat, const CVector &vec)
|
||||
{
|
||||
|
@ -283,15 +109,6 @@ inline CVector MultiplyInverse(const CMatrix &mat, const CVector &vec)
|
|||
mat.m_matrix.at.x * v.x + mat.m_matrix.at.y * v.y + mat.m_matrix.at.z * v.z);
|
||||
}
|
||||
|
||||
const CVector Multiply3x3(const CMatrix &mat, const CVector &vec);
|
||||
const CVector Multiply3x3(const CVector &vec, const CMatrix &mat);
|
||||
|
||||
inline CMatrix
|
||||
Invert(const CMatrix &matrix)
|
||||
{
|
||||
CMatrix inv;
|
||||
return Invert(matrix, inv);
|
||||
}
|
||||
|
||||
|
||||
class CCompressedMatrixNotAligned
|
||||
|
@ -304,28 +121,8 @@ class CCompressedMatrixNotAligned
|
|||
int8 m_upY;
|
||||
int8 m_upZ;
|
||||
public:
|
||||
void CompressFromFullMatrix(CMatrix &other)
|
||||
{
|
||||
m_rightX = 127.0f * other.GetRight().x;
|
||||
m_rightY = 127.0f * other.GetRight().y;
|
||||
m_rightZ = 127.0f * other.GetRight().z;
|
||||
m_upX = 127.0f * other.GetForward().x;
|
||||
m_upY = 127.0f * other.GetForward().y;
|
||||
m_upZ = 127.0f * other.GetForward().z;
|
||||
m_vecPos = other.GetPosition();
|
||||
}
|
||||
void DecompressIntoFullMatrix(CMatrix &other)
|
||||
{
|
||||
other.GetRight().x = m_rightX / 127.0f;
|
||||
other.GetRight().y = m_rightY / 127.0f;
|
||||
other.GetRight().z = m_rightZ / 127.0f;
|
||||
other.GetForward().x = m_upX / 127.0f;
|
||||
other.GetForward().y = m_upY / 127.0f;
|
||||
other.GetForward().z = m_upZ / 127.0f;
|
||||
other.GetUp() = CrossProduct(other.GetRight(), other.GetForward());
|
||||
other.GetPosition() = m_vecPos;
|
||||
other.Reorthogonalise();
|
||||
}
|
||||
void CompressFromFullMatrix(CMatrix &other);
|
||||
void DecompressIntoFullMatrix(CMatrix &other);
|
||||
};
|
||||
|
||||
class CCompressedMatrix : public CCompressedMatrixNotAligned
|
||||
|
|
177
src/math/Quaternion.cpp
Normal file
177
src/math/Quaternion.cpp
Normal file
|
@ -0,0 +1,177 @@
|
|||
#include "common.h"
|
||||
#include "Quaternion.h"
|
||||
|
||||
void
|
||||
CQuaternion::Normalise(void)
|
||||
{
|
||||
float sq = MagnitudeSqr();
|
||||
if (sq == 0.0f)
|
||||
w = 1.0f;
|
||||
else {
|
||||
float invsqrt = RecipSqrt(sq);
|
||||
x *= invsqrt;
|
||||
y *= invsqrt;
|
||||
z *= invsqrt;
|
||||
w *= invsqrt;
|
||||
}
|
||||
}
|
||||
|
||||
void
|
||||
CQuaternion::Slerp(const CQuaternion &q1, const CQuaternion &q2, float theta, float invSin, float t)
|
||||
{
|
||||
if (theta == 0.0f)
|
||||
*this = q2;
|
||||
else {
|
||||
float w1, w2;
|
||||
if (theta > PI / 2) {
|
||||
theta = PI - theta;
|
||||
w1 = Sin((1.0f - t) * theta) * invSin;
|
||||
w2 = -Sin(t * theta) * invSin;
|
||||
} else {
|
||||
w1 = Sin((1.0f - t) * theta) * invSin;
|
||||
w2 = Sin(t * theta) * invSin;
|
||||
}
|
||||
// TODO: VU0 code
|
||||
*this = w1 * q1 + w2 * q2;
|
||||
}
|
||||
}
|
||||
|
||||
void
|
||||
CQuaternion::Multiply(const CQuaternion &q1, const CQuaternion &q2)
|
||||
{
|
||||
x = (q2.z * q1.y) - (q1.z * q2.y) + (q1.x * q2.w) + (q2.x * q1.w);
|
||||
y = (q2.x * q1.z) - (q1.x * q2.z) + (q1.y * q2.w) + (q2.y * q1.w);
|
||||
z = (q2.y * q1.x) - (q1.y * q2.x) + (q1.z * q2.w) + (q2.z * q1.w);
|
||||
w = (q2.w * q1.w) - (q2.x * q1.x) - (q2.y * q1.y) - (q2.z * q1.z);
|
||||
}
|
||||
|
||||
void
|
||||
CQuaternion::Get(RwV3d *axis, float *angle)
|
||||
{
|
||||
*angle = Acos(w);
|
||||
float s = Sin(*angle);
|
||||
|
||||
axis->x = x * (1.0f / s);
|
||||
axis->y = y * (1.0f / s);
|
||||
axis->z = z * (1.0f / s);
|
||||
}
|
||||
|
||||
void
|
||||
CQuaternion::Set(RwV3d *axis, float angle)
|
||||
{
|
||||
float halfCos = Cos(angle * 0.5f);
|
||||
float halfSin = Sin(angle * 0.5f);
|
||||
x = axis->x * halfSin;
|
||||
y = axis->y * halfSin;
|
||||
z = axis->z * halfSin;
|
||||
w = halfCos;
|
||||
}
|
||||
|
||||
void
|
||||
CQuaternion::Get(RwMatrix *matrix)
|
||||
{
|
||||
float x2 = x + x;
|
||||
float y2 = y + y;
|
||||
float z2 = z + z;
|
||||
|
||||
float x_2x = x * x2;
|
||||
float x_2y = x * y2;
|
||||
float x_2z = x * z2;
|
||||
float y_2y = y * y2;
|
||||
float y_2z = y * z2;
|
||||
float z_2z = z * z2;
|
||||
float w_2x = w * x2;
|
||||
float w_2y = w * y2;
|
||||
float w_2z = w * z2;
|
||||
|
||||
matrix->right.x = 1.0f - (y_2y + z_2z);
|
||||
matrix->up.x = x_2y - w_2z;
|
||||
matrix->at.x = x_2z + w_2y;
|
||||
matrix->right.y = x_2y + w_2z;
|
||||
matrix->up.y = 1.0f - (x_2x + z_2z);
|
||||
matrix->at.y = y_2z - w_2x;
|
||||
matrix->right.z = x_2z - w_2y;
|
||||
matrix->up.z = y_2z + w_2x;
|
||||
matrix->at.z = 1.0f - (x_2x + y_2y);
|
||||
}
|
||||
|
||||
void
|
||||
CQuaternion::Set(const RwMatrix &matrix)
|
||||
{
|
||||
float f, s, m;
|
||||
|
||||
f = matrix.up.y + matrix.right.x + matrix.at.z;
|
||||
if (f >= 0.0f) {
|
||||
s = Sqrt(f + 1.0f);
|
||||
w = 0.5f * s;
|
||||
m = 0.5f / s;
|
||||
x = (matrix.up.z - matrix.at.y) * m;
|
||||
y = (matrix.at.x - matrix.right.z) * m;
|
||||
z = (matrix.right.y - matrix.up.x) * m;
|
||||
return;
|
||||
}
|
||||
|
||||
f = matrix.right.x - matrix.up.y - matrix.at.z;
|
||||
if (f >= 0.0f) {
|
||||
s = Sqrt(f + 1.0f);
|
||||
x = 0.5f * s;
|
||||
m = 0.5f / s;
|
||||
y = (matrix.up.x + matrix.right.y) * m;
|
||||
z = (matrix.at.x + matrix.right.z) * m;
|
||||
w = (matrix.up.z - matrix.at.y) * m;
|
||||
return;
|
||||
}
|
||||
|
||||
f = matrix.up.y - matrix.right.x - matrix.at.z;
|
||||
if (f >= 0.0f) {
|
||||
s = Sqrt(f + 1.0f);
|
||||
y = 0.5f * s;
|
||||
m = 0.5f / s;
|
||||
w = (matrix.at.x - matrix.right.z) * m;
|
||||
x = (matrix.up.x - matrix.right.y) * m;
|
||||
z = (matrix.at.y + matrix.up.z) * m;
|
||||
return;
|
||||
}
|
||||
|
||||
f = matrix.at.z - (matrix.up.y + matrix.right.x);
|
||||
s = Sqrt(f + 1.0f);
|
||||
z = 0.5f * s;
|
||||
m = 0.5f / s;
|
||||
w = (matrix.right.y - matrix.up.x) * m;
|
||||
x = (matrix.at.x + matrix.right.z) * m;
|
||||
y = (matrix.at.y + matrix.up.z) * m;
|
||||
}
|
||||
|
||||
void
|
||||
CQuaternion::Get(float *f1, float *f2, float *f3)
|
||||
{
|
||||
RwMatrix matrix;
|
||||
|
||||
Get(&matrix);
|
||||
*f3 = Atan2(matrix.right.y, matrix.up.y);
|
||||
if (*f3 < 0.0f)
|
||||
*f3 += TWOPI;
|
||||
float s = Sin(*f3);
|
||||
float c = Cos(*f3);
|
||||
*f1 = Atan2(-matrix.at.y, s * matrix.right.y + c * matrix.up.y);
|
||||
if (*f1 < 0.0f)
|
||||
*f1 += TWOPI;
|
||||
*f2 = Atan2(-(matrix.right.z * c - matrix.up.z * s), matrix.right.x * c - matrix.up.x * s);
|
||||
if (*f2 < 0.0f)
|
||||
*f2 += TWOPI;
|
||||
}
|
||||
|
||||
void
|
||||
CQuaternion::Set(float f1, float f2, float f3)
|
||||
{
|
||||
float c1 = Cos(f1 * 0.5f);
|
||||
float c2 = Cos(f2 * 0.5f);
|
||||
float c3 = Cos(f3 * 0.5f);
|
||||
float s1 = Sin(f1 * 0.5f);
|
||||
float s2 = Sin(f2 * 0.5f);
|
||||
float s3 = Sin(f3 * 0.5f);
|
||||
x = ((c2 * c1) * s3) - ((s2 * s1) * c3);
|
||||
y = ((s1 * c2) * c3) + ((s2 * c1) * s3);
|
||||
z = ((s2 * c1) * c3) - ((s1 * c2) * s3);
|
||||
w = ((c2 * c1) * c3) + ((s2 * s1) * s3);
|
||||
}
|
|
@ -10,18 +10,8 @@ public:
|
|||
|
||||
float Magnitude(void) const { return Sqrt(x*x + y*y + z*z + w*w); }
|
||||
float MagnitudeSqr(void) const { return x*x + y*y + z*z + w*w; }
|
||||
void Normalise(void) {
|
||||
float sq = MagnitudeSqr();
|
||||
if(sq == 0.0f)
|
||||
w = 1.0f;
|
||||
else{
|
||||
float invsqrt = RecipSqrt(sq);
|
||||
x *= invsqrt;
|
||||
y *= invsqrt;
|
||||
z *= invsqrt;
|
||||
w *= invsqrt;
|
||||
}
|
||||
}
|
||||
void Normalise(void);
|
||||
void Multiply(const CQuaternion &q1, const CQuaternion &q2);
|
||||
|
||||
const CQuaternion &operator+=(CQuaternion const &right) {
|
||||
x += right.x;
|
||||
|
@ -60,8 +50,12 @@ public:
|
|||
}
|
||||
|
||||
void Slerp(const CQuaternion &q1, const CQuaternion &q2, float theta, float invSin, float t);
|
||||
void Get(RwV3d *axis, float *angle);
|
||||
void Set(RwV3d *axis, float angle);
|
||||
void Get(RwMatrix *matrix);
|
||||
void Set(const RwMatrix &matrix);
|
||||
void Set(float f1, float f2, float f3);
|
||||
void Get(float *f1, float *f2, float *f3);
|
||||
};
|
||||
|
||||
inline float
|
||||
|
|
17
src/math/Rect.cpp
Normal file
17
src/math/Rect.cpp
Normal file
|
@ -0,0 +1,17 @@
|
|||
#include "common.h"
|
||||
|
||||
CRect::CRect(void)
|
||||
{
|
||||
left = 1000000.0f;
|
||||
top = 1000000.0f;
|
||||
right = -1000000.0f;
|
||||
bottom = -1000000.0f;
|
||||
}
|
||||
|
||||
CRect::CRect(float l, float t, float r, float b)
|
||||
{
|
||||
left = l;
|
||||
top = t;
|
||||
right = r;
|
||||
bottom = b;
|
||||
}
|
|
@ -8,18 +8,8 @@ public:
|
|||
float right; // x max
|
||||
float top; // y min
|
||||
|
||||
CRect(void){
|
||||
left = 1000000.0f;
|
||||
top = 1000000.0f;
|
||||
right = -1000000.0f;
|
||||
bottom = -1000000.0f;
|
||||
}
|
||||
CRect(float l, float t, float r, float b){
|
||||
left = l;
|
||||
top = t;
|
||||
right = r;
|
||||
bottom = b;
|
||||
}
|
||||
CRect(void);
|
||||
CRect(float l, float t, float r, float b);
|
||||
void ContainPoint(CVector const &v){
|
||||
if(v.x < left) left = v.x;
|
||||
if(v.x > right) right = v.x;
|
||||
|
|
46
src/math/Vector.cpp
Normal file
46
src/math/Vector.cpp
Normal file
|
@ -0,0 +1,46 @@
|
|||
#include "common.h"
|
||||
|
||||
void
|
||||
CVector::Normalise(void)
|
||||
{
|
||||
float sq = MagnitudeSqr();
|
||||
if (sq > 0.0f) {
|
||||
float invsqrt = RecipSqrt(sq);
|
||||
x *= invsqrt;
|
||||
y *= invsqrt;
|
||||
z *= invsqrt;
|
||||
} else
|
||||
x = 1.0f;
|
||||
}
|
||||
|
||||
CVector
|
||||
CrossProduct(const CVector &v1, const CVector &v2)
|
||||
{
|
||||
return CVector(v1.y * v2.z - v1.z * v2.y, v1.z * v2.x - v1.x * v2.z, v1.x * v2.y - v1.y * v2.x);
|
||||
}
|
||||
|
||||
CVector
|
||||
Multiply3x3(const CMatrix &mat, const CVector &vec)
|
||||
{
|
||||
// TODO: VU0 code
|
||||
return CVector(mat.m_matrix.right.x * vec.x + mat.m_matrix.up.x * vec.y + mat.m_matrix.at.x * vec.z,
|
||||
mat.m_matrix.right.y * vec.x + mat.m_matrix.up.y * vec.y + mat.m_matrix.at.y * vec.z,
|
||||
mat.m_matrix.right.z * vec.x + mat.m_matrix.up.z * vec.y + mat.m_matrix.at.z * vec.z);
|
||||
}
|
||||
|
||||
CVector
|
||||
Multiply3x3(const CVector &vec, const CMatrix &mat)
|
||||
{
|
||||
return CVector(mat.m_matrix.right.x * vec.x + mat.m_matrix.right.y * vec.y + mat.m_matrix.right.z * vec.z,
|
||||
mat.m_matrix.up.x * vec.x + mat.m_matrix.up.y * vec.y + mat.m_matrix.up.z * vec.z,
|
||||
mat.m_matrix.at.x * vec.x + mat.m_matrix.at.y * vec.y + mat.m_matrix.at.z * vec.z);
|
||||
}
|
||||
|
||||
CVector
|
||||
operator*(const CMatrix &mat, const CVector &vec)
|
||||
{
|
||||
// TODO: VU0 code
|
||||
return CVector(mat.m_matrix.right.x * vec.x + mat.m_matrix.up.x * vec.y + mat.m_matrix.at.x * vec.z + mat.m_matrix.pos.x,
|
||||
mat.m_matrix.right.y * vec.x + mat.m_matrix.up.y * vec.y + mat.m_matrix.at.y * vec.z + mat.m_matrix.pos.y,
|
||||
mat.m_matrix.right.z * vec.x + mat.m_matrix.up.z * vec.y + mat.m_matrix.at.z * vec.z + mat.m_matrix.pos.z);
|
||||
}
|
|
@ -24,24 +24,7 @@ public:
|
|||
float MagnitudeSqr(void) const { return x*x + y*y + z*z; }
|
||||
float Magnitude2D(void) const { return Sqrt(x*x + y*y); }
|
||||
float MagnitudeSqr2D(void) const { return x*x + y*y; }
|
||||
void Normalise(void) {
|
||||
float sq = MagnitudeSqr();
|
||||
if(sq > 0.0f){
|
||||
float invsqrt = RecipSqrt(sq);
|
||||
x *= invsqrt;
|
||||
y *= invsqrt;
|
||||
z *= invsqrt;
|
||||
}else
|
||||
x = 1.0f;
|
||||
}
|
||||
|
||||
void Normalise(float norm) {
|
||||
float sq = MagnitudeSqr();
|
||||
float invsqrt = RecipSqrt(norm, sq);
|
||||
x *= invsqrt;
|
||||
y *= invsqrt;
|
||||
z *= invsqrt;
|
||||
}
|
||||
void Normalise(void);
|
||||
|
||||
void Normalise2D(void) {
|
||||
float sq = MagnitudeSqr2D();
|
||||
|
@ -124,17 +107,16 @@ DotProduct(const CVector &v1, const CVector &v2)
|
|||
return v1.x*v2.x + v1.y*v2.y + v1.z*v2.z;
|
||||
}
|
||||
|
||||
inline const CVector
|
||||
CrossProduct(const CVector &v1, const CVector &v2)
|
||||
{
|
||||
return CVector(
|
||||
v1.y*v2.z - v1.z*v2.y,
|
||||
v1.z*v2.x - v1.x*v2.z,
|
||||
v1.x*v2.y - v1.y*v2.x);
|
||||
}
|
||||
CVector CrossProduct(const CVector &v1, const CVector &v2);
|
||||
|
||||
inline float
|
||||
Distance(const CVector &v1, const CVector &v2)
|
||||
{
|
||||
return (v2 - v1).Magnitude();
|
||||
}
|
||||
|
||||
class CMatrix;
|
||||
|
||||
CVector Multiply3x3(const CMatrix &mat, const CVector &vec);
|
||||
CVector Multiply3x3(const CVector &vec, const CMatrix &mat);
|
||||
CVector operator*(const CMatrix &mat, const CVector &vec);
|
|
@ -11,7 +11,13 @@ public:
|
|||
float Magnitude(void) const { return Sqrt(x*x + y*y); }
|
||||
float MagnitudeSqr(void) const { return x*x + y*y; }
|
||||
|
||||
void Normalise(void);
|
||||
void Normalise(void) {
|
||||
float sq = MagnitudeSqr();
|
||||
// assert(sq != 0.0f); // just be safe here
|
||||
float invsqrt = RecipSqrt(sq);
|
||||
x *= invsqrt;
|
||||
y *= invsqrt;
|
||||
}
|
||||
|
||||
void NormaliseSafe(void) {
|
||||
float sq = MagnitudeSqr();
|
||||
|
@ -20,7 +26,7 @@ public:
|
|||
x *= invsqrt;
|
||||
y *= invsqrt;
|
||||
}else
|
||||
y = 1.0f;
|
||||
x = 1.0f;
|
||||
}
|
||||
|
||||
const CVector2D &operator+=(CVector2D const &right) {
|
||||
|
|
|
@ -1,6 +1,5 @@
|
|||
#include "common.h"
|
||||
|
||||
#include "Quaternion.h"
|
||||
#include "VuVector.h"
|
||||
|
||||
// TODO: move more stuff into here
|
||||
|
@ -117,235 +116,3 @@ void TransformPoints(CVuVector *out, int n, const CMatrix &mat, const CVuVector
|
|||
}
|
||||
#endif
|
||||
}
|
||||
|
||||
|
||||
void
|
||||
CVector2D::Normalise(void)
|
||||
{
|
||||
float sq = MagnitudeSqr();
|
||||
assert(sq != 0.0f); // just be safe here
|
||||
//if(sq > 0.0f){
|
||||
float invsqrt = RecipSqrt(sq);
|
||||
x *= invsqrt;
|
||||
y *= invsqrt;
|
||||
//}else
|
||||
// x = 1.0f;
|
||||
}
|
||||
|
||||
void
|
||||
CMatrix::SetRotate(float xAngle, float yAngle, float zAngle)
|
||||
{
|
||||
float cX = Cos(xAngle);
|
||||
float sX = Sin(xAngle);
|
||||
float cY = Cos(yAngle);
|
||||
float sY = Sin(yAngle);
|
||||
float cZ = Cos(zAngle);
|
||||
float sZ = Sin(zAngle);
|
||||
|
||||
m_matrix.right.x = cZ * cY - (sZ * sX) * sY;
|
||||
m_matrix.right.y = (cZ * sX) * sY + sZ * cY;
|
||||
m_matrix.right.z = -cX * sY;
|
||||
|
||||
m_matrix.up.x = -sZ * cX;
|
||||
m_matrix.up.y = cZ * cX;
|
||||
m_matrix.up.z = sX;
|
||||
|
||||
m_matrix.at.x = (sZ * sX) * cY + cZ * sY;
|
||||
m_matrix.at.y = sZ * sY - (cZ * sX) * cY;
|
||||
m_matrix.at.z = cX * cY;
|
||||
|
||||
m_matrix.pos.x = 0.0f;
|
||||
m_matrix.pos.y = 0.0f;
|
||||
m_matrix.pos.z = 0.0f;
|
||||
}
|
||||
|
||||
void
|
||||
CMatrix::Rotate(float x, float y, float z)
|
||||
{
|
||||
// TODO? do this directly without creating another matrix
|
||||
CMatrix rot;
|
||||
rot.SetRotate(x, y, z);
|
||||
*this = rot * *this;
|
||||
}
|
||||
|
||||
void
|
||||
CMatrix::RotateX(float x)
|
||||
{
|
||||
Rotate(x, 0.0f, 0.0f);
|
||||
}
|
||||
|
||||
void
|
||||
CMatrix::RotateY(float y)
|
||||
{
|
||||
Rotate(0.0f, y, 0.0f);
|
||||
}
|
||||
|
||||
void
|
||||
CMatrix::RotateZ(float z)
|
||||
{
|
||||
Rotate(0.0f, 0.0f, z);
|
||||
}
|
||||
|
||||
void
|
||||
CMatrix::Reorthogonalise(void)
|
||||
{
|
||||
CVector &r = GetRight();
|
||||
CVector &f = GetForward();
|
||||
CVector &u = GetUp();
|
||||
u = CrossProduct(r, f);
|
||||
u.Normalise();
|
||||
r = CrossProduct(f, u);
|
||||
r.Normalise();
|
||||
f = CrossProduct(u, r);
|
||||
}
|
||||
|
||||
CMatrix&
|
||||
Invert(const CMatrix &src, CMatrix &dst)
|
||||
{
|
||||
// TODO: VU0 code
|
||||
// GTA handles this as a raw 4x4 orthonormal matrix
|
||||
// and trashes the RW flags, let's not do that
|
||||
// actual copy of librw code:
|
||||
RwMatrix *d = &dst.m_matrix;
|
||||
const RwMatrix *s = &src.m_matrix;
|
||||
d->right.x = s->right.x;
|
||||
d->right.y = s->up.x;
|
||||
d->right.z = s->at.x;
|
||||
d->up.x = s->right.y;
|
||||
d->up.y = s->up.y;
|
||||
d->up.z = s->at.y;
|
||||
d->at.x = s->right.z;
|
||||
d->at.y = s->up.z;
|
||||
d->at.z = s->at.z;
|
||||
d->pos.x = -(s->pos.x*s->right.x +
|
||||
s->pos.y*s->right.y +
|
||||
s->pos.z*s->right.z);
|
||||
d->pos.y = -(s->pos.x*s->up.x +
|
||||
s->pos.y*s->up.y +
|
||||
s->pos.z*s->up.z);
|
||||
d->pos.z = -(s->pos.x*s->at.x +
|
||||
s->pos.y*s->at.y +
|
||||
s->pos.z*s->at.z);
|
||||
d->flags = rwMATRIXTYPEORTHONORMAL;
|
||||
return dst;
|
||||
}
|
||||
|
||||
CVector
|
||||
operator*(const CMatrix &mat, const CVector &vec)
|
||||
{
|
||||
// TODO: VU0 code
|
||||
return CVector(
|
||||
mat.m_matrix.right.x * vec.x + mat.m_matrix.up.x * vec.y + mat.m_matrix.at.x * vec.z + mat.m_matrix.pos.x,
|
||||
mat.m_matrix.right.y * vec.x + mat.m_matrix.up.y * vec.y + mat.m_matrix.at.y * vec.z + mat.m_matrix.pos.y,
|
||||
mat.m_matrix.right.z * vec.x + mat.m_matrix.up.z * vec.y + mat.m_matrix.at.z * vec.z + mat.m_matrix.pos.z);
|
||||
}
|
||||
|
||||
CMatrix
|
||||
operator*(const CMatrix &m1, const CMatrix &m2)
|
||||
{
|
||||
// TODO: VU0 code
|
||||
CMatrix out;
|
||||
RwMatrix *dst = &out.m_matrix;
|
||||
const RwMatrix *src1 = &m1.m_matrix;
|
||||
const RwMatrix *src2 = &m2.m_matrix;
|
||||
dst->right.x = src1->right.x*src2->right.x + src1->up.x*src2->right.y + src1->at.x*src2->right.z;
|
||||
dst->right.y = src1->right.y*src2->right.x + src1->up.y*src2->right.y + src1->at.y*src2->right.z;
|
||||
dst->right.z = src1->right.z*src2->right.x + src1->up.z*src2->right.y + src1->at.z*src2->right.z;
|
||||
dst->up.x = src1->right.x*src2->up.x + src1->up.x*src2->up.y + src1->at.x*src2->up.z;
|
||||
dst->up.y = src1->right.y*src2->up.x + src1->up.y*src2->up.y + src1->at.y*src2->up.z;
|
||||
dst->up.z = src1->right.z*src2->up.x + src1->up.z*src2->up.y + src1->at.z*src2->up.z;
|
||||
dst->at.x = src1->right.x*src2->at.x + src1->up.x*src2->at.y + src1->at.x*src2->at.z;
|
||||
dst->at.y = src1->right.y*src2->at.x + src1->up.y*src2->at.y + src1->at.y*src2->at.z;
|
||||
dst->at.z = src1->right.z*src2->at.x + src1->up.z*src2->at.y + src1->at.z*src2->at.z;
|
||||
dst->pos.x = src1->right.x*src2->pos.x + src1->up.x*src2->pos.y + src1->at.x*src2->pos.z + src1->pos.x;
|
||||
dst->pos.y = src1->right.y*src2->pos.x + src1->up.y*src2->pos.y + src1->at.y*src2->pos.z + src1->pos.y;
|
||||
dst->pos.z = src1->right.z*src2->pos.x + src1->up.z*src2->pos.y + src1->at.z*src2->pos.z + src1->pos.z;
|
||||
return out;
|
||||
}
|
||||
|
||||
CMatrix&
|
||||
CMatrix::operator*=(CMatrix const &rhs)
|
||||
{
|
||||
// TODO: VU0 code
|
||||
*this = *this * rhs;
|
||||
return *this;
|
||||
}
|
||||
|
||||
const CVector
|
||||
Multiply3x3(const CMatrix &mat, const CVector &vec)
|
||||
{
|
||||
// TODO: VU0 code
|
||||
return CVector(
|
||||
mat.m_matrix.right.x * vec.x + mat.m_matrix.up.x * vec.y + mat.m_matrix.at.x * vec.z,
|
||||
mat.m_matrix.right.y * vec.x + mat.m_matrix.up.y * vec.y + mat.m_matrix.at.y * vec.z,
|
||||
mat.m_matrix.right.z * vec.x + mat.m_matrix.up.z * vec.y + mat.m_matrix.at.z * vec.z);
|
||||
}
|
||||
|
||||
const CVector
|
||||
Multiply3x3(const CVector &vec, const CMatrix &mat)
|
||||
{
|
||||
return CVector(
|
||||
mat.m_matrix.right.x * vec.x + mat.m_matrix.right.y * vec.y + mat.m_matrix.right.z * vec.z,
|
||||
mat.m_matrix.up.x * vec.x + mat.m_matrix.up.y * vec.y + mat.m_matrix.up.z * vec.z,
|
||||
mat.m_matrix.at.x * vec.x + mat.m_matrix.at.y * vec.y + mat.m_matrix.at.z * vec.z);
|
||||
}
|
||||
|
||||
|
||||
void
|
||||
CQuaternion::Slerp(const CQuaternion &q1, const CQuaternion &q2, float theta, float invSin, float t)
|
||||
{
|
||||
if(theta == 0.0f)
|
||||
*this = q2;
|
||||
else{
|
||||
float w1, w2;
|
||||
if(theta > PI/2){
|
||||
theta = PI - theta;
|
||||
w1 = Sin((1.0f - t) * theta) * invSin;
|
||||
w2 = -Sin(t * theta) * invSin;
|
||||
}else{
|
||||
w1 = Sin((1.0f - t) * theta) * invSin;
|
||||
w2 = Sin(t * theta) * invSin;
|
||||
}
|
||||
// TODO: VU0 code
|
||||
*this = w1*q1 + w2*q2;
|
||||
}
|
||||
}
|
||||
|
||||
void
|
||||
CQuaternion::Set(RwV3d *axis, float angle)
|
||||
{
|
||||
float halfCos = Cos(angle*0.5f);
|
||||
float halfSin = Sin(angle*0.5f);
|
||||
x = axis->x*halfSin;
|
||||
y = axis->y*halfSin;
|
||||
z = axis->z*halfSin;
|
||||
w = halfCos;
|
||||
}
|
||||
|
||||
void
|
||||
CQuaternion::Get(RwMatrix *matrix)
|
||||
{
|
||||
float x2 = x+x;
|
||||
float y2 = y+y;
|
||||
float z2 = z+z;
|
||||
|
||||
float x_2x = x * x2;
|
||||
float x_2y = x * y2;
|
||||
float x_2z = x * z2;
|
||||
float y_2y = y * y2;
|
||||
float y_2z = y * z2;
|
||||
float z_2z = z * z2;
|
||||
float w_2x = w * x2;
|
||||
float w_2y = w * y2;
|
||||
float w_2z = w * z2;
|
||||
|
||||
matrix->right.x = 1.0f - (y_2y + z_2z);
|
||||
matrix->up.x = x_2y - w_2z;
|
||||
matrix->at.x = x_2z + w_2y;
|
||||
matrix->right.y = x_2y + w_2z;
|
||||
matrix->up.y = 1.0f - (x_2x + z_2z);
|
||||
matrix->at.y = y_2z - w_2x;
|
||||
matrix->right.z = x_2z - w_2y;
|
||||
matrix->up.z = y_2z + w_2x;
|
||||
matrix->at.z = 1.0f - (x_2x + y_2y);
|
||||
}
|
||||
|
|
|
@ -700,7 +700,7 @@ CGlass::WindowRespondsToExplosion(CEntity *entity, CVector point)
|
|||
|
||||
if ( fDistToGlass < 10.0f )
|
||||
{
|
||||
distToGlass.Normalise(0.3f);
|
||||
distToGlass *= (0.3f / fDistToGlass); // normalise
|
||||
WindowRespondsToCollision(object, 10000.0f, distToGlass, object->GetPosition(), true);
|
||||
}
|
||||
else
|
||||
|
|
|
@ -222,10 +222,11 @@ CSkidmarks::RegisterOne(uintptr id, CVector pos, float fwdX, float fwdY, bool *i
|
|||
|
||||
aSkidmarks[i].m_pos[aSkidmarks[i].m_last] = pos;
|
||||
|
||||
CVector2D dist = aSkidmarks[i].m_pos[aSkidmarks[i].m_last] - aSkidmarks[i].m_pos[aSkidmarks[i].m_last-1];
|
||||
dist.NormaliseSafe();
|
||||
CVector2D right(aSkidmarks[i].m_pos[aSkidmarks[i].m_last].y - aSkidmarks[i].m_pos[aSkidmarks[i].m_last - 1].y,
|
||||
aSkidmarks[i].m_pos[aSkidmarks[i].m_last - 1].x - aSkidmarks[i].m_pos[aSkidmarks[i].m_last].x);
|
||||
|
||||
right.NormaliseSafe();
|
||||
fwd.NormaliseSafe();
|
||||
CVector2D right(dist.y, -dist.x);
|
||||
float turn = DotProduct2D(fwd, right);
|
||||
turn = Abs(turn) + 1.0f;
|
||||
aSkidmarks[i].m_side[aSkidmarks[i].m_last] = CVector(right.x, right.y, 0.0f) * turn * 0.125f;
|
||||
|
|
|
@ -140,8 +140,7 @@ void CWaterCannon::Render(void)
|
|||
if ( !bInit )
|
||||
{
|
||||
CVector cp = CrossProduct(m_avecPos[pointB] - m_avecPos[pointA], TheCamera.GetForward());
|
||||
cp.Normalise(0.05f);
|
||||
norm = cp;
|
||||
norm = cp * (0.05f / cp.Magnitude());
|
||||
bInit = true;
|
||||
}
|
||||
|
||||
|
|
Loading…
Reference in a new issue