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Get rid of RwMatrix in CMatrix

This commit is contained in:
Sergeanur 2021-01-18 21:06:59 +02:00
parent da29203219
commit 91093305d6
8 changed files with 319 additions and 278 deletions

View file

@ -305,7 +305,7 @@ void CReplay::RecordThisFrame(void)
#endif #endif
tGeneralPacket* general = (tGeneralPacket*)&Record.m_pBase[Record.m_nOffset]; tGeneralPacket* general = (tGeneralPacket*)&Record.m_pBase[Record.m_nOffset];
general->type = REPLAYPACKET_GENERAL; general->type = REPLAYPACKET_GENERAL;
general->camera_pos.CopyOnlyMatrix(&TheCamera.GetMatrix()); general->camera_pos.CopyOnlyMatrix(TheCamera.GetMatrix());
general->player_pos = FindPlayerCoors(); general->player_pos = FindPlayerCoors();
general->in_rcvehicle = CWorld::Players[CWorld::PlayerInFocus].m_pRemoteVehicle ? true : false; general->in_rcvehicle = CWorld::Players[CWorld::PlayerInFocus].m_pRemoteVehicle ? true : false;
Record.m_nOffset += sizeof(*general); Record.m_nOffset += sizeof(*general);

View file

@ -3629,9 +3629,17 @@ CCamera::CalculateDerivedValues(void)
bool bool
CCamera::IsPointVisible(const CVector &center, const CMatrix *mat) CCamera::IsPointVisible(const CVector &center, const CMatrix *mat)
{ {
RwV3d c; #ifdef GTA_PS2
c = center; CVuVector c;
RwV3dTransformPoints(&c, &c, 1, &mat->m_matrix); TransformPoint(c, *mat, center);
#else
CVector c = center;
#ifdef FIX_BUGS
c = *mat * center;
#else
RwV3dTransformPoints(&c, &c, 1, (RwMatrix*)mat);
#endif
#endif
if(c.y < CDraw::GetNearClipZ()) return false; if(c.y < CDraw::GetNearClipZ()) return false;
if(c.y > CDraw::GetFarClipZ()) return false; if(c.y > CDraw::GetFarClipZ()) return false;
if(c.x*m_vecFrustumNormals[0].x + c.y*m_vecFrustumNormals[0].y > 0.0f) return false; if(c.x*m_vecFrustumNormals[0].x + c.y*m_vecFrustumNormals[0].y > 0.0f) return false;
@ -3644,9 +3652,17 @@ CCamera::IsPointVisible(const CVector &center, const CMatrix *mat)
bool bool
CCamera::IsSphereVisible(const CVector &center, float radius, const CMatrix *mat) CCamera::IsSphereVisible(const CVector &center, float radius, const CMatrix *mat)
{ {
RwV3d c; #ifdef GTA_PS2
c = center; CVuVector c;
RwV3dTransformPoints(&c, &c, 1, &mat->m_matrix); TransformPoint(c, *mat, center);
#else
CVector c = center;
#ifdef FIX_BUGS
c = *mat * center;
#else
RwV3dTransformPoints(&c, &c, 1, (RwMatrix*)mat);
#endif
#endif
if(c.y + radius < CDraw::GetNearClipZ()) return false; if(c.y + radius < CDraw::GetNearClipZ()) return false;
if(c.y - radius > CDraw::GetFarClipZ()) return false; if(c.y - radius > CDraw::GetFarClipZ()) return false;
if(c.x*m_vecFrustumNormals[0].x + c.y*m_vecFrustumNormals[0].y > radius) return false; if(c.x*m_vecFrustumNormals[0].x + c.y*m_vecFrustumNormals[0].y > radius) return false;
@ -3664,11 +3680,24 @@ CCamera::IsSphereVisible(const CVector &center, float radius)
} }
bool bool
CCamera::IsBoxVisible(RwV3d *box, const CMatrix *mat) #ifdef GTA_PS2
CCamera::IsBoxVisible(CVuVector *box, const CMatrix *mat)
#else
CCamera::IsBoxVisible(CVector *box, const CMatrix *mat)
#endif
{ {
int i; int i;
int frustumTests[6] = { 0 }; int frustumTests[6] = { 0 };
RwV3dTransformPoints(box, box, 8, &mat->m_matrix); #ifdef GTA_PS2
TransformPoints(box, 8, *mat, box);
#else
#ifdef FIX_BUGS
for (i = 0; i < 8; i++)
box[i] = *mat * box[i];
#else
RwV3dTransformPoints(box, box, 8, (RwMatrix*)mat);
#endif
#endif
for(i = 0; i < 8; i++){ for(i = 0; i < 8; i++){
if(box[i].y < CDraw::GetNearClipZ()) frustumTests[0]++; if(box[i].y < CDraw::GetNearClipZ()) frustumTests[0]++;

View file

@ -641,7 +641,11 @@ public:
bool IsPointVisible(const CVector &center, const CMatrix *mat); bool IsPointVisible(const CVector &center, const CMatrix *mat);
bool IsSphereVisible(const CVector &center, float radius, const CMatrix *mat); bool IsSphereVisible(const CVector &center, float radius, const CMatrix *mat);
bool IsSphereVisible(const CVector &center, float radius); bool IsSphereVisible(const CVector &center, float radius);
bool IsBoxVisible(RwV3d *box, const CMatrix *mat); #ifdef GTA_PS2
bool IsBoxVisible(CVuVector *box, const CMatrix *mat);
#else
bool IsBoxVisible(CVector *box, const CMatrix *mat);
#endif
}; };
VALIDATE_SIZE(CCamera, 0xE9D8); VALIDATE_SIZE(CCamera, 0xE9D8);

View file

@ -407,7 +407,11 @@ CEntity::GetIsOnScreen(void)
bool bool
CEntity::GetIsOnScreenComplex(void) CEntity::GetIsOnScreenComplex(void)
{ {
RwV3d boundBox[8]; #ifdef GTA_PS2
CVuVector boundBox[8];
#else
CVector boundBox[8];
#endif
if(TheCamera.IsPointVisible(GetBoundCentre(), &TheCamera.GetCameraMatrix())) if(TheCamera.IsPointVisible(GetBoundCentre(), &TheCamera.GetCameraMatrix()))
return true; return true;

View file

@ -60,14 +60,20 @@ CMatrix::Detach(void)
void void
CMatrix::Update(void) CMatrix::Update(void)
{ {
m_matrix = *m_attachment; right = m_attachment->right;
forward = m_attachment->up;
up = m_attachment->at;
pos = m_attachment->pos;
} }
void void
CMatrix::UpdateRW(void) CMatrix::UpdateRW(void)
{ {
if (m_attachment) { if (m_attachment) {
*m_attachment = m_matrix; m_attachment->right = right;
m_attachment->up = forward;
m_attachment->at = up;
m_attachment->pos = pos;
RwMatrixUpdate(m_attachment); RwMatrixUpdate(m_attachment);
} }
} }
@ -75,104 +81,96 @@ CMatrix::UpdateRW(void)
void void
CMatrix::operator=(CMatrix const &rhs) CMatrix::operator=(CMatrix const &rhs)
{ {
m_matrix = rhs.m_matrix; memcpy(this, &rhs, sizeof(f));
if (m_attachment) if (m_attachment)
UpdateRW(); UpdateRW();
} }
void void
CMatrix::CopyOnlyMatrix(CMatrix *other) CMatrix::CopyOnlyMatrix(const CMatrix &other)
{ {
m_matrix = other->m_matrix; memcpy(this, &other, sizeof(f));
} }
CMatrix & CMatrix &
CMatrix::operator+=(CMatrix const &rhs) CMatrix::operator+=(CMatrix const &rhs)
{ {
m_matrix.right.x += rhs.m_matrix.right.x; right += rhs.right;
m_matrix.up.x += rhs.m_matrix.up.x; forward += rhs.forward;
m_matrix.at.x += rhs.m_matrix.at.x; up += rhs.up;
m_matrix.right.y += rhs.m_matrix.right.y; pos += rhs.pos;
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; return *this;
} }
void void
CMatrix::SetUnity(void) CMatrix::SetUnity(void)
{ {
m_matrix.right.x = 1.0f; right.x = 1.0f;
m_matrix.right.y = 0.0f; right.y = 0.0f;
m_matrix.right.z = 0.0f; right.z = 0.0f;
m_matrix.up.x = 0.0f; forward.x = 0.0f;
m_matrix.up.y = 1.0f; forward.y = 1.0f;
m_matrix.up.z = 0.0f; forward.z = 0.0f;
m_matrix.at.x = 0.0f; up.x = 0.0f;
m_matrix.at.y = 0.0f; up.y = 0.0f;
m_matrix.at.z = 1.0f; up.z = 1.0f;
m_matrix.pos.x = 0.0f; pos.x = 0.0f;
m_matrix.pos.y = 0.0f; pos.y = 0.0f;
m_matrix.pos.z = 0.0f; pos.z = 0.0f;
} }
void void
CMatrix::ResetOrientation(void) CMatrix::ResetOrientation(void)
{ {
m_matrix.right.x = 1.0f; right.x = 1.0f;
m_matrix.right.y = 0.0f; right.y = 0.0f;
m_matrix.right.z = 0.0f; right.z = 0.0f;
m_matrix.up.x = 0.0f; forward.x = 0.0f;
m_matrix.up.y = 1.0f; forward.y = 1.0f;
m_matrix.up.z = 0.0f; forward.z = 0.0f;
m_matrix.at.x = 0.0f; up.x = 0.0f;
m_matrix.at.y = 0.0f; up.y = 0.0f;
m_matrix.at.z = 1.0f; up.z = 1.0f;
} }
void void
CMatrix::SetScale(float s) CMatrix::SetScale(float s)
{ {
m_matrix.right.x = s; right.x = s;
m_matrix.right.y = 0.0f; right.y = 0.0f;
m_matrix.right.z = 0.0f; right.z = 0.0f;
m_matrix.up.x = 0.0f; forward.x = 0.0f;
m_matrix.up.y = s; forward.y = s;
m_matrix.up.z = 0.0f; forward.z = 0.0f;
m_matrix.at.x = 0.0f; up.x = 0.0f;
m_matrix.at.y = 0.0f; up.y = 0.0f;
m_matrix.at.z = s; up.z = s;
m_matrix.pos.x = 0.0f; pos.x = 0.0f;
m_matrix.pos.y = 0.0f; pos.y = 0.0f;
m_matrix.pos.z = 0.0f; pos.z = 0.0f;
} }
void void
CMatrix::SetTranslate(float x, float y, float z) CMatrix::SetTranslate(float x, float y, float z)
{ {
m_matrix.right.x = 1.0f; right.x = 1.0f;
m_matrix.right.y = 0.0f; right.y = 0.0f;
m_matrix.right.z = 0.0f; right.z = 0.0f;
m_matrix.up.x = 0.0f; forward.x = 0.0f;
m_matrix.up.y = 1.0f; forward.y = 1.0f;
m_matrix.up.z = 0.0f; forward.z = 0.0f;
m_matrix.at.x = 0.0f; up.x = 0.0f;
m_matrix.at.y = 0.0f; up.y = 0.0f;
m_matrix.at.z = 1.0f; up.z = 1.0f;
m_matrix.pos.x = x; pos.x = x;
m_matrix.pos.y = y; pos.y = y;
m_matrix.pos.z = z; pos.z = z;
} }
void void
@ -181,17 +179,17 @@ CMatrix::SetRotateXOnly(float angle)
float c = Cos(angle); float c = Cos(angle);
float s = Sin(angle); float s = Sin(angle);
m_matrix.right.x = 1.0f; right.x = 1.0f;
m_matrix.right.y = 0.0f; right.y = 0.0f;
m_matrix.right.z = 0.0f; right.z = 0.0f;
m_matrix.up.x = 0.0f; forward.x = 0.0f;
m_matrix.up.y = c; forward.y = c;
m_matrix.up.z = s; forward.z = s;
m_matrix.at.x = 0.0f; up.x = 0.0f;
m_matrix.at.y = -s; up.y = -s;
m_matrix.at.z = c; up.z = c;
} }
void void
@ -200,17 +198,17 @@ CMatrix::SetRotateYOnly(float angle)
float c = Cos(angle); float c = Cos(angle);
float s = Sin(angle); float s = Sin(angle);
m_matrix.right.x = c; right.x = c;
m_matrix.right.y = 0.0f; right.y = 0.0f;
m_matrix.right.z = -s; right.z = -s;
m_matrix.up.x = 0.0f; forward.x = 0.0f;
m_matrix.up.y = 1.0f; forward.y = 1.0f;
m_matrix.up.z = 0.0f; forward.z = 0.0f;
m_matrix.at.x = s; up.x = s;
m_matrix.at.y = 0.0f; up.y = 0.0f;
m_matrix.at.z = c; up.z = c;
} }
void void
@ -219,26 +217,26 @@ CMatrix::SetRotateZOnly(float angle)
float c = Cos(angle); float c = Cos(angle);
float s = Sin(angle); float s = Sin(angle);
m_matrix.right.x = c; right.x = c;
m_matrix.right.y = s; right.y = s;
m_matrix.right.z = 0.0f; right.z = 0.0f;
m_matrix.up.x = -s; forward.x = -s;
m_matrix.up.y = c; forward.y = c;
m_matrix.up.z = 0.0f; forward.z = 0.0f;
m_matrix.at.x = 0.0f; up.x = 0.0f;
m_matrix.at.y = 0.0f; up.y = 0.0f;
m_matrix.at.z = 1.0f; up.z = 1.0f;
} }
void void
CMatrix::SetRotateX(float angle) CMatrix::SetRotateX(float angle)
{ {
SetRotateXOnly(angle); SetRotateXOnly(angle);
m_matrix.pos.x = 0.0f; pos.x = 0.0f;
m_matrix.pos.y = 0.0f; pos.y = 0.0f;
m_matrix.pos.z = 0.0f; pos.z = 0.0f;
} }
@ -246,18 +244,18 @@ void
CMatrix::SetRotateY(float angle) CMatrix::SetRotateY(float angle)
{ {
SetRotateYOnly(angle); SetRotateYOnly(angle);
m_matrix.pos.x = 0.0f; pos.x = 0.0f;
m_matrix.pos.y = 0.0f; pos.y = 0.0f;
m_matrix.pos.z = 0.0f; pos.z = 0.0f;
} }
void void
CMatrix::SetRotateZ(float angle) CMatrix::SetRotateZ(float angle)
{ {
SetRotateZOnly(angle); SetRotateZOnly(angle);
m_matrix.pos.x = 0.0f; pos.x = 0.0f;
m_matrix.pos.y = 0.0f; pos.y = 0.0f;
m_matrix.pos.z = 0.0f; pos.z = 0.0f;
} }
void void
@ -270,21 +268,21 @@ CMatrix::SetRotate(float xAngle, float yAngle, float zAngle)
float cZ = Cos(zAngle); float cZ = Cos(zAngle);
float sZ = Sin(zAngle); float sZ = Sin(zAngle);
m_matrix.right.x = cZ * cY - (sZ * sX) * sY; right.x = cZ * cY - (sZ * sX) * sY;
m_matrix.right.y = (cZ * sX) * sY + sZ * cY; right.y = (cZ * sX) * sY + sZ * cY;
m_matrix.right.z = -cX * sY; right.z = -cX * sY;
m_matrix.up.x = -sZ * cX; forward.x = -sZ * cX;
m_matrix.up.y = cZ * cX; forward.y = cZ * cX;
m_matrix.up.z = sX; forward.z = sX;
m_matrix.at.x = (sZ * sX) * cY + cZ * sY; up.x = (sZ * sX) * cY + cZ * sY;
m_matrix.at.y = sZ * sY - (cZ * sX) * cY; up.y = sZ * sY - (cZ * sX) * cY;
m_matrix.at.z = cX * cY; up.z = cX * cY;
m_matrix.pos.x = 0.0f; pos.x = 0.0f;
m_matrix.pos.y = 0.0f; pos.y = 0.0f;
m_matrix.pos.z = 0.0f; pos.z = 0.0f;
} }
void void
@ -293,23 +291,23 @@ CMatrix::RotateX(float x)
float c = Cos(x); float c = Cos(x);
float s = Sin(x); float s = Sin(x);
float ry = m_matrix.right.y; float ry = right.y;
float rz = m_matrix.right.z; float rz = right.z;
float uy = m_matrix.up.y; float uy = forward.y;
float uz = m_matrix.up.z; float uz = forward.z;
float ay = m_matrix.at.y; float ay = up.y;
float az = m_matrix.at.z; float az = up.z;
float py = m_matrix.pos.y; float py = pos.y;
float pz = m_matrix.pos.z; float pz = pos.z;
m_matrix.right.y = c * ry - s * rz; right.y = c * ry - s * rz;
m_matrix.right.z = c * rz + s * ry; right.z = c * rz + s * ry;
m_matrix.up.y = c * uy - s * uz; forward.y = c * uy - s * uz;
m_matrix.up.z = c * uz + s * uy; forward.z = c * uz + s * uy;
m_matrix.at.y = c * ay - s * az; up.y = c * ay - s * az;
m_matrix.at.z = c * az + s * ay; up.z = c * az + s * ay;
m_matrix.pos.y = c * py - s * pz; pos.y = c * py - s * pz;
m_matrix.pos.z = c * pz + s * py; pos.z = c * pz + s * py;
} }
void void
@ -318,23 +316,23 @@ CMatrix::RotateY(float y)
float c = Cos(y); float c = Cos(y);
float s = Sin(y); float s = Sin(y);
float rx = m_matrix.right.x; float rx = right.x;
float rz = m_matrix.right.z; float rz = right.z;
float ux = m_matrix.up.x; float ux = forward.x;
float uz = m_matrix.up.z; float uz = forward.z;
float ax = m_matrix.at.x; float ax = up.x;
float az = m_matrix.at.z; float az = up.z;
float px = m_matrix.pos.x; float px = pos.x;
float pz = m_matrix.pos.z; float pz = pos.z;
m_matrix.right.x = c * rx + s * rz; right.x = c * rx + s * rz;
m_matrix.right.z = c * rz - s * rx; right.z = c * rz - s * rx;
m_matrix.up.x = c * ux + s * uz; forward.x = c * ux + s * uz;
m_matrix.up.z = c * uz - s * ux; forward.z = c * uz - s * ux;
m_matrix.at.x = c * ax + s * az; up.x = c * ax + s * az;
m_matrix.at.z = c * az - s * ax; up.z = c * az - s * ax;
m_matrix.pos.x = c * px + s * pz; pos.x = c * px + s * pz;
m_matrix.pos.z = c * pz - s * px; pos.z = c * pz - s * px;
} }
void void
@ -343,23 +341,23 @@ CMatrix::RotateZ(float z)
float c = Cos(z); float c = Cos(z);
float s = Sin(z); float s = Sin(z);
float ry = m_matrix.right.y; float ry = right.y;
float rx = m_matrix.right.x; float rx = right.x;
float uy = m_matrix.up.y; float uy = forward.y;
float ux = m_matrix.up.x; float ux = forward.x;
float ay = m_matrix.at.y; float ay = up.y;
float ax = m_matrix.at.x; float ax = up.x;
float py = m_matrix.pos.y; float py = pos.y;
float px = m_matrix.pos.x; float px = pos.x;
m_matrix.right.x = c * rx - s * ry; right.x = c * rx - s * ry;
m_matrix.right.y = c * ry + s * rx; right.y = c * ry + s * rx;
m_matrix.up.x = c * ux - s * uy; forward.x = c * ux - s * uy;
m_matrix.up.y = c * uy + s * ux; forward.y = c * uy + s * ux;
m_matrix.at.x = c * ax - s * ay; up.x = c * ax - s * ay;
m_matrix.at.y = c * ay + s * ax; up.y = c * ay + s * ax;
m_matrix.pos.x = c * px - s * py; pos.x = c * px - s * py;
m_matrix.pos.y = c * py + s * px; pos.y = c * py + s * px;
} }
@ -373,18 +371,18 @@ CMatrix::Rotate(float x, float y, float z)
float cZ = Cos(z); float cZ = Cos(z);
float sZ = Sin(z); float sZ = Sin(z);
float rx = m_matrix.right.x; float rx = right.x;
float ry = m_matrix.right.y; float ry = right.y;
float rz = m_matrix.right.z; float rz = right.z;
float ux = m_matrix.up.x; float ux = forward.x;
float uy = m_matrix.up.y; float uy = forward.y;
float uz = m_matrix.up.z; float uz = forward.z;
float ax = m_matrix.at.x; float ax = up.x;
float ay = m_matrix.at.y; float ay = up.y;
float az = m_matrix.at.z; float az = up.z;
float px = m_matrix.pos.x; float px = pos.x;
float py = m_matrix.pos.y; float py = pos.y;
float pz = m_matrix.pos.z; float pz = pos.z;
float x1 = cZ * cY - (sZ * sX) * sY; float x1 = cZ * cY - (sZ * sX) * sY;
float x2 = (cZ * sX) * sY + sZ * cY; float x2 = (cZ * sX) * sY + sZ * cY;
@ -396,18 +394,18 @@ CMatrix::Rotate(float x, float y, float z)
float z2 = sZ * sY - (cZ * sX) * cY; float z2 = sZ * sY - (cZ * sX) * cY;
float z3 = cX * cY; float z3 = cX * cY;
m_matrix.right.x = x1 * rx + y1 * ry + z1 * rz; right.x = x1 * rx + y1 * ry + z1 * rz;
m_matrix.right.y = x2 * rx + y2 * ry + z2 * rz; right.y = x2 * rx + y2 * ry + z2 * rz;
m_matrix.right.z = x3 * rx + y3 * ry + z3 * rz; right.z = x3 * rx + y3 * ry + z3 * rz;
m_matrix.up.x = x1 * ux + y1 * uy + z1 * uz; forward.x = x1 * ux + y1 * uy + z1 * uz;
m_matrix.up.y = x2 * ux + y2 * uy + z2 * uz; forward.y = x2 * ux + y2 * uy + z2 * uz;
m_matrix.up.z = x3 * ux + y3 * uy + z3 * uz; forward.z = x3 * ux + y3 * uy + z3 * uz;
m_matrix.at.x = x1 * ax + y1 * ay + z1 * az; up.x = x1 * ax + y1 * ay + z1 * az;
m_matrix.at.y = x2 * ax + y2 * ay + z2 * az; up.y = x2 * ax + y2 * ay + z2 * az;
m_matrix.at.z = x3 * ax + y3 * ay + z3 * az; up.z = x3 * ax + y3 * ay + z3 * az;
m_matrix.pos.x = x1 * px + y1 * py + z1 * pz; pos.x = x1 * px + y1 * py + z1 * pz;
m_matrix.pos.y = x2 * px + y2 * py + z2 * pz; pos.y = x2 * px + y2 * py + z2 * pz;
m_matrix.pos.z = x3 * px + y3 * py + z3 * pz; pos.z = x3 * px + y3 * py + z3 * pz;
} }
CMatrix & CMatrix &
@ -436,21 +434,18 @@ operator*(const CMatrix &m1, const CMatrix &m2)
{ {
// TODO: VU0 code // TODO: VU0 code
CMatrix out; CMatrix out;
RwMatrix *dst = &out.m_matrix; out.right.x = m1.right.x * m2.right.x + m1.forward.x * m2.right.y + m1.up.x * m2.right.z;
const RwMatrix *src1 = &m1.m_matrix; out.right.y = m1.right.y * m2.right.x + m1.forward.y * m2.right.y + m1.up.y * m2.right.z;
const RwMatrix *src2 = &m2.m_matrix; out.right.z = m1.right.z * m2.right.x + m1.forward.z * m2.right.y + m1.up.z * m2.right.z;
dst->right.x = src1->right.x * src2->right.x + src1->up.x * src2->right.y + src1->at.x * src2->right.z; out.forward.x = m1.right.x * m2.forward.x + m1.forward.x * m2.forward.y + m1.up.x * m2.forward.z;
dst->right.y = src1->right.y * src2->right.x + src1->up.y * src2->right.y + src1->at.y * src2->right.z; out.forward.y = m1.right.y * m2.forward.x + m1.forward.y * m2.forward.y + m1.up.y * m2.forward.z;
dst->right.z = src1->right.z * src2->right.x + src1->up.z * src2->right.y + src1->at.z * src2->right.z; out.forward.z = m1.right.z * m2.forward.x + m1.forward.z * m2.forward.y + m1.up.z * m2.forward.z;
dst->up.x = src1->right.x * src2->up.x + src1->up.x * src2->up.y + src1->at.x * src2->up.z; out.up.x = m1.right.x * m2.up.x + m1.forward.x * m2.up.y + m1.up.x * m2.up.z;
dst->up.y = src1->right.y * src2->up.x + src1->up.y * src2->up.y + src1->at.y * src2->up.z; out.up.y = m1.right.y * m2.up.x + m1.forward.y * m2.up.y + m1.up.y * m2.up.z;
dst->up.z = src1->right.z * src2->up.x + src1->up.z * src2->up.y + src1->at.z * src2->up.z; out.up.z = m1.right.z * m2.up.x + m1.forward.z * m2.up.y + m1.up.z * m2.up.z;
dst->at.x = src1->right.x * src2->at.x + src1->up.x * src2->at.y + src1->at.x * src2->at.z; out.pos.x = m1.right.x * m2.pos.x + m1.forward.x * m2.pos.y + m1.up.x * m2.pos.z + m1.pos.x;
dst->at.y = src1->right.y * src2->at.x + src1->up.y * src2->at.y + src1->at.y * src2->at.z; out.pos.y = m1.right.y * m2.pos.x + m1.forward.y * m2.pos.y + m1.up.y * m2.pos.z + m1.pos.y;
dst->at.z = src1->right.z * src2->at.x + src1->up.z * src2->at.y + src1->at.z * src2->at.z; out.pos.z = m1.right.z * m2.pos.x + m1.forward.z * m2.pos.y + m1.up.z * m2.pos.z + m1.pos.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; return out;
} }
@ -460,59 +455,56 @@ Invert(const CMatrix &src, CMatrix &dst)
// TODO: VU0 code // TODO: VU0 code
// GTA handles this as a raw 4x4 orthonormal matrix // GTA handles this as a raw 4x4 orthonormal matrix
// and trashes the RW flags, let's not do that // and trashes the RW flags, let's not do that
float (*scr_fm)[4] = (float (*)[4])&src.m_matrix; dst.f[3][0] = dst.f[3][1] = dst.f[3][2] = 0.0f;
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 #ifndef FIX_BUGS
dst_fm[3][3] = scr_fm[3][3]; dst.f[3][3] = src.f[3][3];
#endif #endif
dst_fm[0][0] = scr_fm[0][0]; dst.f[0][0] = src.f[0][0];
dst_fm[0][1] = scr_fm[1][0]; dst.f[0][1] = src.f[1][0];
dst_fm[0][2] = scr_fm[2][0]; dst.f[0][2] = src.f[2][0];
#ifndef FIX_BUGS #ifndef FIX_BUGS
dst_fm[0][3] = scr_fm[3][0]; dst.f[0][3] = src.f[3][0];
#endif #endif
dst_fm[1][0] = scr_fm[0][1]; dst.f[1][0] = src.f[0][1];
dst_fm[1][1] = scr_fm[1][1]; dst.f[1][1] = src.f[1][1];
dst_fm[1][2] = scr_fm[2][1]; dst.f[1][2] = src.f[2][1];
#ifndef FIX_BUGS #ifndef FIX_BUGS
dst_fm[1][3] = scr_fm[3][1]; dst.f[1][3] = src.f[3][1];
#endif #endif
dst_fm[2][0] = scr_fm[0][2]; dst.f[2][0] = src.f[0][2];
dst_fm[2][1] = scr_fm[1][2]; dst.f[2][1] = src.f[1][2];
dst_fm[2][2] = scr_fm[2][2]; dst.f[2][2] = src.f[2][2];
#ifndef FIX_BUGS #ifndef FIX_BUGS
dst_fm[2][3] = scr_fm[3][2]; dst.f[2][3] = src.f[3][2];
#endif #endif
dst_fm[3][0] += dst_fm[0][0] * scr_fm[3][0]; dst.f[3][0] += dst.f[0][0] * src.f[3][0];
dst_fm[3][1] += dst_fm[0][1] * scr_fm[3][0]; dst.f[3][1] += dst.f[0][1] * src.f[3][0];
dst_fm[3][2] += dst_fm[0][2] * scr_fm[3][0]; dst.f[3][2] += dst.f[0][2] * src.f[3][0];
#ifndef FIX_BUGS #ifndef FIX_BUGS
dst_fm[3][3] += dst_fm[0][3] * scr_fm[3][0]; dst.f[3][3] += dst.f[0][3] * src.f[3][0];
#endif #endif
dst_fm[3][0] += dst_fm[1][0] * scr_fm[3][1]; dst.f[3][0] += dst.f[1][0] * src.f[3][1];
dst_fm[3][1] += dst_fm[1][1] * scr_fm[3][1]; dst.f[3][1] += dst.f[1][1] * src.f[3][1];
dst_fm[3][2] += dst_fm[1][2] * scr_fm[3][1]; dst.f[3][2] += dst.f[1][2] * src.f[3][1];
#ifndef FIX_BUGS #ifndef FIX_BUGS
dst_fm[3][3] += dst_fm[1][3] * scr_fm[3][1]; dst.f[3][3] += dst.f[1][3] * src.f[3][1];
#endif #endif
dst_fm[3][0] += dst_fm[2][0] * scr_fm[3][2]; dst.f[3][0] += dst.f[2][0] * src.f[3][2];
dst_fm[3][1] += dst_fm[2][1] * scr_fm[3][2]; dst.f[3][1] += dst.f[2][1] * src.f[3][2];
dst_fm[3][2] += dst_fm[2][2] * scr_fm[3][2]; dst.f[3][2] += dst.f[2][2] * src.f[3][2];
#ifndef FIX_BUGS #ifndef FIX_BUGS
dst_fm[3][3] += dst_fm[2][3] * scr_fm[3][2]; dst.f[3][3] += dst.f[2][3] * src.f[3][2];
#endif #endif
dst_fm[3][0] = -dst_fm[3][0]; dst.f[3][0] = -dst.f[3][0];
dst_fm[3][1] = -dst_fm[3][1]; dst.f[3][1] = -dst.f[3][1];
dst_fm[3][2] = -dst_fm[3][2]; dst.f[3][2] = -dst.f[3][2];
#ifndef FIX_BUGS #ifndef FIX_BUGS
dst_fm[3][3] = scr_fm[3][3] - dst_fm[3][3]; dst.f[3][3] = src.f[3][3] - dst.f[3][3];
#endif #endif
return dst; return dst;

View file

@ -1,9 +1,22 @@
#pragma once #pragma once
#include "VuVector.h"
class CMatrix class CMatrix
{ {
public: public:
RwMatrix m_matrix; union
{
float f[4][4];
struct
{
CVuVector right;
CVuVector forward;
CVuVector up;
CVuVector pos;
};
};
RwMatrix *m_attachment; RwMatrix *m_attachment;
bool m_hasRwMatrix; // are we the owner? bool m_hasRwMatrix; // are we the owner?
@ -25,31 +38,30 @@ public:
CMatrix &operator+=(CMatrix const &rhs); CMatrix &operator+=(CMatrix const &rhs);
CMatrix &operator*=(CMatrix const &rhs); CMatrix &operator*=(CMatrix const &rhs);
CVector &GetPosition(void){ return *(CVector*)&m_matrix.pos; } CVector &GetPosition(void){ return pos; }
CVector &GetRight(void) { return *(CVector*)&m_matrix.right; } CVector &GetRight(void) { return right; }
CVector &GetForward(void) { return *(CVector*)&m_matrix.up; } CVector &GetForward(void) { return forward; }
CVector &GetUp(void) { return *(CVector*)&m_matrix.at; } CVector &GetUp(void) { return up; }
void SetTranslate(float x, float y, float z); void SetTranslate(float x, float y, float z);
void SetTranslate(const CVector &trans){ SetTranslate(trans.x, trans.y, trans.z); } void SetTranslate(const CVector &trans){ SetTranslate(trans.x, trans.y, trans.z); }
void Translate(float x, float y, float z){ void Translate(float x, float y, float z){
m_matrix.pos.x += x; pos.x += x;
m_matrix.pos.y += y; pos.y += y;
m_matrix.pos.z += z; pos.z += z;
} }
void Translate(const CVector &trans){ Translate(trans.x, trans.y, trans.z); } void Translate(const CVector &trans){ Translate(trans.x, trans.y, trans.z); }
void SetScale(float s); void SetScale(float s);
void Scale(float scale) void Scale(float scale)
{ {
float *pFloatMatrix = (float*)&m_matrix;
for (int i = 0; i < 3; i++) for (int i = 0; i < 3; i++)
#ifdef FIX_BUGS // BUGFIX from VC #ifdef FIX_BUGS // BUGFIX from VC
for (int j = 0; j < 3; j++) for (int j = 0; j < 3; j++)
#else #else
for (int j = 0; j < 4; j++) for (int j = 0; j < 4; j++)
#endif #endif
pFloatMatrix[i * 4 + j] *= scale; f[i][j] *= scale;
} }
@ -60,17 +72,17 @@ public:
float c = Cos(angle); float c = Cos(angle);
float s = Sin(angle); float s = Sin(angle);
m_matrix.right.x = c * scale; right.x = c * scale;
m_matrix.right.y = s * scale; right.y = s * scale;
m_matrix.right.z = 0.0f; right.z = 0.0f;
m_matrix.up.x = -s * scale; forward.x = -s * scale;
m_matrix.up.y = c * scale; forward.y = c * scale;
m_matrix.up.z = 0.0f; forward.z = 0.0f;
m_matrix.at.x = 0.0f; up.x = 0.0f;
m_matrix.at.y = 0.0f; up.y = 0.0f;
m_matrix.at.z = scale; up.z = scale;
} }
void SetRotateX(float angle); void SetRotateX(float angle);
void SetRotateY(float angle); void SetRotateY(float angle);
@ -82,13 +94,13 @@ public:
void RotateZ(float z); void RotateZ(float z);
void Reorthogonalise(void); void Reorthogonalise(void);
void CopyOnlyMatrix(CMatrix *other); void CopyOnlyMatrix(const CMatrix &other);
void SetUnity(void); void SetUnity(void);
void ResetOrientation(void); void ResetOrientation(void);
void SetTranslateOnly(float x, float y, float z) { void SetTranslateOnly(float x, float y, float z) {
m_matrix.pos.x = x; pos.x = x;
m_matrix.pos.y = y; pos.y = y;
m_matrix.pos.z = z; pos.z = z;
} }
void SetTranslateOnly(const CVector& pos) { void SetTranslateOnly(const CVector& pos) {
SetTranslateOnly(pos.x, pos.y, pos.z); SetTranslateOnly(pos.x, pos.y, pos.z);
@ -102,11 +114,11 @@ CMatrix Invert(const CMatrix &matrix);
CMatrix operator*(const CMatrix &m1, const CMatrix &m2); CMatrix operator*(const CMatrix &m1, const CMatrix &m2);
inline CVector MultiplyInverse(const CMatrix &mat, const CVector &vec) inline CVector MultiplyInverse(const CMatrix &mat, const CVector &vec)
{ {
CVector v(vec.x - mat.m_matrix.pos.x, vec.y - mat.m_matrix.pos.y, vec.z - mat.m_matrix.pos.z); CVector v(vec.x - mat.pos.x, vec.y - mat.pos.y, vec.z - mat.pos.z);
return CVector( return CVector(
mat.m_matrix.right.x * v.x + mat.m_matrix.right.y * v.y + mat.m_matrix.right.z * v.z, mat.right.x * v.x + mat.right.y * v.y + mat.right.z * v.z,
mat.m_matrix.up.x * v.x + mat.m_matrix.up.y * v.y + mat.m_matrix.up.z * v.z, mat.forward.x * v.x + mat.forward.y * v.y + mat.forward.z * v.z,
mat.m_matrix.at.x * v.x + mat.m_matrix.at.y * v.y + mat.m_matrix.at.z * v.z); mat.up.x * v.x + mat.up.y * v.y + mat.up.z * v.z);
} }

View file

@ -23,24 +23,24 @@ CVector
Multiply3x3(const CMatrix &mat, const CVector &vec) Multiply3x3(const CMatrix &mat, const CVector &vec)
{ {
// TODO: VU0 code // 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, return CVector(mat.right.x * vec.x + mat.forward.x * vec.y + mat.up.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.right.y * vec.x + mat.forward.y * vec.y + mat.up.y * vec.z,
mat.m_matrix.right.z * vec.x + mat.m_matrix.up.z * vec.y + mat.m_matrix.at.z * vec.z); mat.right.z * vec.x + mat.forward.z * vec.y + mat.up.z * vec.z);
} }
CVector CVector
Multiply3x3(const CVector &vec, const CMatrix &mat) 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, return CVector(mat.right.x * vec.x + mat.right.y * vec.y + mat.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.forward.x * vec.x + mat.forward.y * vec.y + mat.forward.z * vec.z,
mat.m_matrix.at.x * vec.x + mat.m_matrix.at.y * vec.y + mat.m_matrix.at.z * vec.z); mat.up.x * vec.x + mat.up.y * vec.y + mat.up.z * vec.z);
} }
CVector CVector
operator*(const CMatrix &mat, const CVector &vec) operator*(const CMatrix &mat, const CVector &vec)
{ {
// TODO: VU0 code // 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, return CVector(mat.right.x * vec.x + mat.forward.x * vec.y + mat.up.x * vec.z + mat.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.right.y * vec.x + mat.forward.y * vec.y + mat.up.y * vec.z + mat.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); mat.right.z * vec.x + mat.forward.z * vec.y + mat.up.z * vec.z + mat.pos.z);
} }

View file

@ -587,7 +587,7 @@ C3dMarkers::PlaceMarker(uint32 identifier, uint16 type, CVector &pos, float size
pMarker->m_Color.alpha = (float)a * 0.4f * someSin + a; pMarker->m_Color.alpha = (float)a * 0.4f * someSin + a;
} }
if (pMarker->m_nRotateRate) { if (pMarker->m_nRotateRate) {
RwV3d pos = pMarker->m_Matrix.m_matrix.pos; CVector pos = pMarker->m_Matrix.GetPosition();
pMarker->m_Matrix.RotateZ(DEGTORAD(pMarker->m_nRotateRate * CTimer::GetTimeStep())); pMarker->m_Matrix.RotateZ(DEGTORAD(pMarker->m_nRotateRate * CTimer::GetTimeStep()));
pMarker->m_Matrix.GetPosition() = pos; pMarker->m_Matrix.GetPosition() = pos;
} }