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