#pragma once class CMatrix { public: RwMatrix m_matrix; 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 attach){ m_attachment = nil; Attach(matrix, attach); } ~CMatrix(void){ if(m_hasRwMatrix && m_attachment) RwMatrixDestroy(m_attachment); } void Attach(RwMatrix *matrix, bool attach){ if(m_hasRwMatrix && m_attachment) RwMatrixDestroy(m_attachment); m_attachment = matrix; m_hasRwMatrix = attach; Update(); } void AttachRW(RwMatrix *matrix, bool attach){ if(m_hasRwMatrix && m_attachment) RwMatrixDestroy(m_attachment); m_attachment = matrix; m_hasRwMatrix = attach; 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(); } 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 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 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 SetRotateZ(float angle){ SetRotateZOnly(angle); m_matrix.pos.x = 0.0f; m_matrix.pos.y = 0.0f; m_matrix.pos.z = 0.0f; } void 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); } }; inline CMatrix& Invert(const CMatrix &src, CMatrix &dst) { // 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; } inline CMatrix Invert(const CMatrix &matrix) { CMatrix inv; return Invert(matrix, inv); } inline CVector operator*(const CMatrix &mat, const CVector &vec) { 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); } inline CMatrix operator*(const CMatrix &m1, const CMatrix &m2) { 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; } 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); return CVector( mat.m_matrix.right.x * v.x + mat.m_matrix.right.y * v.y + mat.m_matrix.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.m_matrix.at.x * v.x + mat.m_matrix.at.y * v.y + mat.m_matrix.at.z * v.z); } inline CVector Multiply3x3(const CMatrix &mat, const CVector &vec) { 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); }