#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 owner = false){ m_attachment = nil; Attach(matrix, owner); } 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){ if(m_hasRwMatrix && m_attachment) 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; } 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(const CVector &trans){ SetTranslate(trans.x, trans.y, trans.z); } void Translate(float x, float y, float z){ m_matrix.pos.x += x; m_matrix.pos.y += y; m_matrix.pos.z += z; } 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 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 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 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); } 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; } }; 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); } inline 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); } 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) { 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(); } };