#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){ #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; } 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 Scale(float scale) { float *pFloatMatrix = (float*)&m_matrix; 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 pFloatMatrix[i * 4 + j] *= scale; } 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 SetRotateZOnlyScaled(float angle, float scale) { float c = Cos(angle); float s = Sin(angle); m_matrix.right.x = c * scale; m_matrix.right.y = s * scale; m_matrix.right.z = 0.0f; m_matrix.up.x = -s * scale; m_matrix.up.y = c * scale; m_matrix.up.z = 0.0f; m_matrix.at.x = 0.0f; 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 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(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 SetTranslateOnly(float x, float y, float z) { m_matrix.pos.x = x; m_matrix.pos.y = y; m_matrix.pos.z = z; } void SetTranslateOnly(const CVector& pos) { SetTranslateOnly(pos.x, pos.y, pos.z); } }; CMatrix &Invert(const CMatrix &src, CMatrix &dst); CVector operator*(const CMatrix &mat, const CVector &vec); CMatrix operator*(const CMatrix &m1, const CMatrix &m2); 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); } 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 { 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(); } }; class CCompressedMatrix : public CCompressedMatrixNotAligned { int _alignment; // no clue what would this align to };