mirror of
https://git.rip/DMCA_FUCKER/re3.git
synced 2024-11-18 03:09:16 +00:00
531 lines
9.3 KiB
C++
531 lines
9.3 KiB
C++
#include "common.h"
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CMatrix::CMatrix(void)
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{
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m_attachment = nil;
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m_hasRwMatrix = false;
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}
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CMatrix::CMatrix(CMatrix const &m)
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{
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m_attachment = nil;
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m_hasRwMatrix = false;
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*this = m;
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}
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CMatrix::CMatrix(RwMatrix *matrix, bool owner)
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{
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m_attachment = nil;
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Attach(matrix, owner);
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}
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CMatrix::~CMatrix(void)
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{
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if (m_hasRwMatrix && m_attachment)
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RwMatrixDestroy(m_attachment);
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}
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void
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CMatrix::Attach(RwMatrix *matrix, bool owner)
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{
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#ifdef FIX_BUGS
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if (m_attachment && m_hasRwMatrix)
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#else
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if (m_hasRwMatrix && m_attachment)
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#endif
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RwMatrixDestroy(m_attachment);
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m_attachment = matrix;
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m_hasRwMatrix = owner;
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Update();
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}
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void
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CMatrix::AttachRW(RwMatrix *matrix, bool owner)
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{
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if (m_hasRwMatrix && m_attachment)
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RwMatrixDestroy(m_attachment);
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m_attachment = matrix;
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m_hasRwMatrix = owner;
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UpdateRW();
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}
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void
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CMatrix::Detach(void)
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{
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if (m_hasRwMatrix && m_attachment)
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RwMatrixDestroy(m_attachment);
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m_attachment = nil;
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}
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void
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CMatrix::Update(void)
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{
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GetRight() = m_attachment->right;
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GetForward() = m_attachment->up;
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GetUp() = m_attachment->at;
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GetPosition() = m_attachment->pos;
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}
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void
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CMatrix::UpdateRW(void)
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{
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if (m_attachment) {
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m_attachment->right = GetRight();
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m_attachment->up = GetForward();
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m_attachment->at = GetUp();
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m_attachment->pos = GetPosition();
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RwMatrixUpdate(m_attachment);
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}
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}
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void
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CMatrix::operator=(CMatrix const &rhs)
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{
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memcpy(this, &rhs, sizeof(f));
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if (m_attachment)
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UpdateRW();
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}
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void
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CMatrix::CopyOnlyMatrix(const CMatrix &other)
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{
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memcpy(this, &other, sizeof(f));
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}
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CMatrix &
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CMatrix::operator+=(CMatrix const &rhs)
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{
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GetRight() += rhs.GetRight();
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GetForward() += rhs.GetForward();
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GetUp() += rhs.GetUp();
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GetPosition() += rhs.GetPosition();
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return *this;
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}
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void
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CMatrix::SetUnity(void)
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{
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rx = 1.0f;
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ry = 0.0f;
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rz = 0.0f;
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fx = 0.0f;
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fy = 1.0f;
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fz = 0.0f;
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ux = 0.0f;
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uy = 0.0f;
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uz = 1.0f;
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px = 0.0f;
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py = 0.0f;
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pz = 0.0f;
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}
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void
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CMatrix::ResetOrientation(void)
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{
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rx = 1.0f;
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ry = 0.0f;
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rz = 0.0f;
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fx = 0.0f;
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fy = 1.0f;
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fz = 0.0f;
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ux = 0.0f;
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uy = 0.0f;
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uz = 1.0f;
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}
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void
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CMatrix::SetScale(float s)
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{
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rx = s;
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ry = 0.0f;
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rz = 0.0f;
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fx = 0.0f;
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fy = s;
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fz = 0.0f;
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ux = 0.0f;
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uy = 0.0f;
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uz = s;
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px = 0.0f;
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py = 0.0f;
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pz = 0.0f;
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}
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void
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CMatrix::SetTranslate(float x, float y, float z)
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{
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rx = 1.0f;
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ry = 0.0f;
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rz = 0.0f;
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fx = 0.0f;
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fy = 1.0f;
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fz = 0.0f;
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ux = 0.0f;
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uy = 0.0f;
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uz = 1.0f;
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px = x;
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py = y;
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pz = z;
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}
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void
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CMatrix::SetRotateXOnly(float angle)
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{
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float c = Cos(angle);
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float s = Sin(angle);
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rx = 1.0f;
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ry = 0.0f;
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rz = 0.0f;
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fx = 0.0f;
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fy = c;
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fz = s;
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ux = 0.0f;
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uy = -s;
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uz = c;
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}
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void
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CMatrix::SetRotateYOnly(float angle)
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{
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float c = Cos(angle);
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float s = Sin(angle);
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rx = c;
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ry = 0.0f;
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rz = -s;
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fx = 0.0f;
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fy = 1.0f;
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fz = 0.0f;
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ux = s;
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uy = 0.0f;
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uz = c;
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}
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void
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CMatrix::SetRotateZOnly(float angle)
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{
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float c = Cos(angle);
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float s = Sin(angle);
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rx = c;
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ry = s;
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rz = 0.0f;
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fx = -s;
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fy = c;
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fz = 0.0f;
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ux = 0.0f;
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uy = 0.0f;
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uz = 1.0f;
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}
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void
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CMatrix::SetRotateX(float angle)
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{
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SetRotateXOnly(angle);
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px = 0.0f;
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py = 0.0f;
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pz = 0.0f;
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}
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void
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CMatrix::SetRotateY(float angle)
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{
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SetRotateYOnly(angle);
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px = 0.0f;
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py = 0.0f;
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pz = 0.0f;
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}
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void
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CMatrix::SetRotateZ(float angle)
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{
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SetRotateZOnly(angle);
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px = 0.0f;
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py = 0.0f;
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pz = 0.0f;
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}
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void
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CMatrix::SetRotate(float xAngle, float yAngle, float zAngle)
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{
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float cX = Cos(xAngle);
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float sX = Sin(xAngle);
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float cY = Cos(yAngle);
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float sY = Sin(yAngle);
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float cZ = Cos(zAngle);
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float sZ = Sin(zAngle);
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rx = cZ * cY - (sZ * sX) * sY;
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ry = (cZ * sX) * sY + sZ * cY;
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rz = -cX * sY;
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fx = -sZ * cX;
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fy = cZ * cX;
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fz = sX;
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ux = (sZ * sX) * cY + cZ * sY;
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uy = sZ * sY - (cZ * sX) * cY;
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uz = cX * cY;
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px = 0.0f;
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py = 0.0f;
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pz = 0.0f;
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}
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void
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CMatrix::RotateX(float x)
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{
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float c = Cos(x);
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float s = Sin(x);
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float ry = this->ry;
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float rz = this->rz;
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float uy = this->fy;
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float uz = this->fz;
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float ay = this->uy;
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float az = this->uz;
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float py = this->py;
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float pz = this->pz;
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this->ry = c * ry - s * rz;
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this->rz = c * rz + s * ry;
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this->fy = c * uy - s * uz;
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this->fz = c * uz + s * uy;
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this->uy = c * ay - s * az;
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this->uz = c * az + s * ay;
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this->py = c * py - s * pz;
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this->pz = c * pz + s * py;
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}
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void
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CMatrix::RotateY(float y)
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{
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float c = Cos(y);
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float s = Sin(y);
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float rx = this->rx;
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float rz = this->rz;
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float ux = this->fx;
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float uz = this->fz;
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float ax = this->ux;
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float az = this->uz;
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float px = this->px;
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float pz = this->pz;
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this->rx = c * rx + s * rz;
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this->rz = c * rz - s * rx;
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this->fx = c * ux + s * uz;
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this->fz = c * uz - s * ux;
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this->ux = c * ax + s * az;
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this->uz = c * az - s * ax;
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this->px = c * px + s * pz;
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this->pz = c * pz - s * px;
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}
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void
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CMatrix::RotateZ(float z)
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{
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float c = Cos(z);
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float s = Sin(z);
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float ry = this->ry;
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float rx = this->rx;
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float uy = this->fy;
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float ux = this->fx;
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float ay = this->uy;
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float ax = this->ux;
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float py = this->py;
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float px = this->px;
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this->rx = c * rx - s * ry;
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this->ry = c * ry + s * rx;
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this->fx = c * ux - s * uy;
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this->fy = c * uy + s * ux;
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this->ux = c * ax - s * ay;
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this->uy = c * ay + s * ax;
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this->px = c * px - s * py;
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this->py = c * py + s * px;
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}
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void
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CMatrix::Rotate(float x, float y, float z)
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{
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float cX = Cos(x);
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float sX = Sin(x);
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float cY = Cos(y);
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float sY = Sin(y);
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float cZ = Cos(z);
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float sZ = Sin(z);
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float rx = this->rx;
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float ry = this->ry;
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float rz = this->rz;
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float ux = this->fx;
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float uy = this->fy;
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float uz = this->fz;
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float ax = this->ux;
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float ay = this->uy;
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float az = this->uz;
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float px = this->px;
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float py = this->py;
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float pz = this->pz;
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float x1 = cZ * cY - (sZ * sX) * sY;
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float x2 = (cZ * sX) * sY + sZ * cY;
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float x3 = -cX * sY;
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float y1 = -sZ * cX;
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float y2 = cZ * cX;
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float y3 = sX;
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float z1 = (sZ * sX) * cY + cZ * sY;
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float z2 = sZ * sY - (cZ * sX) * cY;
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float z3 = cX * cY;
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this->rx = x1 * rx + y1 * ry + z1 * rz;
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this->ry = x2 * rx + y2 * ry + z2 * rz;
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this->rz = x3 * rx + y3 * ry + z3 * rz;
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this->fx = x1 * ux + y1 * uy + z1 * uz;
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this->fy = x2 * ux + y2 * uy + z2 * uz;
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this->fz = x3 * ux + y3 * uy + z3 * uz;
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this->ux = x1 * ax + y1 * ay + z1 * az;
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this->uy = x2 * ax + y2 * ay + z2 * az;
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this->uz = x3 * ax + y3 * ay + z3 * az;
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this->px = x1 * px + y1 * py + z1 * pz;
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this->py = x2 * px + y2 * py + z2 * pz;
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this->pz = x3 * px + y3 * py + z3 * pz;
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}
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CMatrix &
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CMatrix::operator*=(CMatrix const &rhs)
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{
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// TODO: VU0 code
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*this = *this * rhs;
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return *this;
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}
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void
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CMatrix::Reorthogonalise(void)
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{
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CVector &r = GetRight();
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CVector &f = GetForward();
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CVector &u = GetUp();
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u = CrossProduct(r, f);
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u.Normalise();
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r = CrossProduct(f, u);
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r.Normalise();
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f = CrossProduct(u, r);
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}
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CMatrix
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operator*(const CMatrix &m1, const CMatrix &m2)
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{
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// TODO: VU0 code
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CMatrix out;
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out.rx = m1.rx * m2.rx + m1.fx * m2.ry + m1.ux * m2.rz;
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out.ry = m1.ry * m2.rx + m1.fy * m2.ry + m1.uy * m2.rz;
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out.rz = m1.rz * m2.rx + m1.fz * m2.ry + m1.uz * m2.rz;
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out.fx = m1.rx * m2.fx + m1.fx * m2.fy + m1.ux * m2.fz;
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out.fy = m1.ry * m2.fx + m1.fy * m2.fy + m1.uy * m2.fz;
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out.fz = m1.rz * m2.fx + m1.fz * m2.fy + m1.uz * m2.fz;
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out.ux = m1.rx * m2.ux + m1.fx * m2.uy + m1.ux * m2.uz;
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out.uy = m1.ry * m2.ux + m1.fy * m2.uy + m1.uy * m2.uz;
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out.uz = m1.rz * m2.ux + m1.fz * m2.uy + m1.uz * m2.uz;
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out.px = m1.rx * m2.px + m1.fx * m2.py + m1.ux * m2.pz + m1.px;
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out.py = m1.ry * m2.px + m1.fy * m2.py + m1.uy * m2.pz + m1.py;
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out.pz = m1.rz * m2.px + m1.fz * m2.py + m1.uz * m2.pz + m1.pz;
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return out;
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}
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CMatrix &
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Invert(const CMatrix &src, CMatrix &dst)
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{
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// TODO: VU0 code
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dst.f[3][0] = dst.f[3][1] = dst.f[3][2] = 0.0f;
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dst.f[0][0] = src.f[0][0];
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dst.f[0][1] = src.f[1][0];
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dst.f[0][2] = src.f[2][0];
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dst.f[1][0] = src.f[0][1];
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dst.f[1][1] = src.f[1][1];
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dst.f[1][2] = src.f[2][1];
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dst.f[2][0] = src.f[0][2];
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dst.f[2][1] = src.f[1][2];
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dst.f[2][2] = src.f[2][2];
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dst.f[3][0] += dst.f[0][0] * src.f[3][0];
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dst.f[3][1] += dst.f[0][1] * src.f[3][0];
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dst.f[3][2] += dst.f[0][2] * src.f[3][0];
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dst.f[3][0] += dst.f[1][0] * src.f[3][1];
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dst.f[3][1] += dst.f[1][1] * src.f[3][1];
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dst.f[3][2] += dst.f[1][2] * src.f[3][1];
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dst.f[3][0] += dst.f[2][0] * src.f[3][2];
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dst.f[3][1] += dst.f[2][1] * src.f[3][2];
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dst.f[3][2] += dst.f[2][2] * src.f[3][2];
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dst.f[3][0] = -dst.f[3][0];
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dst.f[3][1] = -dst.f[3][1];
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dst.f[3][2] = -dst.f[3][2];
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return dst;
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}
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void
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CMatrix::CopyToRwMatrix(RwMatrix* matrix)
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{
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matrix->right = GetRight();
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matrix->up = GetForward();
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matrix->at = GetUp();
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matrix->pos = GetPosition();
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RwMatrixUpdate(matrix);
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}
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CMatrix
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Invert(const CMatrix &matrix)
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{
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CMatrix inv;
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return Invert(matrix, inv);
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}
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void
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CCompressedMatrixNotAligned::CompressFromFullMatrix(CMatrix &other)
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{
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m_rightX = 127.0f * other.GetRight().x;
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m_rightY = 127.0f * other.GetRight().y;
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m_rightZ = 127.0f * other.GetRight().z;
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m_upX = 127.0f * other.GetForward().x;
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m_upY = 127.0f * other.GetForward().y;
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m_upZ = 127.0f * other.GetForward().z;
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m_vecPos = other.GetPosition();
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}
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void
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CCompressedMatrixNotAligned::DecompressIntoFullMatrix(CMatrix &other)
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{
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other.GetRight().x = m_rightX / 127.0f;
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other.GetRight().y = m_rightY / 127.0f;
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other.GetRight().z = m_rightZ / 127.0f;
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other.GetForward().x = m_upX / 127.0f;
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other.GetForward().y = m_upY / 127.0f;
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other.GetForward().z = m_upZ / 127.0f;
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other.GetUp() = CrossProduct(other.GetRight(), other.GetForward());
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other.GetPosition() = m_vecPos;
|
|
other.Reorthogonalise();
|
|
} |