re3/src/math/Matrix.h

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C
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#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){
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m_attachment = nil;
Attach(matrix, owner);
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}
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CMatrix(float scale){
m_attachment = nil;
m_hasRwMatrix = false;
SetScale(scale);
}
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~CMatrix(void){
if(m_hasRwMatrix && m_attachment)
RwMatrixDestroy(m_attachment);
}
void Attach(RwMatrix *matrix, bool owner = false){
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if(m_hasRwMatrix && m_attachment)
RwMatrixDestroy(m_attachment);
m_attachment = matrix;
m_hasRwMatrix = owner;
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Update();
}
void AttachRW(RwMatrix *matrix, bool owner = false){
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if(m_hasRwMatrix && m_attachment)
RwMatrixDestroy(m_attachment);
m_attachment = matrix;
m_hasRwMatrix = owner;
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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();
}
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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;
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m_matrix.pos.z += rhs.m_matrix.pos.z;
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return *this;
}
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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; }
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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); }
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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)
{
// GTA treats this as 4x4 floats
m_matrix.right.x *= scale;
m_matrix.right.y *= scale;
m_matrix.right.z *= scale;
m_matrix.up.x *= scale;
m_matrix.up.y *= scale;
m_matrix.up.z *= scale;
m_matrix.at.x *= scale;
m_matrix.at.y *= scale;
m_matrix.at.z *= scale;
m_matrix.pos.x *= scale;
m_matrix.pos.y *= scale;
m_matrix.pos.z *= scale;
m_matrix.flags = 0;
}
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void SetRotateXOnly(float angle){
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float c = Cos(angle);
float s = Sin(angle);
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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){
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float c = Cos(angle);
float s = Sin(angle);
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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){
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float c = Cos(angle);
float s = Sin(angle);
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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);
void Rotate(float x, float y, float z);
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void RotateX(float x);
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void RotateZ(float z);
void Reorthogonalise(void);
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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;
}
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};
CMatrix &Invert(const CMatrix &src, CMatrix &dst);
CVector operator*(const CMatrix &mat, const CVector &vec);
CMatrix operator*(const CMatrix &m1, const CMatrix &m2);
CVector MultiplyInverse(const CMatrix &mat, const CVector &vec);
CVector Multiply3x3(const CMatrix &mat, const CVector &vec);
CVector Multiply3x3(const CVector &vec, const CMatrix &mat);
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inline CMatrix
Invert(const CMatrix &matrix)
{
CMatrix inv;
return Invert(matrix, inv);
}
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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();
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}
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;
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other.Reorthogonalise();
}
};