re3/src/math/Matrix.h

333 lines
7.8 KiB
C
Raw Normal View History

2019-05-15 14:52:37 +00:00
#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){
2019-05-15 14:52:37 +00:00
m_attachment = nil;
Attach(matrix, owner);
2019-05-15 14:52:37 +00:00
}
2019-06-29 11:38:37 +00:00
CMatrix(float scale){
m_attachment = nil;
m_hasRwMatrix = false;
SetScale(scale);
}
2019-05-15 14:52:37 +00:00
~CMatrix(void){
if(m_hasRwMatrix && m_attachment)
RwMatrixDestroy(m_attachment);
}
void Attach(RwMatrix *matrix, bool owner = false){
2020-06-06 10:31:09 +00:00
#ifdef FIX_BUGS
if(m_attachment && m_hasRwMatrix)
#else
2019-05-15 14:52:37 +00:00
if(m_hasRwMatrix && m_attachment)
2020-06-06 10:31:09 +00:00
#endif
2019-05-15 14:52:37 +00:00
RwMatrixDestroy(m_attachment);
m_attachment = matrix;
m_hasRwMatrix = owner;
2019-05-15 14:52:37 +00:00
Update();
}
void AttachRW(RwMatrix *matrix, bool owner = false){
2019-05-15 14:52:37 +00:00
if(m_hasRwMatrix && m_attachment)
RwMatrixDestroy(m_attachment);
m_attachment = matrix;
m_hasRwMatrix = owner;
2019-05-15 14:52:37 +00:00
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();
}
2019-06-29 11:38:37 +00:00
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;
2019-06-29 15:01:43 +00:00
m_matrix.pos.z += rhs.m_matrix.pos.z;
2019-06-29 11:38:37 +00:00
return *this;
}
2019-05-15 14:52:37 +00:00
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; }
2019-07-08 19:37:47 +00:00
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); }
2019-05-15 14:52:37 +00:00
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)
{
2019-10-16 23:22:39 +00:00
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;
}
2019-07-08 19:37:47 +00:00
2019-05-15 14:52:37 +00:00
void SetRotateXOnly(float angle){
2019-07-10 15:18:26 +00:00
float c = Cos(angle);
float s = Sin(angle);
2019-05-15 14:52:37 +00:00
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){
2019-07-10 15:18:26 +00:00
float c = Cos(angle);
float s = Sin(angle);
2019-05-15 14:52:37 +00:00
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){
2019-07-10 15:18:26 +00:00
float c = Cos(angle);
float s = Sin(angle);
2019-05-15 14:52:37 +00:00
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;
}
2019-10-03 19:28:56 +00:00
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;
}
2019-05-15 14:52:37 +00:00
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);
2019-08-22 22:44:38 +00:00
void RotateX(float x);
2020-05-31 15:45:26 +00:00
void RotateY(float y);
2019-09-29 16:44:51 +00:00
void RotateZ(float z);
void Reorthogonalise(void);
2019-06-22 18:43:56 +00:00
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;
}
2020-04-05 09:35:51 +00:00
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;
}
2020-07-01 16:03:52 +00:00
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);
}
2019-05-15 14:52:37 +00:00
};
CMatrix &Invert(const CMatrix &src, CMatrix &dst);
CVector operator*(const CMatrix &mat, const CVector &vec);
CMatrix operator*(const CMatrix &m1, const CMatrix &m2);
2019-10-26 22:46:48 +00:00
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);
}
2019-10-06 12:49:01 +00:00
const CVector Multiply3x3(const CMatrix &mat, const CVector &vec);
const CVector Multiply3x3(const CVector &vec, const CMatrix &mat);
2019-05-15 14:52:37 +00:00
inline CMatrix
Invert(const CMatrix &matrix)
{
CMatrix inv;
return Invert(matrix, inv);
}
2019-07-07 16:36:55 +00:00
2019-06-22 22:34:11 +00:00
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();
2019-06-22 22:34:11 +00:00
}
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;
2019-06-22 22:34:11 +00:00
other.Reorthogonalise();
}
};
class CCompressedMatrix : public CCompressedMatrixNotAligned
{
int _alignment; // no clue what would this align to
};