Sync matrix with master

This commit is contained in:
Sergeanur 2021-01-20 18:59:33 +02:00
parent 8590457d41
commit 3b52b683e3
8 changed files with 345 additions and 282 deletions

View file

@ -3,9 +3,36 @@
class CMatrix
{
public:
RwMatrix m_matrix;
#ifdef GTA_PS2
union
{
float f[4][4];
struct
{
float rx, ry, rz;
RwMatrix *m_attachment;
float fx, fy, fz;
bool m_hasRwMatrix; // are we the owner?
float ux, uy, uz, uw;
float px, py, pz, pw;
};
};
#else
union
{
float f[4][4];
struct
{
float rx, ry, rz, rw;
float fx, fy, fz, fw;
float ux, uy, uz, uw;
float px, py, pz, pw;
};
};
RwMatrix *m_attachment;
bool m_hasRwMatrix; // are we the owner?
#endif
CMatrix(void);
CMatrix(CMatrix const &m);
@ -25,36 +52,39 @@ public:
CMatrix &operator+=(CMatrix const &rhs);
CMatrix &operator*=(CMatrix const &rhs);
const CVector &GetPosition(void) const { return *(CVector*)&m_matrix.pos; }
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; }
CVector &GetPosition(void) { return *(CVector*)&px; }
CVector &GetRight(void) { return *(CVector*)℞ }
CVector &GetForward(void) { return *(CVector*)&fx; }
CVector &GetUp(void) { return *(CVector*)&ux; }
const CVector &GetPosition(void) const { return *(CVector*)&px; }
const CVector &GetRight(void) const { return *(CVector*)℞ }
const CVector &GetForward(void) const { return *(CVector*)&fx; }
const CVector &GetUp(void) const { return *(CVector*)&ux; }
void SetTranslate(float x, float y, float 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;
px += x;
py += y;
pz += z;
}
void Translate(const CVector &trans){ Translate(trans.x, trans.y, trans.z); }
void SetScale(float s);
void Scale(float scale)
{
float *pFloatMatrix = (float*)&m_matrix;
for (int i = 0; i < 3; i++)
for (int j = 0; j < 3; j++)
pFloatMatrix[i * 4 + j] *= scale;
f[i][j] *= scale;
}
void Scale(float sx, float sy, float sz)
{
float *pFloatMatrix = (float*)&m_matrix;
for (int i = 0; i < 3; i++){
pFloatMatrix[i * 4 + 0] *= sx;
pFloatMatrix[i * 4 + 1] *= sy;
pFloatMatrix[i * 4 + 2] *= sz;
f[i][0] *= sx;
f[i][1] *= sy;
f[i][2] *= sz;
}
}
@ -66,17 +96,17 @@ public:
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;
rx = c * scale;
ry = s * scale;
rz = 0.0f;
m_matrix.up.x = -s * scale;
m_matrix.up.y = c * scale;
m_matrix.up.z = 0.0f;
fx = -s * scale;
fy = c * scale;
fz = 0.0f;
m_matrix.at.x = 0.0f;
m_matrix.at.y = 0.0f;
m_matrix.at.z = scale;
ux = 0.0f;
uy = 0.0f;
uz = scale;
}
void SetRotateX(float angle);
void SetRotateY(float angle);
@ -88,22 +118,16 @@ public:
void RotateZ(float z);
void Reorthogonalise(void);
void CopyOnlyMatrix(CMatrix *other);
void CopyOnlyMatrix(const CMatrix &other);
void SetUnity(void);
void ResetOrientation(void);
void CopyRwMatrix(RwMatrix *matrix){
m_matrix = *matrix;
}
void CopyToRwMatrix(RwMatrix *matrix){
*matrix = m_matrix;
RwMatrixUpdate(matrix);
}
void CopyToRwMatrix(RwMatrix* matrix);
void SetTranslateOnly(float x, float y, float z) {
m_matrix.pos.x = x;
m_matrix.pos.y = y;
m_matrix.pos.z = z;
px = x;
py = y;
pz = z;
}
void SetTranslateOnly(const CVector& pos) {
SetTranslateOnly(pos.x, pos.y, pos.z);
@ -117,11 +141,11 @@ CMatrix Invert(const CMatrix &matrix);
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);
CVector v(vec.x - mat.px, vec.y - mat.py, vec.z - mat.pz);
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);
mat.rx * v.x + mat.ry * v.y + mat.rz * v.z,
mat.fx * v.x + mat.fy * v.y + mat.fz * v.z,
mat.ux * v.x + mat.uy * v.y + mat.uz * v.z);
}