mirror of
https://github.com/GTAmodding/re3.git
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327 lines
No EOL
7.8 KiB
C++
327 lines
No EOL
7.8 KiB
C++
#pragma once
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class CMatrix
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{
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public:
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RwMatrix m_matrix;
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RwMatrix *m_attachment;
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bool m_hasRwMatrix; // are we the owner?
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CMatrix(void){
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m_attachment = nil;
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m_hasRwMatrix = false;
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}
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CMatrix(CMatrix const &m){
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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(RwMatrix *matrix, bool owner = false){
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m_attachment = nil;
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Attach(matrix, owner);
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}
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CMatrix(float scale){
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m_attachment = nil;
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m_hasRwMatrix = false;
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SetScale(scale);
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}
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~CMatrix(void){
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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 Attach(RwMatrix *matrix, bool owner = false){
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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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Update();
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}
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void AttachRW(RwMatrix *matrix, bool owner = false){
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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 Detach(void){
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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 Update(void){
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m_matrix = *m_attachment;
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}
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void UpdateRW(void){
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if(m_attachment){
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*m_attachment = m_matrix;
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RwMatrixUpdate(m_attachment);
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}
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}
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void operator=(CMatrix const &rhs){
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m_matrix = rhs.m_matrix;
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if(m_attachment)
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UpdateRW();
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}
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CMatrix& operator+=(CMatrix const &rhs){
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m_matrix.right.x += rhs.m_matrix.right.x;
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m_matrix.up.x += rhs.m_matrix.up.x;
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m_matrix.at.x += rhs.m_matrix.at.x;
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m_matrix.right.y += rhs.m_matrix.right.y;
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m_matrix.up.y += rhs.m_matrix.up.y;
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m_matrix.at.y += rhs.m_matrix.at.y;
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m_matrix.right.z += rhs.m_matrix.right.z;
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m_matrix.up.z += rhs.m_matrix.up.z;
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m_matrix.at.z += rhs.m_matrix.at.z;
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m_matrix.pos.x += rhs.m_matrix.pos.x;
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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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}
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const CVector &GetPosition(void) const { return *(CVector*)&m_matrix.pos; }
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CVector& GetPosition(void) { return *(CVector*)&m_matrix.pos; }
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CVector &GetRight(void) { return *(CVector*)&m_matrix.right; }
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CVector &GetForward(void) { return *(CVector*)&m_matrix.up; }
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CVector &GetUp(void) { return *(CVector*)&m_matrix.at; }
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void SetTranslate(float x, float y, float z){
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m_matrix.right.x = 1.0f;
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m_matrix.right.y = 0.0f;
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m_matrix.right.z = 0.0f;
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m_matrix.up.x = 0.0f;
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m_matrix.up.y = 1.0f;
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m_matrix.up.z = 0.0f;
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m_matrix.at.x = 0.0f;
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m_matrix.at.y = 0.0f;
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m_matrix.at.z = 1.0f;
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m_matrix.pos.x = x;
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m_matrix.pos.y = y;
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m_matrix.pos.z = z;
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}
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void SetTranslate(const CVector &trans){ SetTranslate(trans.x, trans.y, trans.z); }
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void Translate(float x, float y, float z){
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m_matrix.pos.x += x;
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m_matrix.pos.y += y;
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m_matrix.pos.z += z;
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}
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void Translate(const CVector &trans){ Translate(trans.x, trans.y, trans.z); }
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void SetScale(float s){
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m_matrix.right.x = s;
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m_matrix.right.y = 0.0f;
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m_matrix.right.z = 0.0f;
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m_matrix.up.x = 0.0f;
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m_matrix.up.y = s;
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m_matrix.up.z = 0.0f;
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m_matrix.at.x = 0.0f;
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m_matrix.at.y = 0.0f;
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m_matrix.at.z = s;
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m_matrix.pos.x = 0.0f;
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m_matrix.pos.y = 0.0f;
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m_matrix.pos.z = 0.0f;
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}
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void Scale(float scale)
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{
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float *pFloatMatrix = (float*)&m_matrix;
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for (int i = 0; i < 3; i++)
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for (int j = 0; j < 3; j++)
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pFloatMatrix[i * 4 + j] *= scale;
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}
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void Scale(float sx, float sy, float sz)
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{
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float *pFloatMatrix = (float*)&m_matrix;
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for (int i = 0; i < 3; i++){
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pFloatMatrix[i * 4 + 0] *= sx;
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pFloatMatrix[i * 4 + 1] *= sy;
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pFloatMatrix[i * 4 + 2] *= sz;
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}
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}
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void SetRotateXOnly(float angle){
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float c = Cos(angle);
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float s = Sin(angle);
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m_matrix.right.x = 1.0f;
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m_matrix.right.y = 0.0f;
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m_matrix.right.z = 0.0f;
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m_matrix.up.x = 0.0f;
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m_matrix.up.y = c;
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m_matrix.up.z = s;
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m_matrix.at.x = 0.0f;
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m_matrix.at.y = -s;
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m_matrix.at.z = c;
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}
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void SetRotateX(float angle){
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SetRotateXOnly(angle);
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m_matrix.pos.x = 0.0f;
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m_matrix.pos.y = 0.0f;
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m_matrix.pos.z = 0.0f;
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}
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void SetRotateYOnly(float angle){
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float c = Cos(angle);
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float s = Sin(angle);
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m_matrix.right.x = c;
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m_matrix.right.y = 0.0f;
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m_matrix.right.z = -s;
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m_matrix.up.x = 0.0f;
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m_matrix.up.y = 1.0f;
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m_matrix.up.z = 0.0f;
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m_matrix.at.x = s;
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m_matrix.at.y = 0.0f;
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m_matrix.at.z = c;
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}
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void SetRotateY(float angle){
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SetRotateYOnly(angle);
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m_matrix.pos.x = 0.0f;
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m_matrix.pos.y = 0.0f;
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m_matrix.pos.z = 0.0f;
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}
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void SetRotateZOnly(float angle){
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float c = Cos(angle);
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float s = Sin(angle);
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m_matrix.right.x = c;
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m_matrix.right.y = s;
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m_matrix.right.z = 0.0f;
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m_matrix.up.x = -s;
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m_matrix.up.y = c;
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m_matrix.up.z = 0.0f;
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m_matrix.at.x = 0.0f;
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m_matrix.at.y = 0.0f;
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m_matrix.at.z = 1.0f;
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}
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void SetRotateZOnlyScaled(float angle, float scale) {
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float c = Cos(angle);
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float s = Sin(angle);
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m_matrix.right.x = c * scale;
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m_matrix.right.y = s * scale;
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m_matrix.right.z = 0.0f;
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m_matrix.up.x = -s * scale;
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m_matrix.up.y = c * scale;
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m_matrix.up.z = 0.0f;
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m_matrix.at.x = 0.0f;
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m_matrix.at.y = 0.0f;
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m_matrix.at.z = scale;
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}
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void SetRotateZ(float angle){
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SetRotateZOnly(angle);
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m_matrix.pos.x = 0.0f;
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m_matrix.pos.y = 0.0f;
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m_matrix.pos.z = 0.0f;
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}
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void SetRotate(float xAngle, float yAngle, float zAngle);
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void Rotate(float x, float y, float z);
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void RotateX(float x);
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void RotateY(float y);
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void RotateZ(float z);
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void Reorthogonalise(void);
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void CopyOnlyMatrix(CMatrix *other){
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m_matrix = other->m_matrix;
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}
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void SetUnity(void) {
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m_matrix.right.x = 1.0f;
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m_matrix.right.y = 0.0f;
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m_matrix.right.z = 0.0f;
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m_matrix.up.x = 0.0f;
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m_matrix.up.y = 1.0f;
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m_matrix.up.z = 0.0f;
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m_matrix.at.x = 0.0f;
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m_matrix.at.y = 0.0f;
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m_matrix.at.z = 1.0f;
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m_matrix.pos.x = 0.0f;
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m_matrix.pos.y = 0.0f;
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m_matrix.pos.z = 0.0f;
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}
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void ResetOrientation(void) {
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m_matrix.right.x = 1.0f;
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m_matrix.right.y = 0.0f;
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m_matrix.right.z = 0.0f;
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m_matrix.up.x = 0.0f;
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m_matrix.up.y = 1.0f;
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m_matrix.up.z = 0.0f;
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m_matrix.at.x = 0.0f;
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m_matrix.at.y = 0.0f;
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m_matrix.at.z = 1.0f;
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}
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};
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CMatrix &Invert(const CMatrix &src, CMatrix &dst);
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CVector operator*(const CMatrix &mat, const CVector &vec);
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CMatrix operator*(const CMatrix &m1, const CMatrix &m2);
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inline CVector MultiplyInverse(const CMatrix &mat, const CVector &vec)
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{
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CVector v(vec.x - mat.m_matrix.pos.x, vec.y - mat.m_matrix.pos.y, vec.z - mat.m_matrix.pos.z);
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return CVector(
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mat.m_matrix.right.x * v.x + mat.m_matrix.right.y * v.y + mat.m_matrix.right.z * v.z,
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mat.m_matrix.up.x * v.x + mat.m_matrix.up.y * v.y + mat.m_matrix.up.z * v.z,
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mat.m_matrix.at.x * v.x + mat.m_matrix.at.y * v.y + mat.m_matrix.at.z * v.z);
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}
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const CVector Multiply3x3(const CMatrix &mat, const CVector &vec);
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const CVector Multiply3x3(const CVector &vec, const CMatrix &mat);
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inline 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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class CCompressedMatrixNotAligned
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{
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CVector m_vecPos;
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int8 m_rightX;
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int8 m_rightY;
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int8 m_rightZ;
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int8 m_upX;
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int8 m_upY;
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int8 m_upZ;
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public:
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void 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 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;
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other.Reorthogonalise();
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}
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};
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class CCompressedMatrix : public CCompressedMatrixNotAligned
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{
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int _alignment; // no clue what would this align to
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}; |