mirror of
https://gitlab.com/GaryOderNichts/re3-wiiu.git
synced 2024-11-26 02:54:14 +01:00
Merge pull request #966 from Sergeanur/matrix
Get rid of RwMatrix in CMatrix
This commit is contained in:
commit
9b193a47a2
@ -305,7 +305,7 @@ void CReplay::RecordThisFrame(void)
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#endif
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tGeneralPacket* general = (tGeneralPacket*)&Record.m_pBase[Record.m_nOffset];
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general->type = REPLAYPACKET_GENERAL;
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general->camera_pos.CopyOnlyMatrix(&TheCamera.GetMatrix());
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general->camera_pos.CopyOnlyMatrix(TheCamera.GetMatrix());
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general->player_pos = FindPlayerCoors();
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general->in_rcvehicle = CWorld::Players[CWorld::PlayerInFocus].m_pRemoteVehicle ? true : false;
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Record.m_nOffset += sizeof(*general);
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@ -3629,9 +3629,17 @@ CCamera::CalculateDerivedValues(void)
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bool
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CCamera::IsPointVisible(const CVector ¢er, const CMatrix *mat)
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{
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RwV3d c;
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c = center;
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RwV3dTransformPoints(&c, &c, 1, &mat->m_matrix);
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#ifdef GTA_PS2
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CVuVector c;
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TransformPoint(c, *mat, center);
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#else
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CVector c = center;
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#ifdef FIX_BUGS
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c = *mat * center;
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#else
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RwV3dTransformPoints(&c, &c, 1, (RwMatrix*)mat);
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#endif
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#endif
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if(c.y < CDraw::GetNearClipZ()) return false;
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if(c.y > CDraw::GetFarClipZ()) return false;
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if(c.x*m_vecFrustumNormals[0].x + c.y*m_vecFrustumNormals[0].y > 0.0f) return false;
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@ -3644,9 +3652,17 @@ CCamera::IsPointVisible(const CVector ¢er, const CMatrix *mat)
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bool
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CCamera::IsSphereVisible(const CVector ¢er, float radius, const CMatrix *mat)
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{
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RwV3d c;
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c = center;
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RwV3dTransformPoints(&c, &c, 1, &mat->m_matrix);
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#ifdef GTA_PS2
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CVuVector c;
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TransformPoint(c, *mat, center);
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#else
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CVector c = center;
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#ifdef FIX_BUGS
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c = *mat * center;
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#else
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RwV3dTransformPoints(&c, &c, 1, (RwMatrix*)mat);
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#endif
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#endif
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if(c.y + radius < CDraw::GetNearClipZ()) return false;
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if(c.y - radius > CDraw::GetFarClipZ()) return false;
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if(c.x*m_vecFrustumNormals[0].x + c.y*m_vecFrustumNormals[0].y > radius) return false;
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@ -3664,11 +3680,24 @@ CCamera::IsSphereVisible(const CVector ¢er, float radius)
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}
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bool
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CCamera::IsBoxVisible(RwV3d *box, const CMatrix *mat)
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#ifdef GTA_PS2
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CCamera::IsBoxVisible(CVuVector *box, const CMatrix *mat)
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#else
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CCamera::IsBoxVisible(CVector *box, const CMatrix *mat)
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#endif
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{
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int i;
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int frustumTests[6] = { 0 };
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RwV3dTransformPoints(box, box, 8, &mat->m_matrix);
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#ifdef GTA_PS2
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TransformPoints(box, 8, *mat, box);
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#else
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#ifdef FIX_BUGS
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for (i = 0; i < 8; i++)
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box[i] = *mat * box[i];
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#else
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RwV3dTransformPoints(box, box, 8, (RwMatrix*)mat);
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#endif
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#endif
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for(i = 0; i < 8; i++){
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if(box[i].y < CDraw::GetNearClipZ()) frustumTests[0]++;
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@ -641,7 +641,11 @@ public:
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bool IsPointVisible(const CVector ¢er, const CMatrix *mat);
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bool IsSphereVisible(const CVector ¢er, float radius, const CMatrix *mat);
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bool IsSphereVisible(const CVector ¢er, float radius);
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bool IsBoxVisible(RwV3d *box, const CMatrix *mat);
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#ifdef GTA_PS2
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bool IsBoxVisible(CVuVector *box, const CMatrix *mat);
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#else
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bool IsBoxVisible(CVector *box, const CMatrix *mat);
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#endif
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};
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VALIDATE_SIZE(CCamera, 0xE9D8);
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@ -407,7 +407,11 @@ CEntity::GetIsOnScreen(void)
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bool
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CEntity::GetIsOnScreenComplex(void)
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{
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RwV3d boundBox[8];
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#ifdef GTA_PS2
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CVuVector boundBox[8];
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#else
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CVector boundBox[8];
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#endif
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if(TheCamera.IsPointVisible(GetBoundCentre(), &TheCamera.GetCameraMatrix()))
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return true;
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@ -60,14 +60,20 @@ CMatrix::Detach(void)
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void
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CMatrix::Update(void)
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{
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m_matrix = *m_attachment;
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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 = m_matrix;
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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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@ -75,104 +81,96 @@ CMatrix::UpdateRW(void)
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void
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CMatrix::operator=(CMatrix const &rhs)
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{
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m_matrix = rhs.m_matrix;
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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(CMatrix *other)
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CMatrix::CopyOnlyMatrix(const CMatrix &other)
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{
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m_matrix = other->m_matrix;
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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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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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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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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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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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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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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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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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rx = s;
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ry = 0.0f;
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rz = 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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fx = 0.0f;
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fy = s;
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fz = 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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ux = 0.0f;
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uy = 0.0f;
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uz = 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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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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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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rx = 1.0f;
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ry = 0.0f;
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rz = 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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fx = 0.0f;
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fy = 1.0f;
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fz = 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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ux = 0.0f;
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uy = 0.0f;
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uz = 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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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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@ -181,17 +179,17 @@ CMatrix::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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rx = 1.0f;
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ry = 0.0f;
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rz = 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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fx = 0.0f;
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fy = c;
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fz = 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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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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@ -200,17 +198,17 @@ CMatrix::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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rx = c;
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ry = 0.0f;
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rz = -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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fx = 0.0f;
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fy = 1.0f;
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fz = 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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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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@ -219,26 +217,26 @@ CMatrix::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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rx = c;
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ry = s;
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rz = 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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fx = -s;
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fy = c;
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fz = 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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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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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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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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@ -246,18 +244,18 @@ void
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CMatrix::SetRotateY(float angle)
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{
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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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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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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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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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@ -270,21 +268,21 @@ CMatrix::SetRotate(float xAngle, float yAngle, float zAngle)
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float cZ = Cos(zAngle);
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float sZ = Sin(zAngle);
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m_matrix.right.x = cZ * cY - (sZ * sX) * sY;
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m_matrix.right.y = (cZ * sX) * sY + sZ * cY;
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m_matrix.right.z = -cX * sY;
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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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m_matrix.up.x = -sZ * cX;
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m_matrix.up.y = cZ * cX;
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m_matrix.up.z = sX;
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fx = -sZ * cX;
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fy = cZ * cX;
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fz = sX;
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m_matrix.at.x = (sZ * sX) * cY + cZ * sY;
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m_matrix.at.y = sZ * sY - (cZ * sX) * cY;
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m_matrix.at.z = cX * cY;
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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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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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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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@ -293,23 +291,23 @@ CMatrix::RotateX(float x)
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float c = Cos(x);
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float s = Sin(x);
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float ry = m_matrix.right.y;
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float rz = m_matrix.right.z;
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float uy = m_matrix.up.y;
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float uz = m_matrix.up.z;
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float ay = m_matrix.at.y;
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float az = m_matrix.at.z;
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float py = m_matrix.pos.y;
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float pz = m_matrix.pos.z;
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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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m_matrix.right.y = c * ry - s * rz;
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||||
m_matrix.right.z = c * rz + s * ry;
|
||||
m_matrix.up.y = c * uy - s * uz;
|
||||
m_matrix.up.z = c * uz + s * uy;
|
||||
m_matrix.at.y = c * ay - s * az;
|
||||
m_matrix.at.z = c * az + s * ay;
|
||||
m_matrix.pos.y = c * py - s * pz;
|
||||
m_matrix.pos.z = c * pz + s * py;
|
||||
this->ry = c * ry - s * rz;
|
||||
this->rz = c * rz + s * ry;
|
||||
this->fy = c * uy - s * uz;
|
||||
this->fz = c * uz + s * uy;
|
||||
this->uy = c * ay - s * az;
|
||||
this->uz = c * az + s * ay;
|
||||
this->py = c * py - s * pz;
|
||||
this->pz = c * pz + s * py;
|
||||
}
|
||||
|
||||
void
|
||||
@ -318,23 +316,23 @@ CMatrix::RotateY(float y)
|
||||
float c = Cos(y);
|
||||
float s = Sin(y);
|
||||
|
||||
float rx = m_matrix.right.x;
|
||||
float rz = m_matrix.right.z;
|
||||
float ux = m_matrix.up.x;
|
||||
float uz = m_matrix.up.z;
|
||||
float ax = m_matrix.at.x;
|
||||
float az = m_matrix.at.z;
|
||||
float px = m_matrix.pos.x;
|
||||
float pz = m_matrix.pos.z;
|
||||
float rx = this->rx;
|
||||
float rz = this->rz;
|
||||
float ux = this->fx;
|
||||
float uz = this->fz;
|
||||
float ax = this->ux;
|
||||
float az = this->uz;
|
||||
float px = this->px;
|
||||
float pz = this->pz;
|
||||
|
||||
m_matrix.right.x = c * rx + s * rz;
|
||||
m_matrix.right.z = c * rz - s * rx;
|
||||
m_matrix.up.x = c * ux + s * uz;
|
||||
m_matrix.up.z = c * uz - s * ux;
|
||||
m_matrix.at.x = c * ax + s * az;
|
||||
m_matrix.at.z = c * az - s * ax;
|
||||
m_matrix.pos.x = c * px + s * pz;
|
||||
m_matrix.pos.z = c * pz - s * px;
|
||||
this->rx = c * rx + s * rz;
|
||||
this->rz = c * rz - s * rx;
|
||||
this->fx = c * ux + s * uz;
|
||||
this->fz = c * uz - s * ux;
|
||||
this->ux = c * ax + s * az;
|
||||
this->uz = c * az - s * ax;
|
||||
this->px = c * px + s * pz;
|
||||
this->pz = c * pz - s * px;
|
||||
}
|
||||
|
||||
void
|
||||
@ -343,23 +341,23 @@ CMatrix::RotateZ(float z)
|
||||
float c = Cos(z);
|
||||
float s = Sin(z);
|
||||
|
||||
float ry = m_matrix.right.y;
|
||||
float rx = m_matrix.right.x;
|
||||
float uy = m_matrix.up.y;
|
||||
float ux = m_matrix.up.x;
|
||||
float ay = m_matrix.at.y;
|
||||
float ax = m_matrix.at.x;
|
||||
float py = m_matrix.pos.y;
|
||||
float px = m_matrix.pos.x;
|
||||
float ry = this->ry;
|
||||
float rx = this->rx;
|
||||
float uy = this->fy;
|
||||
float ux = this->fx;
|
||||
float ay = this->uy;
|
||||
float ax = this->ux;
|
||||
float py = this->py;
|
||||
float px = this->px;
|
||||
|
||||
m_matrix.right.x = c * rx - s * ry;
|
||||
m_matrix.right.y = c * ry + s * rx;
|
||||
m_matrix.up.x = c * ux - s * uy;
|
||||
m_matrix.up.y = c * uy + s * ux;
|
||||
m_matrix.at.x = c * ax - s * ay;
|
||||
m_matrix.at.y = c * ay + s * ax;
|
||||
m_matrix.pos.x = c * px - s * py;
|
||||
m_matrix.pos.y = c * py + s * px;
|
||||
this->rx = c * rx - s * ry;
|
||||
this->ry = c * ry + s * rx;
|
||||
this->fx = c * ux - s * uy;
|
||||
this->fy = c * uy + s * ux;
|
||||
this->ux = c * ax - s * ay;
|
||||
this->uy = c * ay + s * ax;
|
||||
this->px = c * px - s * py;
|
||||
this->py = c * py + s * px;
|
||||
|
||||
}
|
||||
|
||||
@ -373,18 +371,18 @@ CMatrix::Rotate(float x, float y, float z)
|
||||
float cZ = Cos(z);
|
||||
float sZ = Sin(z);
|
||||
|
||||
float rx = m_matrix.right.x;
|
||||
float ry = m_matrix.right.y;
|
||||
float rz = m_matrix.right.z;
|
||||
float ux = m_matrix.up.x;
|
||||
float uy = m_matrix.up.y;
|
||||
float uz = m_matrix.up.z;
|
||||
float ax = m_matrix.at.x;
|
||||
float ay = m_matrix.at.y;
|
||||
float az = m_matrix.at.z;
|
||||
float px = m_matrix.pos.x;
|
||||
float py = m_matrix.pos.y;
|
||||
float pz = m_matrix.pos.z;
|
||||
float rx = this->rx;
|
||||
float ry = this->ry;
|
||||
float rz = this->rz;
|
||||
float ux = this->fx;
|
||||
float uy = this->fy;
|
||||
float uz = this->fz;
|
||||
float ax = this->ux;
|
||||
float ay = this->uy;
|
||||
float az = this->uz;
|
||||
float px = this->px;
|
||||
float py = this->py;
|
||||
float pz = this->pz;
|
||||
|
||||
float x1 = cZ * cY - (sZ * sX) * sY;
|
||||
float x2 = (cZ * sX) * sY + sZ * cY;
|
||||
@ -396,18 +394,18 @@ CMatrix::Rotate(float x, float y, float z)
|
||||
float z2 = sZ * sY - (cZ * sX) * cY;
|
||||
float z3 = cX * cY;
|
||||
|
||||
m_matrix.right.x = x1 * rx + y1 * ry + z1 * rz;
|
||||
m_matrix.right.y = x2 * rx + y2 * ry + z2 * rz;
|
||||
m_matrix.right.z = x3 * rx + y3 * ry + z3 * rz;
|
||||
m_matrix.up.x = x1 * ux + y1 * uy + z1 * uz;
|
||||
m_matrix.up.y = x2 * ux + y2 * uy + z2 * uz;
|
||||
m_matrix.up.z = x3 * ux + y3 * uy + z3 * uz;
|
||||
m_matrix.at.x = x1 * ax + y1 * ay + z1 * az;
|
||||
m_matrix.at.y = x2 * ax + y2 * ay + z2 * az;
|
||||
m_matrix.at.z = x3 * ax + y3 * ay + z3 * az;
|
||||
m_matrix.pos.x = x1 * px + y1 * py + z1 * pz;
|
||||
m_matrix.pos.y = x2 * px + y2 * py + z2 * pz;
|
||||
m_matrix.pos.z = x3 * px + y3 * py + z3 * pz;
|
||||
this->rx = x1 * rx + y1 * ry + z1 * rz;
|
||||
this->ry = x2 * rx + y2 * ry + z2 * rz;
|
||||
this->rz = x3 * rx + y3 * ry + z3 * rz;
|
||||
this->fx = x1 * ux + y1 * uy + z1 * uz;
|
||||
this->fy = x2 * ux + y2 * uy + z2 * uz;
|
||||
this->fz = x3 * ux + y3 * uy + z3 * uz;
|
||||
this->ux = x1 * ax + y1 * ay + z1 * az;
|
||||
this->uy = x2 * ax + y2 * ay + z2 * az;
|
||||
this->uz = x3 * ax + y3 * ay + z3 * az;
|
||||
this->px = x1 * px + y1 * py + z1 * pz;
|
||||
this->py = x2 * px + y2 * py + z2 * pz;
|
||||
this->pz = x3 * px + y3 * py + z3 * pz;
|
||||
}
|
||||
|
||||
CMatrix &
|
||||
@ -436,21 +434,18 @@ operator*(const CMatrix &m1, const CMatrix &m2)
|
||||
{
|
||||
// TODO: VU0 code
|
||||
CMatrix out;
|
||||
RwMatrix *dst = &out.m_matrix;
|
||||
const RwMatrix *src1 = &m1.m_matrix;
|
||||
const RwMatrix *src2 = &m2.m_matrix;
|
||||
dst->right.x = src1->right.x * src2->right.x + src1->up.x * src2->right.y + src1->at.x * src2->right.z;
|
||||
dst->right.y = src1->right.y * src2->right.x + src1->up.y * src2->right.y + src1->at.y * src2->right.z;
|
||||
dst->right.z = src1->right.z * src2->right.x + src1->up.z * src2->right.y + src1->at.z * src2->right.z;
|
||||
dst->up.x = src1->right.x * src2->up.x + src1->up.x * src2->up.y + src1->at.x * src2->up.z;
|
||||
dst->up.y = src1->right.y * src2->up.x + src1->up.y * src2->up.y + src1->at.y * src2->up.z;
|
||||
dst->up.z = src1->right.z * src2->up.x + src1->up.z * src2->up.y + src1->at.z * src2->up.z;
|
||||
dst->at.x = src1->right.x * src2->at.x + src1->up.x * src2->at.y + src1->at.x * src2->at.z;
|
||||
dst->at.y = src1->right.y * src2->at.x + src1->up.y * src2->at.y + src1->at.y * src2->at.z;
|
||||
dst->at.z = src1->right.z * src2->at.x + src1->up.z * src2->at.y + src1->at.z * src2->at.z;
|
||||
dst->pos.x = src1->right.x * src2->pos.x + src1->up.x * src2->pos.y + src1->at.x * src2->pos.z + src1->pos.x;
|
||||
dst->pos.y = src1->right.y * src2->pos.x + src1->up.y * src2->pos.y + src1->at.y * src2->pos.z + src1->pos.y;
|
||||
dst->pos.z = src1->right.z * src2->pos.x + src1->up.z * src2->pos.y + src1->at.z * src2->pos.z + src1->pos.z;
|
||||
out.rx = m1.rx * m2.rx + m1.fx * m2.ry + m1.ux * m2.rz;
|
||||
out.ry = m1.ry * m2.rx + m1.fy * m2.ry + m1.uy * m2.rz;
|
||||
out.rz = m1.rz * m2.rx + m1.fz * m2.ry + m1.uz * m2.rz;
|
||||
out.fx = m1.rx * m2.fx + m1.fx * m2.fy + m1.ux * m2.fz;
|
||||
out.fy = m1.ry * m2.fx + m1.fy * m2.fy + m1.uy * m2.fz;
|
||||
out.fz = m1.rz * m2.fx + m1.fz * m2.fy + m1.uz * m2.fz;
|
||||
out.ux = m1.rx * m2.ux + m1.fx * m2.uy + m1.ux * m2.uz;
|
||||
out.uy = m1.ry * m2.ux + m1.fy * m2.uy + m1.uy * m2.uz;
|
||||
out.uz = m1.rz * m2.ux + m1.fz * m2.uy + m1.uz * m2.uz;
|
||||
out.px = m1.rx * m2.px + m1.fx * m2.py + m1.ux * m2.pz + m1.px;
|
||||
out.py = m1.ry * m2.px + m1.fy * m2.py + m1.uy * m2.pz + m1.py;
|
||||
out.pz = m1.rz * m2.px + m1.fz * m2.py + m1.uz * m2.pz + m1.pz;
|
||||
return out;
|
||||
}
|
||||
|
||||
@ -460,59 +455,56 @@ Invert(const CMatrix &src, CMatrix &dst)
|
||||
// TODO: VU0 code
|
||||
// GTA handles this as a raw 4x4 orthonormal matrix
|
||||
// and trashes the RW flags, let's not do that
|
||||
float (*scr_fm)[4] = (float (*)[4])&src.m_matrix;
|
||||
float (*dst_fm)[4] = (float (*)[4])&dst.m_matrix;
|
||||
|
||||
dst_fm[3][0] = dst_fm[3][1] = dst_fm[3][2] = 0.0f;
|
||||
dst.f[3][0] = dst.f[3][1] = dst.f[3][2] = 0.0f;
|
||||
#ifndef FIX_BUGS
|
||||
dst_fm[3][3] = scr_fm[3][3];
|
||||
dst.f[3][3] = src.f[3][3];
|
||||
#endif
|
||||
|
||||
dst_fm[0][0] = scr_fm[0][0];
|
||||
dst_fm[0][1] = scr_fm[1][0];
|
||||
dst_fm[0][2] = scr_fm[2][0];
|
||||
dst.f[0][0] = src.f[0][0];
|
||||
dst.f[0][1] = src.f[1][0];
|
||||
dst.f[0][2] = src.f[2][0];
|
||||
#ifndef FIX_BUGS
|
||||
dst_fm[0][3] = scr_fm[3][0];
|
||||
dst.f[0][3] = src.f[3][0];
|
||||
#endif
|
||||
dst_fm[1][0] = scr_fm[0][1];
|
||||
dst_fm[1][1] = scr_fm[1][1];
|
||||
dst_fm[1][2] = scr_fm[2][1];
|
||||
dst.f[1][0] = src.f[0][1];
|
||||
dst.f[1][1] = src.f[1][1];
|
||||
dst.f[1][2] = src.f[2][1];
|
||||
#ifndef FIX_BUGS
|
||||
dst_fm[1][3] = scr_fm[3][1];
|
||||
dst.f[1][3] = src.f[3][1];
|
||||
#endif
|
||||
dst_fm[2][0] = scr_fm[0][2];
|
||||
dst_fm[2][1] = scr_fm[1][2];
|
||||
dst_fm[2][2] = scr_fm[2][2];
|
||||
dst.f[2][0] = src.f[0][2];
|
||||
dst.f[2][1] = src.f[1][2];
|
||||
dst.f[2][2] = src.f[2][2];
|
||||
#ifndef FIX_BUGS
|
||||
dst_fm[2][3] = scr_fm[3][2];
|
||||
dst.f[2][3] = src.f[3][2];
|
||||
#endif
|
||||
|
||||
dst_fm[3][0] += dst_fm[0][0] * scr_fm[3][0];
|
||||
dst_fm[3][1] += dst_fm[0][1] * scr_fm[3][0];
|
||||
dst_fm[3][2] += dst_fm[0][2] * scr_fm[3][0];
|
||||
dst.f[3][0] += dst.f[0][0] * src.f[3][0];
|
||||
dst.f[3][1] += dst.f[0][1] * src.f[3][0];
|
||||
dst.f[3][2] += dst.f[0][2] * src.f[3][0];
|
||||
#ifndef FIX_BUGS
|
||||
dst_fm[3][3] += dst_fm[0][3] * scr_fm[3][0];
|
||||
dst.f[3][3] += dst.f[0][3] * src.f[3][0];
|
||||
#endif
|
||||
|
||||
dst_fm[3][0] += dst_fm[1][0] * scr_fm[3][1];
|
||||
dst_fm[3][1] += dst_fm[1][1] * scr_fm[3][1];
|
||||
dst_fm[3][2] += dst_fm[1][2] * scr_fm[3][1];
|
||||
dst.f[3][0] += dst.f[1][0] * src.f[3][1];
|
||||
dst.f[3][1] += dst.f[1][1] * src.f[3][1];
|
||||
dst.f[3][2] += dst.f[1][2] * src.f[3][1];
|
||||
#ifndef FIX_BUGS
|
||||
dst_fm[3][3] += dst_fm[1][3] * scr_fm[3][1];
|
||||
dst.f[3][3] += dst.f[1][3] * src.f[3][1];
|
||||
#endif
|
||||
|
||||
dst_fm[3][0] += dst_fm[2][0] * scr_fm[3][2];
|
||||
dst_fm[3][1] += dst_fm[2][1] * scr_fm[3][2];
|
||||
dst_fm[3][2] += dst_fm[2][2] * scr_fm[3][2];
|
||||
dst.f[3][0] += dst.f[2][0] * src.f[3][2];
|
||||
dst.f[3][1] += dst.f[2][1] * src.f[3][2];
|
||||
dst.f[3][2] += dst.f[2][2] * src.f[3][2];
|
||||
#ifndef FIX_BUGS
|
||||
dst_fm[3][3] += dst_fm[2][3] * scr_fm[3][2];
|
||||
dst.f[3][3] += dst.f[2][3] * src.f[3][2];
|
||||
#endif
|
||||
|
||||
dst_fm[3][0] = -dst_fm[3][0];
|
||||
dst_fm[3][1] = -dst_fm[3][1];
|
||||
dst_fm[3][2] = -dst_fm[3][2];
|
||||
dst.f[3][0] = -dst.f[3][0];
|
||||
dst.f[3][1] = -dst.f[3][1];
|
||||
dst.f[3][2] = -dst.f[3][2];
|
||||
#ifndef FIX_BUGS
|
||||
dst_fm[3][3] = scr_fm[3][3] - dst_fm[3][3];
|
||||
dst.f[3][3] = src.f[3][3] - dst.f[3][3];
|
||||
#endif
|
||||
|
||||
return dst;
|
||||
|
@ -3,7 +3,18 @@
|
||||
class CMatrix
|
||||
{
|
||||
public:
|
||||
RwMatrix m_matrix;
|
||||
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?
|
||||
|
||||
@ -25,31 +36,36 @@ public:
|
||||
CMatrix &operator+=(CMatrix const &rhs);
|
||||
CMatrix &operator*=(CMatrix const &rhs);
|
||||
|
||||
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++)
|
||||
#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;
|
||||
f[i][j] *= scale;
|
||||
}
|
||||
|
||||
|
||||
@ -60,17 +76,17 @@ 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);
|
||||
@ -82,13 +98,13 @@ public:
|
||||
void RotateZ(float z);
|
||||
|
||||
void Reorthogonalise(void);
|
||||
void CopyOnlyMatrix(CMatrix *other);
|
||||
void CopyOnlyMatrix(const CMatrix &other);
|
||||
void SetUnity(void);
|
||||
void ResetOrientation(void);
|
||||
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);
|
||||
@ -102,11 +118,11 @@ 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);
|
||||
}
|
||||
|
||||
|
||||
|
@ -23,24 +23,24 @@ CVector
|
||||
Multiply3x3(const CMatrix &mat, const CVector &vec)
|
||||
{
|
||||
// TODO: VU0 code
|
||||
return CVector(mat.m_matrix.right.x * vec.x + mat.m_matrix.up.x * vec.y + mat.m_matrix.at.x * vec.z,
|
||||
mat.m_matrix.right.y * vec.x + mat.m_matrix.up.y * vec.y + mat.m_matrix.at.y * vec.z,
|
||||
mat.m_matrix.right.z * vec.x + mat.m_matrix.up.z * vec.y + mat.m_matrix.at.z * vec.z);
|
||||
return CVector(mat.rx * vec.x + mat.fx * vec.y + mat.ux * vec.z,
|
||||
mat.ry * vec.x + mat.fy * vec.y + mat.uy * vec.z,
|
||||
mat.rz * vec.x + mat.fz * vec.y + mat.uz * vec.z);
|
||||
}
|
||||
|
||||
CVector
|
||||
Multiply3x3(const CVector &vec, const CMatrix &mat)
|
||||
{
|
||||
return CVector(mat.m_matrix.right.x * vec.x + mat.m_matrix.right.y * vec.y + mat.m_matrix.right.z * vec.z,
|
||||
mat.m_matrix.up.x * vec.x + mat.m_matrix.up.y * vec.y + mat.m_matrix.up.z * vec.z,
|
||||
mat.m_matrix.at.x * vec.x + mat.m_matrix.at.y * vec.y + mat.m_matrix.at.z * vec.z);
|
||||
return CVector(mat.rx * vec.x + mat.ry * vec.y + mat.rz * vec.z,
|
||||
mat.fx * vec.x + mat.fy * vec.y + mat.fz * vec.z,
|
||||
mat.ux * vec.x + mat.uy * vec.y + mat.uz * vec.z);
|
||||
}
|
||||
|
||||
CVector
|
||||
operator*(const CMatrix &mat, const CVector &vec)
|
||||
{
|
||||
// TODO: VU0 code
|
||||
return CVector(mat.m_matrix.right.x * vec.x + mat.m_matrix.up.x * vec.y + mat.m_matrix.at.x * vec.z + mat.m_matrix.pos.x,
|
||||
mat.m_matrix.right.y * vec.x + mat.m_matrix.up.y * vec.y + mat.m_matrix.at.y * vec.z + mat.m_matrix.pos.y,
|
||||
mat.m_matrix.right.z * vec.x + mat.m_matrix.up.z * vec.y + mat.m_matrix.at.z * vec.z + mat.m_matrix.pos.z);
|
||||
return CVector(mat.rx * vec.x + mat.fx * vec.y + mat.ux * vec.z + mat.px,
|
||||
mat.ry * vec.x + mat.fy * vec.y + mat.uy * vec.z + mat.py,
|
||||
mat.rz * vec.x + mat.fz * vec.y + mat.uz * vec.z + mat.pz);
|
||||
}
|
||||
|
@ -587,7 +587,7 @@ C3dMarkers::PlaceMarker(uint32 identifier, uint16 type, CVector &pos, float size
|
||||
pMarker->m_Color.alpha = (float)a * 0.4f * someSin + a;
|
||||
}
|
||||
if (pMarker->m_nRotateRate) {
|
||||
RwV3d pos = pMarker->m_Matrix.m_matrix.pos;
|
||||
CVector pos = pMarker->m_Matrix.GetPosition();
|
||||
pMarker->m_Matrix.RotateZ(DEGTORAD(pMarker->m_nRotateRate * CTimer::GetTimeStep()));
|
||||
pMarker->m_Matrix.GetPosition() = pos;
|
||||
}
|
||||
|
Loading…
Reference in New Issue
Block a user