Get rid of RwMatrix in CMatrix

This commit is contained in:
Sergeanur
2021-01-18 21:06:59 +02:00
parent da29203219
commit 91093305d6
8 changed files with 319 additions and 278 deletions

View File

@@ -1,9 +1,22 @@
#pragma once
#include "VuVector.h"
class CMatrix
{
public:
RwMatrix m_matrix;
union
{
float f[4][4];
struct
{
CVuVector right;
CVuVector forward;
CVuVector up;
CVuVector pos;
};
};
RwMatrix *m_attachment;
bool m_hasRwMatrix; // are we the owner?
@@ -25,31 +38,30 @@ 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 pos; }
CVector &GetRight(void) { return right; }
CVector &GetForward(void) { return forward; }
CVector &GetUp(void) { return up; }
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;
pos.x += x;
pos.y += y;
pos.z += 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 +72,17 @@ 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;
right.x = c * scale;
right.y = s * scale;
right.z = 0.0f;
m_matrix.up.x = -s * scale;
m_matrix.up.y = c * scale;
m_matrix.up.z = 0.0f;
forward.x = -s * scale;
forward.y = c * scale;
forward.z = 0.0f;
m_matrix.at.x = 0.0f;
m_matrix.at.y = 0.0f;
m_matrix.at.z = scale;
up.x = 0.0f;
up.y = 0.0f;
up.z = scale;
}
void SetRotateX(float angle);
void SetRotateY(float angle);
@@ -82,13 +94,13 @@ 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;
pos.x = x;
pos.y = y;
pos.z = z;
}
void SetTranslateOnly(const CVector& pos) {
SetTranslateOnly(pos.x, pos.y, pos.z);
@@ -102,11 +114,11 @@ 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.pos.x, vec.y - mat.pos.y, vec.z - mat.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);
mat.right.x * v.x + mat.right.y * v.y + mat.right.z * v.z,
mat.forward.x * v.x + mat.forward.y * v.y + mat.forward.z * v.z,
mat.up.x * v.x + mat.up.y * v.y + mat.up.z * v.z);
}