Get rid of VuVector

This commit is contained in:
Sergeanur
2021-01-19 17:09:06 +02:00
parent 91093305d6
commit e6ef164441
3 changed files with 231 additions and 227 deletions

View File

@@ -1,7 +1,5 @@
#pragma once
#include "VuVector.h"
class CMatrix
{
public:
@@ -10,10 +8,10 @@ public:
float f[4][4];
struct
{
CVuVector right;
CVuVector forward;
CVuVector up;
CVuVector pos;
float rx, ry, rz, rw;
float fx, fy, fz, fw;
float ux, uy, uz, uw;
float px, py, pz, pw;
};
};
@@ -38,17 +36,23 @@ public:
CMatrix &operator+=(CMatrix const &rhs);
CMatrix &operator*=(CMatrix const &rhs);
CVector &GetPosition(void){ return pos; }
CVector &GetRight(void) { return right; }
CVector &GetForward(void) { return forward; }
CVector &GetUp(void) { return up; }
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){
pos.x += x;
pos.y += y;
pos.z += z;
px += x;
py += y;
pz += z;
}
void Translate(const CVector &trans){ Translate(trans.x, trans.y, trans.z); }
@@ -72,17 +76,17 @@ public:
float c = Cos(angle);
float s = Sin(angle);
right.x = c * scale;
right.y = s * scale;
right.z = 0.0f;
rx = c * scale;
ry = s * scale;
rz = 0.0f;
forward.x = -s * scale;
forward.y = c * scale;
forward.z = 0.0f;
fx = -s * scale;
fy = c * scale;
fz = 0.0f;
up.x = 0.0f;
up.y = 0.0f;
up.z = scale;
ux = 0.0f;
uy = 0.0f;
uz = scale;
}
void SetRotateX(float angle);
void SetRotateY(float angle);
@@ -98,9 +102,9 @@ public:
void SetUnity(void);
void ResetOrientation(void);
void SetTranslateOnly(float x, float y, float z) {
pos.x = x;
pos.y = y;
pos.z = z;
px = x;
py = y;
pz = z;
}
void SetTranslateOnly(const CVector& pos) {
SetTranslateOnly(pos.x, pos.y, pos.z);
@@ -114,11 +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.pos.x, vec.y - mat.pos.y, vec.z - mat.pos.z);
CVector v(vec.x - mat.px, vec.y - mat.py, vec.z - mat.pz);
return CVector(
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);
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);
}