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-rw-r--r--src/control/CarCtrl.cpp14
-rw-r--r--src/math/Matrix.cpp552
-rw-r--r--src/math/Matrix.h257
-rw-r--r--src/math/Quaternion.cpp177
-rw-r--r--src/math/Quaternion.h18
-rw-r--r--src/math/Rect.cpp17
-rw-r--r--src/math/Rect.h14
-rw-r--r--src/math/Vector.cpp46
-rw-r--r--src/math/Vector.h36
-rw-r--r--src/math/Vector2D.h10
-rw-r--r--src/math/math.cpp233
-rw-r--r--src/render/Glass.cpp2
-rw-r--r--src/render/Skidmarks.cpp7
-rw-r--r--src/render/WaterCannon.cpp3
14 files changed, 857 insertions, 529 deletions
diff --git a/src/control/CarCtrl.cpp b/src/control/CarCtrl.cpp
index c6d90dd9..5a2def05 100644
--- a/src/control/CarCtrl.cpp
+++ b/src/control/CarCtrl.cpp
@@ -1080,11 +1080,11 @@ void CCarCtrl::SlowCarDownForCarsSectorList(CPtrList& lst, CVehicle* pVehicle, f
void CCarCtrl::SlowCarDownForOtherCar(CEntity* pOtherEntity, CVehicle* pVehicle, float* pSpeed, float curSpeed)
{
CVector forwardA = pVehicle->GetForward();
- ((CVector2D)forwardA).Normalise();
+ ((CVector2D)forwardA).NormaliseSafe();
if (DotProduct2D(pOtherEntity->GetPosition() - pVehicle->GetPosition(), forwardA) < 0.0f)
return;
CVector forwardB = pOtherEntity->GetForward();
- ((CVector2D)forwardB).Normalise();
+ ((CVector2D)forwardB).NormaliseSafe();
forwardA.z = forwardB.z = 0.0f;
CVehicle* pOtherVehicle = (CVehicle*)pOtherEntity;
/* why is the argument CEntity if it's always CVehicle anyway and is casted? */
@@ -1337,7 +1337,7 @@ void CCarCtrl::WeaveForOtherCar(CEntity* pOtherEntity, CVehicle* pVehicle, float
pVehicle->GetModelInfo()->GetColModel()->boundingSphere.radius < distance)
return;
CVector2D forward = pVehicle->GetForward();
- forward.Normalise();
+ forward.NormaliseSafe();
float forwardAngle = CGeneral::GetATanOfXY(forward.x, forward.y);
float angleDiff = angleBetweenVehicles - forwardAngle;
float lenProjection = ABS(pOtherCar->GetColModel()->boundingBox.max.y * sin(angleDiff));
@@ -2276,7 +2276,7 @@ float CCarCtrl::FindMaxSteerAngle(CVehicle* pVehicle)
void CCarCtrl::SteerAICarWithPhysicsFollowPath(CVehicle* pVehicle, float* pSwerve, float* pAccel, float* pBrake, bool* pHandbrake)
{
CVector2D forward = pVehicle->GetForward();
- forward.Normalise();
+ forward.NormaliseSafe();
CCarPathLink* pCurrentLink = &ThePaths.m_carPathLinks[pVehicle->AutoPilot.m_nCurrentPathNodeInfo];
CCarPathLink* pNextLink = &ThePaths.m_carPathLinks[pVehicle->AutoPilot.m_nNextPathNodeInfo];
CVector2D currentPathLinkForward(pCurrentLink->GetDirX() * pVehicle->AutoPilot.m_nCurrentDirection,
@@ -2410,7 +2410,7 @@ void CCarCtrl::SteerAICarWithPhysicsHeadingForTarget(CVehicle* pVehicle, CPhysic
{
*pHandbrake = false;
CVector2D forward = pVehicle->GetForward();
- forward.Normalise();
+ forward.NormaliseSafe();
float angleToTarget = CGeneral::GetATanOfXY(targetX - pVehicle->GetPosition().x, targetY - pVehicle->GetPosition().y);
float angleForward = CGeneral::GetATanOfXY(forward.x, forward.y);
if (pVehicle->AutoPilot.m_nDrivingStyle == DRIVINGSTYLE_AVOID_CARS)
@@ -2497,7 +2497,7 @@ void CCarCtrl::SteerAICarWithPhysicsTryingToBlockTarget_Stop(CVehicle* pVehicle,
void CCarCtrl::SteerAIBoatWithPhysicsHeadingForTarget(CBoat* pBoat, float targetX, float targetY, float* pSwerve, float* pAccel, float* pBrake)
{
CVector2D forward(pBoat->GetForward());
- forward.Normalise();
+ forward.NormaliseSafe();
CVector2D distanceToTarget = CVector2D(targetX, targetY) - pBoat->GetPosition();
float angleToTarget = CGeneral::GetATanOfXY(distanceToTarget.x, distanceToTarget.y);
float angleForward = CGeneral::GetATanOfXY(forward.x, forward.y);
@@ -2733,7 +2733,7 @@ bool CCarCtrl::GenerateOneEmergencyServicesCar(uint32 mi, CVector vecPos)
pVehicle->AutoPilot.m_nTempAction = TEMPACT_NONE;
pVehicle->AutoPilot.m_nDrivingStyle = DRIVINGSTYLE_AVOID_CARS;
CVector2D direction = vecPos - spawnPos;
- direction.Normalise();
+ direction.NormaliseSafe();
pVehicle->GetForward() = CVector(direction.x, direction.y, 0.0f);
pVehicle->GetRight() = CVector(direction.y, -direction.x, 0.0f);
pVehicle->GetUp() = CVector(0.0f, 0.0f, 1.0f);
diff --git a/src/math/Matrix.cpp b/src/math/Matrix.cpp
new file mode 100644
index 00000000..3e77548d
--- /dev/null
+++ b/src/math/Matrix.cpp
@@ -0,0 +1,552 @@
+#include "common.h"
+
+CMatrix::CMatrix(void)
+{
+ m_attachment = nil;
+ m_hasRwMatrix = false;
+}
+
+CMatrix::CMatrix(CMatrix const &m)
+{
+ m_attachment = nil;
+ m_hasRwMatrix = false;
+ *this = m;
+}
+
+CMatrix::CMatrix(RwMatrix *matrix, bool owner)
+{
+ m_attachment = nil;
+ Attach(matrix, owner);
+}
+
+CMatrix::~CMatrix(void)
+{
+ if (m_hasRwMatrix && m_attachment)
+ RwMatrixDestroy(m_attachment);
+}
+
+void
+CMatrix::Attach(RwMatrix *matrix, bool owner)
+{
+#ifdef FIX_BUGS
+ if (m_attachment && m_hasRwMatrix)
+#else
+ if (m_hasRwMatrix && m_attachment)
+#endif
+ RwMatrixDestroy(m_attachment);
+ m_attachment = matrix;
+ m_hasRwMatrix = owner;
+ Update();
+}
+
+void
+CMatrix::AttachRW(RwMatrix *matrix, bool owner)
+{
+ if (m_hasRwMatrix && m_attachment)
+ RwMatrixDestroy(m_attachment);
+ m_attachment = matrix;
+ m_hasRwMatrix = owner;
+ UpdateRW();
+}
+
+void
+CMatrix::Detach(void)
+{
+ if (m_hasRwMatrix && m_attachment)
+ RwMatrixDestroy(m_attachment);
+ m_attachment = nil;
+}
+
+void
+CMatrix::Update(void)
+{
+ m_matrix = *m_attachment;
+}
+
+void
+CMatrix::UpdateRW(void)
+{
+ if (m_attachment) {
+ *m_attachment = m_matrix;
+ RwMatrixUpdate(m_attachment);
+ }
+}
+
+void
+CMatrix::operator=(CMatrix const &rhs)
+{
+ m_matrix = rhs.m_matrix;
+ if (m_attachment)
+ UpdateRW();
+}
+
+void
+CMatrix::CopyOnlyMatrix(CMatrix *other)
+{
+ m_matrix = other->m_matrix;
+}
+
+CMatrix &
+CMatrix::operator+=(CMatrix const &rhs)
+{
+ m_matrix.right.x += rhs.m_matrix.right.x;
+ m_matrix.up.x += rhs.m_matrix.up.x;
+ m_matrix.at.x += rhs.m_matrix.at.x;
+ m_matrix.right.y += rhs.m_matrix.right.y;
+ m_matrix.up.y += rhs.m_matrix.up.y;
+ m_matrix.at.y += rhs.m_matrix.at.y;
+ m_matrix.right.z += rhs.m_matrix.right.z;
+ m_matrix.up.z += rhs.m_matrix.up.z;
+ m_matrix.at.z += rhs.m_matrix.at.z;
+ m_matrix.pos.x += rhs.m_matrix.pos.x;
+ m_matrix.pos.y += rhs.m_matrix.pos.y;
+ m_matrix.pos.z += rhs.m_matrix.pos.z;
+ return *this;
+}
+
+void
+CMatrix::SetUnity(void)
+{
+ m_matrix.right.x = 1.0f;
+ m_matrix.right.y = 0.0f;
+ m_matrix.right.z = 0.0f;
+ m_matrix.up.x = 0.0f;
+ m_matrix.up.y = 1.0f;
+ m_matrix.up.z = 0.0f;
+ m_matrix.at.x = 0.0f;
+ m_matrix.at.y = 0.0f;
+ m_matrix.at.z = 1.0f;
+ m_matrix.pos.x = 0.0f;
+ m_matrix.pos.y = 0.0f;
+ m_matrix.pos.z = 0.0f;
+}
+
+void
+CMatrix::ResetOrientation(void)
+{
+ m_matrix.right.x = 1.0f;
+ m_matrix.right.y = 0.0f;
+ m_matrix.right.z = 0.0f;
+ m_matrix.up.x = 0.0f;
+ m_matrix.up.y = 1.0f;
+ m_matrix.up.z = 0.0f;
+ m_matrix.at.x = 0.0f;
+ m_matrix.at.y = 0.0f;
+ m_matrix.at.z = 1.0f;
+}
+
+void
+CMatrix::SetScale(float s)
+{
+ m_matrix.right.x = s;
+ m_matrix.right.y = 0.0f;
+ m_matrix.right.z = 0.0f;
+
+ m_matrix.up.x = 0.0f;
+ m_matrix.up.y = s;
+ m_matrix.up.z = 0.0f;
+
+ m_matrix.at.x = 0.0f;
+ m_matrix.at.y = 0.0f;
+ m_matrix.at.z = s;
+
+ m_matrix.pos.x = 0.0f;
+ m_matrix.pos.y = 0.0f;
+ m_matrix.pos.z = 0.0f;
+}
+
+void
+CMatrix::SetTranslate(float x, float y, float z)
+{
+ m_matrix.right.x = 1.0f;
+ m_matrix.right.y = 0.0f;
+ m_matrix.right.z = 0.0f;
+
+ m_matrix.up.x = 0.0f;
+ m_matrix.up.y = 1.0f;
+ m_matrix.up.z = 0.0f;
+
+ m_matrix.at.x = 0.0f;
+ m_matrix.at.y = 0.0f;
+ m_matrix.at.z = 1.0f;
+
+ m_matrix.pos.x = x;
+ m_matrix.pos.y = y;
+ m_matrix.pos.z = z;
+}
+
+void
+CMatrix::SetRotateXOnly(float angle)
+{
+ float c = Cos(angle);
+ float s = Sin(angle);
+
+ m_matrix.right.x = 1.0f;
+ m_matrix.right.y = 0.0f;
+ m_matrix.right.z = 0.0f;
+
+ m_matrix.up.x = 0.0f;
+ m_matrix.up.y = c;
+ m_matrix.up.z = s;
+
+ m_matrix.at.x = 0.0f;
+ m_matrix.at.y = -s;
+ m_matrix.at.z = c;
+}
+
+void
+CMatrix::SetRotateYOnly(float angle)
+{
+ float c = Cos(angle);
+ float s = Sin(angle);
+
+ m_matrix.right.x = c;
+ m_matrix.right.y = 0.0f;
+ m_matrix.right.z = -s;
+
+ m_matrix.up.x = 0.0f;
+ m_matrix.up.y = 1.0f;
+ m_matrix.up.z = 0.0f;
+
+ m_matrix.at.x = s;
+ m_matrix.at.y = 0.0f;
+ m_matrix.at.z = c;
+}
+
+void
+CMatrix::SetRotateZOnly(float angle)
+{
+ float c = Cos(angle);
+ float s = Sin(angle);
+
+ m_matrix.right.x = c;
+ m_matrix.right.y = s;
+ m_matrix.right.z = 0.0f;
+
+ m_matrix.up.x = -s;
+ m_matrix.up.y = c;
+ m_matrix.up.z = 0.0f;
+
+ m_matrix.at.x = 0.0f;
+ m_matrix.at.y = 0.0f;
+ m_matrix.at.z = 1.0f;
+}
+
+void
+CMatrix::SetRotateX(float angle)
+{
+ SetRotateXOnly(angle);
+ m_matrix.pos.x = 0.0f;
+ m_matrix.pos.y = 0.0f;
+ m_matrix.pos.z = 0.0f;
+}
+
+
+void
+CMatrix::SetRotateY(float angle)
+{
+ SetRotateYOnly(angle);
+ m_matrix.pos.x = 0.0f;
+ m_matrix.pos.y = 0.0f;
+ m_matrix.pos.z = 0.0f;
+}
+
+void
+CMatrix::SetRotateZ(float angle)
+{
+ SetRotateZOnly(angle);
+ m_matrix.pos.x = 0.0f;
+ m_matrix.pos.y = 0.0f;
+ m_matrix.pos.z = 0.0f;
+}
+
+void
+CMatrix::SetRotate(float xAngle, float yAngle, float zAngle)
+{
+ float cX = Cos(xAngle);
+ float sX = Sin(xAngle);
+ float cY = Cos(yAngle);
+ float sY = Sin(yAngle);
+ float cZ = Cos(zAngle);
+ float sZ = Sin(zAngle);
+
+ m_matrix.right.x = cZ * cY - (sZ * sX) * sY;
+ m_matrix.right.y = (cZ * sX) * sY + sZ * cY;
+ m_matrix.right.z = -cX * sY;
+
+ m_matrix.up.x = -sZ * cX;
+ m_matrix.up.y = cZ * cX;
+ m_matrix.up.z = sX;
+
+ m_matrix.at.x = (sZ * sX) * cY + cZ * sY;
+ m_matrix.at.y = sZ * sY - (cZ * sX) * cY;
+ m_matrix.at.z = cX * cY;
+
+ m_matrix.pos.x = 0.0f;
+ m_matrix.pos.y = 0.0f;
+ m_matrix.pos.z = 0.0f;
+}
+
+void
+CMatrix::RotateX(float x)
+{
+ float c = Cos(x);
+ float s = Sin(x);
+
+ float ry = m_matrix.right.y;
+ float rz = m_matrix.right.z;
+ float uy = m_matrix.up.y;
+ float uz = m_matrix.up.z;
+ float ay = m_matrix.at.y;
+ float az = m_matrix.at.z;
+ float py = m_matrix.pos.y;
+ float pz = m_matrix.pos.z;
+
+ m_matrix.right.y = c * ry - s * rz;
+ 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;
+}
+
+void
+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;
+
+ 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;
+}
+
+void
+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;
+
+ 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;
+
+}
+
+void
+CMatrix::Rotate(float x, float y, float z)
+{
+ float cX = Cos(x);
+ float sX = Sin(x);
+ float cY = Cos(y);
+ float sY = Sin(y);
+ 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 x1 = cZ * cY - (sZ * sX) * sY;
+ float x2 = (cZ * sX) * sY + sZ * cY;
+ float x3 = -cX * sY;
+ float y1 = -sZ * cX;
+ float y2 = cZ * cX;
+ float y3 = sX;
+ float z1 = (sZ * sX) * cY + cZ * sY;
+ 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;
+}
+
+CMatrix &
+CMatrix::operator*=(CMatrix const &rhs)
+{
+ // TODO: VU0 code
+ *this = *this * rhs;
+ return *this;
+}
+
+void
+CMatrix::Reorthogonalise(void)
+{
+ CVector &r = GetRight();
+ CVector &f = GetForward();
+ CVector &u = GetUp();
+ u = CrossProduct(r, f);
+ u.Normalise();
+ r = CrossProduct(f, u);
+ r.Normalise();
+ f = CrossProduct(u, r);
+}
+
+CMatrix
+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;
+ return out;
+}
+
+CMatrix &
+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;
+#ifndef FIX_BUGS
+ dst_fm[3][3] = scr_fm[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];
+#ifndef FIX_BUGS
+ dst_fm[0][3] = scr_fm[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];
+#ifndef FIX_BUGS
+ dst_fm[1][3] = scr_fm[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];
+#ifndef FIX_BUGS
+ dst_fm[2][3] = scr_fm[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];
+#ifndef FIX_BUGS
+ dst_fm[3][3] += dst_fm[0][3] * scr_fm[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];
+#ifndef FIX_BUGS
+ dst_fm[3][3] += dst_fm[1][3] * scr_fm[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];
+#ifndef FIX_BUGS
+ dst_fm[3][3] += dst_fm[2][3] * scr_fm[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];
+#ifndef FIX_BUGS
+ dst_fm[3][3] = scr_fm[3][3] - dst_fm[3][3];
+#endif
+
+ return dst;
+}
+
+CMatrix
+Invert(const CMatrix &matrix)
+{
+ CMatrix inv;
+ return Invert(matrix, inv);
+}
+
+void
+CCompressedMatrixNotAligned::CompressFromFullMatrix(CMatrix &other)
+{
+ m_rightX = 127.0f * other.GetRight().x;
+ m_rightY = 127.0f * other.GetRight().y;
+ m_rightZ = 127.0f * other.GetRight().z;
+ m_upX = 127.0f * other.GetForward().x;
+ m_upY = 127.0f * other.GetForward().y;
+ m_upZ = 127.0f * other.GetForward().z;
+ m_vecPos = other.GetPosition();
+}
+
+void
+CCompressedMatrixNotAligned::DecompressIntoFullMatrix(CMatrix &other)
+{
+ other.GetRight().x = m_rightX / 127.0f;
+ other.GetRight().y = m_rightY / 127.0f;
+ other.GetRight().z = m_rightZ / 127.0f;
+ other.GetForward().x = m_upX / 127.0f;
+ other.GetForward().y = m_upY / 127.0f;
+ other.GetForward().z = m_upZ / 127.0f;
+ other.GetUp() = CrossProduct(other.GetRight(), other.GetForward());
+ other.GetPosition() = m_vecPos;
+ other.Reorthogonalise();
+} \ No newline at end of file
diff --git a/src/math/Matrix.h b/src/math/Matrix.h
index e2d6b0e0..d8f6388d 100644
--- a/src/math/Matrix.h
+++ b/src/math/Matrix.h
@@ -7,104 +7,30 @@ public:
RwMatrix *m_attachment;
bool m_hasRwMatrix; // are we the owner?
- CMatrix(void){
- m_attachment = nil;
- m_hasRwMatrix = false;
- }
- CMatrix(CMatrix const &m){
- m_attachment = nil;
- m_hasRwMatrix = false;
- *this = m;
- }
- CMatrix(RwMatrix *matrix, bool owner = false){
- m_attachment = nil;
- Attach(matrix, owner);
- }
+ CMatrix(void);
+ CMatrix(CMatrix const &m);
+ CMatrix(RwMatrix *matrix, bool owner = false);
CMatrix(float scale){
m_attachment = nil;
m_hasRwMatrix = false;
SetScale(scale);
}
- ~CMatrix(void){
- if(m_hasRwMatrix && m_attachment)
- RwMatrixDestroy(m_attachment);
- }
- void Attach(RwMatrix *matrix, bool owner = false){
-#ifdef FIX_BUGS
- if(m_attachment && m_hasRwMatrix)
-#else
- if(m_hasRwMatrix && m_attachment)
-#endif
- RwMatrixDestroy(m_attachment);
- m_attachment = matrix;
- m_hasRwMatrix = owner;
- Update();
- }
- void AttachRW(RwMatrix *matrix, bool owner = false){
- if(m_hasRwMatrix && m_attachment)
- RwMatrixDestroy(m_attachment);
- m_attachment = matrix;
- m_hasRwMatrix = owner;
- UpdateRW();
- }
- void Detach(void){
- if(m_hasRwMatrix && m_attachment)
- RwMatrixDestroy(m_attachment);
- m_attachment = nil;
- }
- void Update(void){
- m_matrix = *m_attachment;
- }
- void UpdateRW(void){
- if(m_attachment){
- *m_attachment = m_matrix;
- RwMatrixUpdate(m_attachment);
- }
- }
- void operator=(CMatrix const &rhs){
- m_matrix = rhs.m_matrix;
- if(m_attachment)
- UpdateRW();
- }
- CMatrix& operator+=(CMatrix const &rhs){
- m_matrix.right.x += rhs.m_matrix.right.x;
- m_matrix.up.x += rhs.m_matrix.up.x;
- m_matrix.at.x += rhs.m_matrix.at.x;
- m_matrix.right.y += rhs.m_matrix.right.y;
- m_matrix.up.y += rhs.m_matrix.up.y;
- m_matrix.at.y += rhs.m_matrix.at.y;
- m_matrix.right.z += rhs.m_matrix.right.z;
- m_matrix.up.z += rhs.m_matrix.up.z;
- m_matrix.at.z += rhs.m_matrix.at.z;
- m_matrix.pos.x += rhs.m_matrix.pos.x;
- m_matrix.pos.y += rhs.m_matrix.pos.y;
- m_matrix.pos.z += rhs.m_matrix.pos.z;
- return *this;
- }
- CMatrix& operator*=(CMatrix const &rhs);
+ ~CMatrix(void);
+ void Attach(RwMatrix *matrix, bool owner = false);
+ void AttachRW(RwMatrix *matrix, bool owner = false);
+ void Detach(void);
+ void Update(void);
+ void UpdateRW(void);
+ void operator=(CMatrix const &rhs);
+ 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; }
- void SetTranslate(float x, float y, float z){
- m_matrix.right.x = 1.0f;
- m_matrix.right.y = 0.0f;
- m_matrix.right.z = 0.0f;
-
- m_matrix.up.x = 0.0f;
- m_matrix.up.y = 1.0f;
- m_matrix.up.z = 0.0f;
-
- m_matrix.at.x = 0.0f;
- m_matrix.at.y = 0.0f;
- m_matrix.at.z = 1.0f;
-
- m_matrix.pos.x = x;
- m_matrix.pos.y = y;
- m_matrix.pos.z = z;
- }
+ 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;
@@ -113,23 +39,7 @@ public:
}
void Translate(const CVector &trans){ Translate(trans.x, trans.y, trans.z); }
- void SetScale(float s){
- m_matrix.right.x = s;
- m_matrix.right.y = 0.0f;
- m_matrix.right.z = 0.0f;
-
- m_matrix.up.x = 0.0f;
- m_matrix.up.y = s;
- m_matrix.up.z = 0.0f;
-
- m_matrix.at.x = 0.0f;
- m_matrix.at.y = 0.0f;
- m_matrix.at.z = s;
-
- m_matrix.pos.x = 0.0f;
- m_matrix.pos.y = 0.0f;
- m_matrix.pos.z = 0.0f;
- }
+ void SetScale(float s);
void Scale(float scale)
{
float *pFloatMatrix = (float*)&m_matrix;
@@ -143,66 +53,9 @@ public:
}
- void SetRotateXOnly(float angle){
- float c = Cos(angle);
- float s = Sin(angle);
-
- m_matrix.right.x = 1.0f;
- m_matrix.right.y = 0.0f;
- m_matrix.right.z = 0.0f;
-
- m_matrix.up.x = 0.0f;
- m_matrix.up.y = c;
- m_matrix.up.z = s;
-
- m_matrix.at.x = 0.0f;
- m_matrix.at.y = -s;
- m_matrix.at.z = c;
- }
- void SetRotateX(float angle){
- SetRotateXOnly(angle);
- m_matrix.pos.x = 0.0f;
- m_matrix.pos.y = 0.0f;
- m_matrix.pos.z = 0.0f;
- }
- void SetRotateYOnly(float angle){
- float c = Cos(angle);
- float s = Sin(angle);
-
- m_matrix.right.x = c;
- m_matrix.right.y = 0.0f;
- m_matrix.right.z = -s;
-
- m_matrix.up.x = 0.0f;
- m_matrix.up.y = 1.0f;
- m_matrix.up.z = 0.0f;
-
- m_matrix.at.x = s;
- m_matrix.at.y = 0.0f;
- m_matrix.at.z = c;
- }
- void SetRotateY(float angle){
- SetRotateYOnly(angle);
- m_matrix.pos.x = 0.0f;
- m_matrix.pos.y = 0.0f;
- m_matrix.pos.z = 0.0f;
- }
- void SetRotateZOnly(float angle){
- float c = Cos(angle);
- float s = Sin(angle);
-
- m_matrix.right.x = c;
- m_matrix.right.y = s;
- m_matrix.right.z = 0.0f;
-
- m_matrix.up.x = -s;
- m_matrix.up.y = c;
- m_matrix.up.z = 0.0f;
-
- m_matrix.at.x = 0.0f;
- m_matrix.at.y = 0.0f;
- m_matrix.at.z = 1.0f;
- }
+ void SetRotateXOnly(float angle);
+ void SetRotateYOnly(float angle);
+ void SetRotateZOnly(float angle);
void SetRotateZOnlyScaled(float angle, float scale) {
float c = Cos(angle);
float s = Sin(angle);
@@ -219,12 +72,9 @@ public:
m_matrix.at.y = 0.0f;
m_matrix.at.z = scale;
}
- void SetRotateZ(float angle){
- SetRotateZOnly(angle);
- m_matrix.pos.x = 0.0f;
- m_matrix.pos.y = 0.0f;
- m_matrix.pos.z = 0.0f;
- }
+ void SetRotateX(float angle);
+ void SetRotateY(float angle);
+ void SetRotateZ(float angle);
void SetRotate(float xAngle, float yAngle, float zAngle);
void Rotate(float x, float y, float z);
void RotateX(float x);
@@ -232,34 +82,9 @@ public:
void RotateZ(float z);
void Reorthogonalise(void);
- void CopyOnlyMatrix(CMatrix *other){
- m_matrix = other->m_matrix;
- }
- void SetUnity(void) {
- m_matrix.right.x = 1.0f;
- m_matrix.right.y = 0.0f;
- m_matrix.right.z = 0.0f;
- m_matrix.up.x = 0.0f;
- m_matrix.up.y = 1.0f;
- m_matrix.up.z = 0.0f;
- m_matrix.at.x = 0.0f;
- m_matrix.at.y = 0.0f;
- m_matrix.at.z = 1.0f;
- m_matrix.pos.x = 0.0f;
- m_matrix.pos.y = 0.0f;
- m_matrix.pos.z = 0.0f;
- }
- void ResetOrientation(void) {
- m_matrix.right.x = 1.0f;
- m_matrix.right.y = 0.0f;
- m_matrix.right.z = 0.0f;
- m_matrix.up.x = 0.0f;
- m_matrix.up.y = 1.0f;
- m_matrix.up.z = 0.0f;
- m_matrix.at.x = 0.0f;
- m_matrix.at.y = 0.0f;
- m_matrix.at.z = 1.0f;
- }
+ void CopyOnlyMatrix(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;
@@ -268,11 +93,12 @@ public:
void SetTranslateOnly(const CVector& pos) {
SetTranslateOnly(pos.x, pos.y, pos.z);
}
+ void CheckIntegrity(){}
};
CMatrix &Invert(const CMatrix &src, CMatrix &dst);
-CVector operator*(const CMatrix &mat, const CVector &vec);
+CMatrix Invert(const CMatrix &matrix);
CMatrix operator*(const CMatrix &m1, const CMatrix &m2);
inline CVector MultiplyInverse(const CMatrix &mat, const CVector &vec)
{
@@ -283,15 +109,6 @@ inline CVector MultiplyInverse(const CMatrix &mat, const CVector &vec)
mat.m_matrix.at.x * v.x + mat.m_matrix.at.y * v.y + mat.m_matrix.at.z * v.z);
}
-const CVector Multiply3x3(const CMatrix &mat, const CVector &vec);
-const CVector Multiply3x3(const CVector &vec, const CMatrix &mat);
-
-inline CMatrix
-Invert(const CMatrix &matrix)
-{
- CMatrix inv;
- return Invert(matrix, inv);
-}
class CCompressedMatrixNotAligned
@@ -304,28 +121,8 @@ class CCompressedMatrixNotAligned
int8 m_upY;
int8 m_upZ;
public:
- void CompressFromFullMatrix(CMatrix &other)
- {
- m_rightX = 127.0f * other.GetRight().x;
- m_rightY = 127.0f * other.GetRight().y;
- m_rightZ = 127.0f * other.GetRight().z;
- m_upX = 127.0f * other.GetForward().x;
- m_upY = 127.0f * other.GetForward().y;
- m_upZ = 127.0f * other.GetForward().z;
- m_vecPos = other.GetPosition();
- }
- void DecompressIntoFullMatrix(CMatrix &other)
- {
- other.GetRight().x = m_rightX / 127.0f;
- other.GetRight().y = m_rightY / 127.0f;
- other.GetRight().z = m_rightZ / 127.0f;
- other.GetForward().x = m_upX / 127.0f;
- other.GetForward().y = m_upY / 127.0f;
- other.GetForward().z = m_upZ / 127.0f;
- other.GetUp() = CrossProduct(other.GetRight(), other.GetForward());
- other.GetPosition() = m_vecPos;
- other.Reorthogonalise();
- }
+ void CompressFromFullMatrix(CMatrix &other);
+ void DecompressIntoFullMatrix(CMatrix &other);
};
class CCompressedMatrix : public CCompressedMatrixNotAligned
diff --git a/src/math/Quaternion.cpp b/src/math/Quaternion.cpp
new file mode 100644
index 00000000..b0e782e2
--- /dev/null
+++ b/src/math/Quaternion.cpp
@@ -0,0 +1,177 @@
+#include "common.h"
+#include "Quaternion.h"
+
+void
+CQuaternion::Normalise(void)
+{
+ float sq = MagnitudeSqr();
+ if (sq == 0.0f)
+ w = 1.0f;
+ else {
+ float invsqrt = RecipSqrt(sq);
+ x *= invsqrt;
+ y *= invsqrt;
+ z *= invsqrt;
+ w *= invsqrt;
+ }
+}
+
+void
+CQuaternion::Slerp(const CQuaternion &q1, const CQuaternion &q2, float theta, float invSin, float t)
+{
+ if (theta == 0.0f)
+ *this = q2;
+ else {
+ float w1, w2;
+ if (theta > PI / 2) {
+ theta = PI - theta;
+ w1 = Sin((1.0f - t) * theta) * invSin;
+ w2 = -Sin(t * theta) * invSin;
+ } else {
+ w1 = Sin((1.0f - t) * theta) * invSin;
+ w2 = Sin(t * theta) * invSin;
+ }
+ // TODO: VU0 code
+ *this = w1 * q1 + w2 * q2;
+ }
+}
+
+void
+CQuaternion::Multiply(const CQuaternion &q1, const CQuaternion &q2)
+{
+ x = (q2.z * q1.y) - (q1.z * q2.y) + (q1.x * q2.w) + (q2.x * q1.w);
+ y = (q2.x * q1.z) - (q1.x * q2.z) + (q1.y * q2.w) + (q2.y * q1.w);
+ z = (q2.y * q1.x) - (q1.y * q2.x) + (q1.z * q2.w) + (q2.z * q1.w);
+ w = (q2.w * q1.w) - (q2.x * q1.x) - (q2.y * q1.y) - (q2.z * q1.z);
+}
+
+void
+CQuaternion::Get(RwV3d *axis, float *angle)
+{
+ *angle = Acos(w);
+ float s = Sin(*angle);
+
+ axis->x = x * (1.0f / s);
+ axis->y = y * (1.0f / s);
+ axis->z = z * (1.0f / s);
+}
+
+void
+CQuaternion::Set(RwV3d *axis, float angle)
+{
+ float halfCos = Cos(angle * 0.5f);
+ float halfSin = Sin(angle * 0.5f);
+ x = axis->x * halfSin;
+ y = axis->y * halfSin;
+ z = axis->z * halfSin;
+ w = halfCos;
+}
+
+void
+CQuaternion::Get(RwMatrix *matrix)
+{
+ float x2 = x + x;
+ float y2 = y + y;
+ float z2 = z + z;
+
+ float x_2x = x * x2;
+ float x_2y = x * y2;
+ float x_2z = x * z2;
+ float y_2y = y * y2;
+ float y_2z = y * z2;
+ float z_2z = z * z2;
+ float w_2x = w * x2;
+ float w_2y = w * y2;
+ float w_2z = w * z2;
+
+ matrix->right.x = 1.0f - (y_2y + z_2z);
+ matrix->up.x = x_2y - w_2z;
+ matrix->at.x = x_2z + w_2y;
+ matrix->right.y = x_2y + w_2z;
+ matrix->up.y = 1.0f - (x_2x + z_2z);
+ matrix->at.y = y_2z - w_2x;
+ matrix->right.z = x_2z - w_2y;
+ matrix->up.z = y_2z + w_2x;
+ matrix->at.z = 1.0f - (x_2x + y_2y);
+}
+
+void
+CQuaternion::Set(const RwMatrix &matrix)
+{
+ float f, s, m;
+
+ f = matrix.up.y + matrix.right.x + matrix.at.z;
+ if (f >= 0.0f) {
+ s = Sqrt(f + 1.0f);
+ w = 0.5f * s;
+ m = 0.5f / s;
+ x = (matrix.up.z - matrix.at.y) * m;
+ y = (matrix.at.x - matrix.right.z) * m;
+ z = (matrix.right.y - matrix.up.x) * m;
+ return;
+ }
+
+ f = matrix.right.x - matrix.up.y - matrix.at.z;
+ if (f >= 0.0f) {
+ s = Sqrt(f + 1.0f);
+ x = 0.5f * s;
+ m = 0.5f / s;
+ y = (matrix.up.x + matrix.right.y) * m;
+ z = (matrix.at.x + matrix.right.z) * m;
+ w = (matrix.up.z - matrix.at.y) * m;
+ return;
+ }
+
+ f = matrix.up.y - matrix.right.x - matrix.at.z;
+ if (f >= 0.0f) {
+ s = Sqrt(f + 1.0f);
+ y = 0.5f * s;
+ m = 0.5f / s;
+ w = (matrix.at.x - matrix.right.z) * m;
+ x = (matrix.up.x - matrix.right.y) * m;
+ z = (matrix.at.y + matrix.up.z) * m;
+ return;
+ }
+
+ f = matrix.at.z - (matrix.up.y + matrix.right.x);
+ s = Sqrt(f + 1.0f);
+ z = 0.5f * s;
+ m = 0.5f / s;
+ w = (matrix.right.y - matrix.up.x) * m;
+ x = (matrix.at.x + matrix.right.z) * m;
+ y = (matrix.at.y + matrix.up.z) * m;
+}
+
+void
+CQuaternion::Get(float *f1, float *f2, float *f3)
+{
+ RwMatrix matrix;
+
+ Get(&matrix);
+ *f3 = Atan2(matrix.right.y, matrix.up.y);
+ if (*f3 < 0.0f)
+ *f3 += TWOPI;
+ float s = Sin(*f3);
+ float c = Cos(*f3);
+ *f1 = Atan2(-matrix.at.y, s * matrix.right.y + c * matrix.up.y);
+ if (*f1 < 0.0f)
+ *f1 += TWOPI;
+ *f2 = Atan2(-(matrix.right.z * c - matrix.up.z * s), matrix.right.x * c - matrix.up.x * s);
+ if (*f2 < 0.0f)
+ *f2 += TWOPI;
+}
+
+void
+CQuaternion::Set(float f1, float f2, float f3)
+{
+ float c1 = Cos(f1 * 0.5f);
+ float c2 = Cos(f2 * 0.5f);
+ float c3 = Cos(f3 * 0.5f);
+ float s1 = Sin(f1 * 0.5f);
+ float s2 = Sin(f2 * 0.5f);
+ float s3 = Sin(f3 * 0.5f);
+ x = ((c2 * c1) * s3) - ((s2 * s1) * c3);
+ y = ((s1 * c2) * c3) + ((s2 * c1) * s3);
+ z = ((s2 * c1) * c3) - ((s1 * c2) * s3);
+ w = ((c2 * c1) * c3) + ((s2 * s1) * s3);
+} \ No newline at end of file
diff --git a/src/math/Quaternion.h b/src/math/Quaternion.h
index dac49362..a5a34626 100644
--- a/src/math/Quaternion.h
+++ b/src/math/Quaternion.h
@@ -10,18 +10,8 @@ public:
float Magnitude(void) const { return Sqrt(x*x + y*y + z*z + w*w); }
float MagnitudeSqr(void) const { return x*x + y*y + z*z + w*w; }
- void Normalise(void) {
- float sq = MagnitudeSqr();
- if(sq == 0.0f)
- w = 1.0f;
- else{
- float invsqrt = RecipSqrt(sq);
- x *= invsqrt;
- y *= invsqrt;
- z *= invsqrt;
- w *= invsqrt;
- }
- }
+ void Normalise(void);
+ void Multiply(const CQuaternion &q1, const CQuaternion &q2);
const CQuaternion &operator+=(CQuaternion const &right) {
x += right.x;
@@ -60,8 +50,12 @@ public:
}
void Slerp(const CQuaternion &q1, const CQuaternion &q2, float theta, float invSin, float t);
+ void Get(RwV3d *axis, float *angle);
void Set(RwV3d *axis, float angle);
void Get(RwMatrix *matrix);
+ void Set(const RwMatrix &matrix);
+ void Set(float f1, float f2, float f3);
+ void Get(float *f1, float *f2, float *f3);
};
inline float
diff --git a/src/math/Rect.cpp b/src/math/Rect.cpp
new file mode 100644
index 00000000..de6320ad
--- /dev/null
+++ b/src/math/Rect.cpp
@@ -0,0 +1,17 @@
+#include "common.h"
+
+CRect::CRect(void)
+{
+ left = 1000000.0f;
+ top = 1000000.0f;
+ right = -1000000.0f;
+ bottom = -1000000.0f;
+}
+
+CRect::CRect(float l, float t, float r, float b)
+{
+ left = l;
+ top = t;
+ right = r;
+ bottom = b;
+} \ No newline at end of file
diff --git a/src/math/Rect.h b/src/math/Rect.h
index 326bb479..fa8d8de4 100644
--- a/src/math/Rect.h
+++ b/src/math/Rect.h
@@ -8,18 +8,8 @@ public:
float right; // x max
float top; // y min
- CRect(void){
- left = 1000000.0f;
- top = 1000000.0f;
- right = -1000000.0f;
- bottom = -1000000.0f;
- }
- CRect(float l, float t, float r, float b){
- left = l;
- top = t;
- right = r;
- bottom = b;
- }
+ CRect(void);
+ CRect(float l, float t, float r, float b);
void ContainPoint(CVector const &v){
if(v.x < left) left = v.x;
if(v.x > right) right = v.x;
diff --git a/src/math/Vector.cpp b/src/math/Vector.cpp
new file mode 100644
index 00000000..42e1828e
--- /dev/null
+++ b/src/math/Vector.cpp
@@ -0,0 +1,46 @@
+#include "common.h"
+
+void
+CVector::Normalise(void)
+{
+ float sq = MagnitudeSqr();
+ if (sq > 0.0f) {
+ float invsqrt = RecipSqrt(sq);
+ x *= invsqrt;
+ y *= invsqrt;
+ z *= invsqrt;
+ } else
+ x = 1.0f;
+}
+
+CVector
+CrossProduct(const CVector &v1, const CVector &v2)
+{
+ return CVector(v1.y * v2.z - v1.z * v2.y, v1.z * v2.x - v1.x * v2.z, v1.x * v2.y - v1.y * v2.x);
+}
+
+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);
+}
+
+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);
+}
+
+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);
+}
diff --git a/src/math/Vector.h b/src/math/Vector.h
index 5918a5d1..7ee01149 100644
--- a/src/math/Vector.h
+++ b/src/math/Vector.h
@@ -24,24 +24,7 @@ public:
float MagnitudeSqr(void) const { return x*x + y*y + z*z; }
float Magnitude2D(void) const { return Sqrt(x*x + y*y); }
float MagnitudeSqr2D(void) const { return x*x + y*y; }
- void Normalise(void) {
- float sq = MagnitudeSqr();
- if(sq > 0.0f){
- float invsqrt = RecipSqrt(sq);
- x *= invsqrt;
- y *= invsqrt;
- z *= invsqrt;
- }else
- x = 1.0f;
- }
-
- void Normalise(float norm) {
- float sq = MagnitudeSqr();
- float invsqrt = RecipSqrt(norm, sq);
- x *= invsqrt;
- y *= invsqrt;
- z *= invsqrt;
- }
+ void Normalise(void);
void Normalise2D(void) {
float sq = MagnitudeSqr2D();
@@ -124,17 +107,16 @@ DotProduct(const CVector &v1, const CVector &v2)
return v1.x*v2.x + v1.y*v2.y + v1.z*v2.z;
}
-inline const CVector
-CrossProduct(const CVector &v1, const CVector &v2)
-{
- return CVector(
- v1.y*v2.z - v1.z*v2.y,
- v1.z*v2.x - v1.x*v2.z,
- v1.x*v2.y - v1.y*v2.x);
-}
+CVector CrossProduct(const CVector &v1, const CVector &v2);
inline float
Distance(const CVector &v1, const CVector &v2)
{
return (v2 - v1).Magnitude();
-} \ No newline at end of file
+}
+
+class CMatrix;
+
+CVector Multiply3x3(const CMatrix &mat, const CVector &vec);
+CVector Multiply3x3(const CVector &vec, const CMatrix &mat);
+CVector operator*(const CMatrix &mat, const CVector &vec); \ No newline at end of file
diff --git a/src/math/Vector2D.h b/src/math/Vector2D.h
index 0885a5d2..0235dbe5 100644
--- a/src/math/Vector2D.h
+++ b/src/math/Vector2D.h
@@ -11,7 +11,13 @@ public:
float Magnitude(void) const { return Sqrt(x*x + y*y); }
float MagnitudeSqr(void) const { return x*x + y*y; }
- void Normalise(void);
+ void Normalise(void) {
+ float sq = MagnitudeSqr();
+ // assert(sq != 0.0f); // just be safe here
+ float invsqrt = RecipSqrt(sq);
+ x *= invsqrt;
+ y *= invsqrt;
+ }
void NormaliseSafe(void) {
float sq = MagnitudeSqr();
@@ -20,7 +26,7 @@ public:
x *= invsqrt;
y *= invsqrt;
}else
- y = 1.0f;
+ x = 1.0f;
}
const CVector2D &operator+=(CVector2D const &right) {
diff --git a/src/math/math.cpp b/src/math/math.cpp
index 4792fdd0..8cb56dab 100644
--- a/src/math/math.cpp
+++ b/src/math/math.cpp
@@ -1,6 +1,5 @@
#include "common.h"
-#include "Quaternion.h"
#include "VuVector.h"
// TODO: move more stuff into here
@@ -117,235 +116,3 @@ void TransformPoints(CVuVector *out, int n, const CMatrix &mat, const CVuVector
}
#endif
}
-
-
-void
-CVector2D::Normalise(void)
-{
- float sq = MagnitudeSqr();
- assert(sq != 0.0f); // just be safe here
- //if(sq > 0.0f){
- float invsqrt = RecipSqrt(sq);
- x *= invsqrt;
- y *= invsqrt;
- //}else
- // x = 1.0f;
-}
-
-void
-CMatrix::SetRotate(float xAngle, float yAngle, float zAngle)
-{
- float cX = Cos(xAngle);
- float sX = Sin(xAngle);
- float cY = Cos(yAngle);
- float sY = Sin(yAngle);
- float cZ = Cos(zAngle);
- float sZ = Sin(zAngle);
-
- m_matrix.right.x = cZ * cY - (sZ * sX) * sY;
- m_matrix.right.y = (cZ * sX) * sY + sZ * cY;
- m_matrix.right.z = -cX * sY;
-
- m_matrix.up.x = -sZ * cX;
- m_matrix.up.y = cZ * cX;
- m_matrix.up.z = sX;
-
- m_matrix.at.x = (sZ * sX) * cY + cZ * sY;
- m_matrix.at.y = sZ * sY - (cZ * sX) * cY;
- m_matrix.at.z = cX * cY;
-
- m_matrix.pos.x = 0.0f;
- m_matrix.pos.y = 0.0f;
- m_matrix.pos.z = 0.0f;
-}
-
-void
-CMatrix::Rotate(float x, float y, float z)
-{
- // TODO? do this directly without creating another matrix
- CMatrix rot;
- rot.SetRotate(x, y, z);
- *this = rot * *this;
-}
-
-void
-CMatrix::RotateX(float x)
-{
- Rotate(x, 0.0f, 0.0f);
-}
-
-void
-CMatrix::RotateY(float y)
-{
- Rotate(0.0f, y, 0.0f);
-}
-
-void
-CMatrix::RotateZ(float z)
-{
- Rotate(0.0f, 0.0f, z);
-}
-
-void
-CMatrix::Reorthogonalise(void)
-{
- CVector &r = GetRight();
- CVector &f = GetForward();
- CVector &u = GetUp();
- u = CrossProduct(r, f);
- u.Normalise();
- r = CrossProduct(f, u);
- r.Normalise();
- f = CrossProduct(u, r);
-}
-
-CMatrix&
-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
- // actual copy of librw code:
- RwMatrix *d = &dst.m_matrix;
- const RwMatrix *s = &src.m_matrix;
- d->right.x = s->right.x;
- d->right.y = s->up.x;
- d->right.z = s->at.x;
- d->up.x = s->right.y;
- d->up.y = s->up.y;
- d->up.z = s->at.y;
- d->at.x = s->right.z;
- d->at.y = s->up.z;
- d->at.z = s->at.z;
- d->pos.x = -(s->pos.x*s->right.x +
- s->pos.y*s->right.y +
- s->pos.z*s->right.z);
- d->pos.y = -(s->pos.x*s->up.x +
- s->pos.y*s->up.y +
- s->pos.z*s->up.z);
- d->pos.z = -(s->pos.x*s->at.x +
- s->pos.y*s->at.y +
- s->pos.z*s->at.z);
- d->flags = rwMATRIXTYPEORTHONORMAL;
- return dst;
-}
-
-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);
-}
-
-CMatrix
-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;
- return out;
-}
-
-CMatrix&
-CMatrix::operator*=(CMatrix const &rhs)
-{
- // TODO: VU0 code
- *this = *this * rhs;
- return *this;
-}
-
-const 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);
-}
-
-const 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);
-}
-
-
-void
-CQuaternion::Slerp(const CQuaternion &q1, const CQuaternion &q2, float theta, float invSin, float t)
-{
- if(theta == 0.0f)
- *this = q2;
- else{
- float w1, w2;
- if(theta > PI/2){
- theta = PI - theta;
- w1 = Sin((1.0f - t) * theta) * invSin;
- w2 = -Sin(t * theta) * invSin;
- }else{
- w1 = Sin((1.0f - t) * theta) * invSin;
- w2 = Sin(t * theta) * invSin;
- }
- // TODO: VU0 code
- *this = w1*q1 + w2*q2;
- }
-}
-
-void
-CQuaternion::Set(RwV3d *axis, float angle)
-{
- float halfCos = Cos(angle*0.5f);
- float halfSin = Sin(angle*0.5f);
- x = axis->x*halfSin;
- y = axis->y*halfSin;
- z = axis->z*halfSin;
- w = halfCos;
-}
-
-void
-CQuaternion::Get(RwMatrix *matrix)
-{
- float x2 = x+x;
- float y2 = y+y;
- float z2 = z+z;
-
- float x_2x = x * x2;
- float x_2y = x * y2;
- float x_2z = x * z2;
- float y_2y = y * y2;
- float y_2z = y * z2;
- float z_2z = z * z2;
- float w_2x = w * x2;
- float w_2y = w * y2;
- float w_2z = w * z2;
-
- matrix->right.x = 1.0f - (y_2y + z_2z);
- matrix->up.x = x_2y - w_2z;
- matrix->at.x = x_2z + w_2y;
- matrix->right.y = x_2y + w_2z;
- matrix->up.y = 1.0f - (x_2x + z_2z);
- matrix->at.y = y_2z - w_2x;
- matrix->right.z = x_2z - w_2y;
- matrix->up.z = y_2z + w_2x;
- matrix->at.z = 1.0f - (x_2x + y_2y);
-}
diff --git a/src/render/Glass.cpp b/src/render/Glass.cpp
index ee36bad3..c52d49bd 100644
--- a/src/render/Glass.cpp
+++ b/src/render/Glass.cpp
@@ -700,7 +700,7 @@ CGlass::WindowRespondsToExplosion(CEntity *entity, CVector point)
if ( fDistToGlass < 10.0f )
{
- distToGlass.Normalise(0.3f);
+ distToGlass *= (0.3f / fDistToGlass); // normalise
WindowRespondsToCollision(object, 10000.0f, distToGlass, object->GetPosition(), true);
}
else
diff --git a/src/render/Skidmarks.cpp b/src/render/Skidmarks.cpp
index 5d521041..ad036d58 100644
--- a/src/render/Skidmarks.cpp
+++ b/src/render/Skidmarks.cpp
@@ -222,10 +222,11 @@ CSkidmarks::RegisterOne(uintptr id, CVector pos, float fwdX, float fwdY, bool *i
aSkidmarks[i].m_pos[aSkidmarks[i].m_last] = pos;
- CVector2D dist = aSkidmarks[i].m_pos[aSkidmarks[i].m_last] - aSkidmarks[i].m_pos[aSkidmarks[i].m_last-1];
- dist.NormaliseSafe();
+ CVector2D right(aSkidmarks[i].m_pos[aSkidmarks[i].m_last].y - aSkidmarks[i].m_pos[aSkidmarks[i].m_last - 1].y,
+ aSkidmarks[i].m_pos[aSkidmarks[i].m_last - 1].x - aSkidmarks[i].m_pos[aSkidmarks[i].m_last].x);
+
+ right.NormaliseSafe();
fwd.NormaliseSafe();
- CVector2D right(dist.y, -dist.x);
float turn = DotProduct2D(fwd, right);
turn = Abs(turn) + 1.0f;
aSkidmarks[i].m_side[aSkidmarks[i].m_last] = CVector(right.x, right.y, 0.0f) * turn * 0.125f;
diff --git a/src/render/WaterCannon.cpp b/src/render/WaterCannon.cpp
index 2ef10d77..2b34db37 100644
--- a/src/render/WaterCannon.cpp
+++ b/src/render/WaterCannon.cpp
@@ -140,8 +140,7 @@ void CWaterCannon::Render(void)
if ( !bInit )
{
CVector cp = CrossProduct(m_avecPos[pointB] - m_avecPos[pointA], TheCamera.GetForward());
- cp.Normalise(0.05f);
- norm = cp;
+ norm = cp * (0.05f / cp.Magnitude());
bInit = true;
}