#pragma once class CMatrix { public: RwMatrix m_matrix; RwMatrix *m_attachment; bool m_hasRwMatrix; // are we the 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); 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); 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; } 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; } 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); m_matrix.right.x = c * scale; m_matrix.right.y = s * scale; m_matrix.right.z = 0.0f; m_matrix.up.x = -s * scale; m_matrix.up.y = c * scale; m_matrix.up.z = 0.0f; m_matrix.at.x = 0.0f; m_matrix.at.y = 0.0f; m_matrix.at.z = scale; } 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); void RotateY(float y); void RotateZ(float z); void Reorthogonalise(void); 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; m_matrix.pos.z = z; } void SetTranslateOnly(const CVector& pos) { SetTranslateOnly(pos.x, pos.y, pos.z); } void CheckIntegrity(){} }; CMatrix &Invert(const CMatrix &src, CMatrix &dst); 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); 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); } class CCompressedMatrixNotAligned { CVector m_vecPos; int8 m_rightX; int8 m_rightY; int8 m_rightZ; int8 m_upX; int8 m_upY; int8 m_upZ; public: void CompressFromFullMatrix(CMatrix &other); void DecompressIntoFullMatrix(CMatrix &other); }; class CCompressedMatrix : public CCompressedMatrixNotAligned { int _alignment; // no clue what would this align to };