#pragma once
#include "VuVector.h"
class CMatrix
{
public:
union
{
float f[4][4];
struct
{
CVuVector right;
CVuVector forward;
CVuVector up;
CVuVector pos;
};
};
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 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){
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)
{
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
f[i][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);
right.x = c * scale;
right.y = s * scale;
right.z = 0.0f;
forward.x = -s * scale;
forward.y = c * scale;
forward.z = 0.0f;
up.x = 0.0f;
up.y = 0.0f;
up.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(const CMatrix &other);
void SetUnity(void);
void ResetOrientation(void);
void SetTranslateOnly(float x, float y, float z) {
pos.x = x;
pos.y = y;
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.pos.x, vec.y - mat.pos.y, vec.z - mat.pos.z);
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);
}
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
};