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authorSergeanur <s.anureev@yandex.ua>2021-01-18 20:06:59 +0100
committerSergeanur <s.anureev@yandex.ua>2021-01-18 20:06:59 +0100
commit91093305d65305722e380c0087c71469363a8396 (patch)
treeb589257deee2ecccf0617601da97c82fbb8385f5 /src/math
parentsync milessdk with re3mss (diff)
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Diffstat (limited to 'src/math')
-rw-r--r--src/math/Matrix.cpp456
-rw-r--r--src/math/Matrix.h66
-rw-r--r--src/math/Vector.cpp18
3 files changed, 272 insertions, 268 deletions
diff --git a/src/math/Matrix.cpp b/src/math/Matrix.cpp
index a8b1b182..bee3ffba 100644
--- a/src/math/Matrix.cpp
+++ b/src/math/Matrix.cpp
@@ -60,14 +60,20 @@ CMatrix::Detach(void)
void
CMatrix::Update(void)
{
- m_matrix = *m_attachment;
+ right = m_attachment->right;
+ forward = m_attachment->up;
+ up = m_attachment->at;
+ pos = m_attachment->pos;
}
void
CMatrix::UpdateRW(void)
{
if (m_attachment) {
- *m_attachment = m_matrix;
+ m_attachment->right = right;
+ m_attachment->up = forward;
+ m_attachment->at = up;
+ m_attachment->pos = pos;
RwMatrixUpdate(m_attachment);
}
}
@@ -75,104 +81,96 @@ CMatrix::UpdateRW(void)
void
CMatrix::operator=(CMatrix const &rhs)
{
- m_matrix = rhs.m_matrix;
+ memcpy(this, &rhs, sizeof(f));
if (m_attachment)
UpdateRW();
}
void
-CMatrix::CopyOnlyMatrix(CMatrix *other)
+CMatrix::CopyOnlyMatrix(const CMatrix &other)
{
- m_matrix = other->m_matrix;
+ memcpy(this, &other, sizeof(f));
}
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;
+ right += rhs.right;
+ forward += rhs.forward;
+ up += rhs.up;
+ pos += rhs.pos;
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;
+ right.x = 1.0f;
+ right.y = 0.0f;
+ right.z = 0.0f;
+ forward.x = 0.0f;
+ forward.y = 1.0f;
+ forward.z = 0.0f;
+ up.x = 0.0f;
+ up.y = 0.0f;
+ up.z = 1.0f;
+ pos.x = 0.0f;
+ pos.y = 0.0f;
+ 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;
+ right.x = 1.0f;
+ right.y = 0.0f;
+ right.z = 0.0f;
+ forward.x = 0.0f;
+ forward.y = 1.0f;
+ forward.z = 0.0f;
+ up.x = 0.0f;
+ up.y = 0.0f;
+ up.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;
+ right.x = s;
+ right.y = 0.0f;
+ right.z = 0.0f;
- m_matrix.up.x = 0.0f;
- m_matrix.up.y = s;
- m_matrix.up.z = 0.0f;
+ forward.x = 0.0f;
+ forward.y = s;
+ forward.z = 0.0f;
- m_matrix.at.x = 0.0f;
- m_matrix.at.y = 0.0f;
- m_matrix.at.z = s;
+ up.x = 0.0f;
+ up.y = 0.0f;
+ up.z = s;
- m_matrix.pos.x = 0.0f;
- m_matrix.pos.y = 0.0f;
- m_matrix.pos.z = 0.0f;
+ pos.x = 0.0f;
+ pos.y = 0.0f;
+ 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;
+ right.x = 1.0f;
+ right.y = 0.0f;
+ right.z = 0.0f;
- m_matrix.up.x = 0.0f;
- m_matrix.up.y = 1.0f;
- m_matrix.up.z = 0.0f;
+ forward.x = 0.0f;
+ forward.y = 1.0f;
+ forward.z = 0.0f;
- m_matrix.at.x = 0.0f;
- m_matrix.at.y = 0.0f;
- m_matrix.at.z = 1.0f;
+ up.x = 0.0f;
+ up.y = 0.0f;
+ up.z = 1.0f;
- 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
@@ -181,17 +179,17 @@ 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;
+ right.x = 1.0f;
+ right.y = 0.0f;
+ right.z = 0.0f;
- m_matrix.up.x = 0.0f;
- m_matrix.up.y = c;
- m_matrix.up.z = s;
+ forward.x = 0.0f;
+ forward.y = c;
+ forward.z = s;
- m_matrix.at.x = 0.0f;
- m_matrix.at.y = -s;
- m_matrix.at.z = c;
+ up.x = 0.0f;
+ up.y = -s;
+ up.z = c;
}
void
@@ -200,17 +198,17 @@ 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;
+ right.x = c;
+ right.y = 0.0f;
+ right.z = -s;
- m_matrix.up.x = 0.0f;
- m_matrix.up.y = 1.0f;
- m_matrix.up.z = 0.0f;
+ forward.x = 0.0f;
+ forward.y = 1.0f;
+ forward.z = 0.0f;
- m_matrix.at.x = s;
- m_matrix.at.y = 0.0f;
- m_matrix.at.z = c;
+ up.x = s;
+ up.y = 0.0f;
+ up.z = c;
}
void
@@ -219,26 +217,26 @@ 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;
+ right.x = c;
+ right.y = s;
+ right.z = 0.0f;
- m_matrix.up.x = -s;
- m_matrix.up.y = c;
- m_matrix.up.z = 0.0f;
+ forward.x = -s;
+ forward.y = c;
+ forward.z = 0.0f;
- m_matrix.at.x = 0.0f;
- m_matrix.at.y = 0.0f;
- m_matrix.at.z = 1.0f;
+ up.x = 0.0f;
+ up.y = 0.0f;
+ up.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;
+ pos.x = 0.0f;
+ pos.y = 0.0f;
+ pos.z = 0.0f;
}
@@ -246,18 +244,18 @@ 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;
+ pos.x = 0.0f;
+ pos.y = 0.0f;
+ 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;
+ pos.x = 0.0f;
+ pos.y = 0.0f;
+ pos.z = 0.0f;
}
void
@@ -270,21 +268,21 @@ CMatrix::SetRotate(float xAngle, float yAngle, float zAngle)
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;
+ right.x = cZ * cY - (sZ * sX) * sY;
+ right.y = (cZ * sX) * sY + sZ * cY;
+ right.z = -cX * sY;
- m_matrix.up.x = -sZ * cX;
- m_matrix.up.y = cZ * cX;
- m_matrix.up.z = sX;
+ forward.x = -sZ * cX;
+ forward.y = cZ * cX;
+ forward.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;
+ up.x = (sZ * sX) * cY + cZ * sY;
+ up.y = sZ * sY - (cZ * sX) * cY;
+ up.z = cX * cY;
- m_matrix.pos.x = 0.0f;
- m_matrix.pos.y = 0.0f;
- m_matrix.pos.z = 0.0f;
+ pos.x = 0.0f;
+ pos.y = 0.0f;
+ pos.z = 0.0f;
}
void
@@ -293,23 +291,23 @@ 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;
+ float ry = right.y;
+ float rz = right.z;
+ float uy = forward.y;
+ float uz = forward.z;
+ float ay = up.y;
+ float az = up.z;
+ float py = pos.y;
+ float pz = pos.z;
+
+ right.y = c * ry - s * rz;
+ right.z = c * rz + s * ry;
+ forward.y = c * uy - s * uz;
+ forward.z = c * uz + s * uy;
+ up.y = c * ay - s * az;
+ up.z = c * az + s * ay;
+ pos.y = c * py - s * pz;
+ pos.z = c * pz + s * py;
}
void
@@ -318,23 +316,23 @@ 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;
+ float rx = right.x;
+ float rz = right.z;
+ float ux = forward.x;
+ float uz = forward.z;
+ float ax = up.x;
+ float az = up.z;
+ float px = pos.x;
+ float pz = pos.z;
+
+ right.x = c * rx + s * rz;
+ right.z = c * rz - s * rx;
+ forward.x = c * ux + s * uz;
+ forward.z = c * uz - s * ux;
+ up.x = c * ax + s * az;
+ up.z = c * az - s * ax;
+ pos.x = c * px + s * pz;
+ pos.z = c * pz - s * px;
}
void
@@ -343,23 +341,23 @@ 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;
+ float ry = right.y;
+ float rx = right.x;
+ float uy = forward.y;
+ float ux = forward.x;
+ float ay = up.y;
+ float ax = up.x;
+ float py = pos.y;
+ float px = 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;
+ right.x = c * rx - s * ry;
+ right.y = c * ry + s * rx;
+ forward.x = c * ux - s * uy;
+ forward.y = c * uy + s * ux;
+ up.x = c * ax - s * ay;
+ up.y = c * ay + s * ax;
+ pos.x = c * px - s * py;
+ pos.y = c * py + s * px;
}
@@ -373,18 +371,18 @@ CMatrix::Rotate(float x, float y, float z)
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 rx = right.x;
+ float ry = right.y;
+ float rz = right.z;
+ float ux = forward.x;
+ float uy = forward.y;
+ float uz = forward.z;
+ float ax = up.x;
+ float ay = up.y;
+ float az = up.z;
+ float px = pos.x;
+ float py = pos.y;
+ float pz = pos.z;
float x1 = cZ * cY - (sZ * sX) * sY;
float x2 = (cZ * sX) * sY + sZ * cY;
@@ -396,18 +394,18 @@ CMatrix::Rotate(float x, float y, float z)
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;
+ right.x = x1 * rx + y1 * ry + z1 * rz;
+ right.y = x2 * rx + y2 * ry + z2 * rz;
+ right.z = x3 * rx + y3 * ry + z3 * rz;
+ forward.x = x1 * ux + y1 * uy + z1 * uz;
+ forward.y = x2 * ux + y2 * uy + z2 * uz;
+ forward.z = x3 * ux + y3 * uy + z3 * uz;
+ up.x = x1 * ax + y1 * ay + z1 * az;
+ up.y = x2 * ax + y2 * ay + z2 * az;
+ up.z = x3 * ax + y3 * ay + z3 * az;
+ pos.x = x1 * px + y1 * py + z1 * pz;
+ pos.y = x2 * px + y2 * py + z2 * pz;
+ pos.z = x3 * px + y3 * py + z3 * pz;
}
CMatrix &
@@ -436,21 +434,18 @@ 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;
+ out.right.x = m1.right.x * m2.right.x + m1.forward.x * m2.right.y + m1.up.x * m2.right.z;
+ out.right.y = m1.right.y * m2.right.x + m1.forward.y * m2.right.y + m1.up.y * m2.right.z;
+ out.right.z = m1.right.z * m2.right.x + m1.forward.z * m2.right.y + m1.up.z * m2.right.z;
+ out.forward.x = m1.right.x * m2.forward.x + m1.forward.x * m2.forward.y + m1.up.x * m2.forward.z;
+ out.forward.y = m1.right.y * m2.forward.x + m1.forward.y * m2.forward.y + m1.up.y * m2.forward.z;
+ out.forward.z = m1.right.z * m2.forward.x + m1.forward.z * m2.forward.y + m1.up.z * m2.forward.z;
+ out.up.x = m1.right.x * m2.up.x + m1.forward.x * m2.up.y + m1.up.x * m2.up.z;
+ out.up.y = m1.right.y * m2.up.x + m1.forward.y * m2.up.y + m1.up.y * m2.up.z;
+ out.up.z = m1.right.z * m2.up.x + m1.forward.z * m2.up.y + m1.up.z * m2.up.z;
+ out.pos.x = m1.right.x * m2.pos.x + m1.forward.x * m2.pos.y + m1.up.x * m2.pos.z + m1.pos.x;
+ out.pos.y = m1.right.y * m2.pos.x + m1.forward.y * m2.pos.y + m1.up.y * m2.pos.z + m1.pos.y;
+ out.pos.z = m1.right.z * m2.pos.x + m1.forward.z * m2.pos.y + m1.up.z * m2.pos.z + m1.pos.z;
return out;
}
@@ -460,59 +455,56 @@ 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;
+ dst.f[3][0] = dst.f[3][1] = dst.f[3][2] = 0.0f;
#ifndef FIX_BUGS
- dst_fm[3][3] = scr_fm[3][3];
+ dst.f[3][3] = src.f[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];
+ dst.f[0][0] = src.f[0][0];
+ dst.f[0][1] = src.f[1][0];
+ dst.f[0][2] = src.f[2][0];
#ifndef FIX_BUGS
- dst_fm[0][3] = scr_fm[3][0];
+ dst.f[0][3] = src.f[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];
+ dst.f[1][0] = src.f[0][1];
+ dst.f[1][1] = src.f[1][1];
+ dst.f[1][2] = src.f[2][1];
#ifndef FIX_BUGS
- dst_fm[1][3] = scr_fm[3][1];
+ dst.f[1][3] = src.f[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];
+ dst.f[2][0] = src.f[0][2];
+ dst.f[2][1] = src.f[1][2];
+ dst.f[2][2] = src.f[2][2];
#ifndef FIX_BUGS
- dst_fm[2][3] = scr_fm[3][2];
+ dst.f[2][3] = src.f[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];
+ dst.f[3][0] += dst.f[0][0] * src.f[3][0];
+ dst.f[3][1] += dst.f[0][1] * src.f[3][0];
+ dst.f[3][2] += dst.f[0][2] * src.f[3][0];
#ifndef FIX_BUGS
- dst_fm[3][3] += dst_fm[0][3] * scr_fm[3][0];
+ dst.f[3][3] += dst.f[0][3] * src.f[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];
+ dst.f[3][0] += dst.f[1][0] * src.f[3][1];
+ dst.f[3][1] += dst.f[1][1] * src.f[3][1];
+ dst.f[3][2] += dst.f[1][2] * src.f[3][1];
#ifndef FIX_BUGS
- dst_fm[3][3] += dst_fm[1][3] * scr_fm[3][1];
+ dst.f[3][3] += dst.f[1][3] * src.f[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];
+ dst.f[3][0] += dst.f[2][0] * src.f[3][2];
+ dst.f[3][1] += dst.f[2][1] * src.f[3][2];
+ dst.f[3][2] += dst.f[2][2] * src.f[3][2];
#ifndef FIX_BUGS
- dst_fm[3][3] += dst_fm[2][3] * scr_fm[3][2];
+ dst.f[3][3] += dst.f[2][3] * src.f[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];
+ dst.f[3][0] = -dst.f[3][0];
+ dst.f[3][1] = -dst.f[3][1];
+ dst.f[3][2] = -dst.f[3][2];
#ifndef FIX_BUGS
- dst_fm[3][3] = scr_fm[3][3] - dst_fm[3][3];
+ dst.f[3][3] = src.f[3][3] - dst.f[3][3];
#endif
return dst;
diff --git a/src/math/Matrix.h b/src/math/Matrix.h
index d8f6388d..fdbd0b60 100644
--- a/src/math/Matrix.h
+++ b/src/math/Matrix.h
@@ -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);
}
diff --git a/src/math/Vector.cpp b/src/math/Vector.cpp
index 42e1828e..3bc395d8 100644
--- a/src/math/Vector.cpp
+++ b/src/math/Vector.cpp
@@ -23,24 +23,24 @@ 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);
+ return CVector(mat.right.x * vec.x + mat.forward.x * vec.y + mat.up.x * vec.z,
+ mat.right.y * vec.x + mat.forward.y * vec.y + mat.up.y * vec.z,
+ mat.right.z * vec.x + mat.forward.z * vec.y + mat.up.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);
+ return CVector(mat.right.x * vec.x + mat.right.y * vec.y + mat.right.z * vec.z,
+ mat.forward.x * vec.x + mat.forward.y * vec.y + mat.forward.z * vec.z,
+ mat.up.x * vec.x + mat.up.y * vec.y + mat.up.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);
+ return CVector(mat.right.x * vec.x + mat.forward.x * vec.y + mat.up.x * vec.z + mat.pos.x,
+ mat.right.y * vec.x + mat.forward.y * vec.y + mat.up.y * vec.z + mat.pos.y,
+ mat.right.z * vec.x + mat.forward.z * vec.y + mat.up.z * vec.z + mat.pos.z);
}