diff options
Diffstat (limited to '')
-rw-r--r-- | src/math/Matrix.h | 245 | ||||
-rw-r--r-- | src/math/Rect.h | 31 | ||||
-rw-r--r-- | src/math/Vector.h | 82 | ||||
-rw-r--r-- | src/math/Vector2D.h | 37 |
4 files changed, 395 insertions, 0 deletions
diff --git a/src/math/Matrix.h b/src/math/Matrix.h new file mode 100644 index 00000000..cc15da09 --- /dev/null +++ b/src/math/Matrix.h @@ -0,0 +1,245 @@ +#pragma once + +class CMatrix +{ +public: + RwMatrix m_matrix; + 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 attach){ + m_attachment = nil; + Attach(matrix, attach); + } + ~CMatrix(void){ + if(m_hasRwMatrix && m_attachment) + RwMatrixDestroy(m_attachment); + } + void Attach(RwMatrix *matrix, bool attach){ + if(m_hasRwMatrix && m_attachment) + RwMatrixDestroy(m_attachment); + m_attachment = matrix; + m_hasRwMatrix = attach; + Update(); + } + void AttachRW(RwMatrix *matrix, bool attach){ + if(m_hasRwMatrix && m_attachment) + RwMatrixDestroy(m_attachment); + m_attachment = matrix; + m_hasRwMatrix = attach; + 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(); + } + + 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 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 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 SetRotateZ(float angle){ + SetRotateZOnly(angle); + m_matrix.pos.x = 0.0f; + m_matrix.pos.y = 0.0f; + m_matrix.pos.z = 0.0f; + } + void 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); + } +}; + +inline CMatrix& +Invert(const CMatrix &src, CMatrix &dst) +{ + // 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; +} + +inline CMatrix +Invert(const CMatrix &matrix) +{ + CMatrix inv; + return Invert(matrix, inv); +} + +inline CVector +operator*(const CMatrix &mat, const CVector &vec) +{ + 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); +} + +inline CMatrix +operator*(const CMatrix &m1, const CMatrix &m2) +{ + 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; +} + +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); +} + +inline CVector +Multiply3x3(const CMatrix &mat, const CVector &vec) +{ + 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); +} diff --git a/src/math/Rect.h b/src/math/Rect.h new file mode 100644 index 00000000..212645fa --- /dev/null +++ b/src/math/Rect.h @@ -0,0 +1,31 @@ +#pragma once + +#pragma once + +class CRect +{ +public: + float left; // x min + float top; // y max + float right; // x max + float bottom; // y min + + CRect(void){ + left = 1000000.0f; + bottom = 1000000.0f; + right = -1000000.0f; + top = -1000000.0f; + } + CRect(float l, float b, float r, float t){ + left = l; + bottom = b; + right = r; + top = t; + } + void ContainPoint(CVector const &v){ + if(v.x < left) left = v.x; + if(v.x > right) right = v.x; + if(v.y < bottom) bottom = v.y; + if(v.y > top) top = v.y; + } +}; diff --git a/src/math/Vector.h b/src/math/Vector.h new file mode 100644 index 00000000..98c3f0ec --- /dev/null +++ b/src/math/Vector.h @@ -0,0 +1,82 @@ +#pragma once + +class CVector +{ +public: + float x, y, z; + CVector(void) {} + CVector(float x, float y, float z) : x(x), y(y), z(z) {} +// CVector(rw::V3d const &v) : x(v.x), y(v.y), z(v.z) {} + float Magnitude(void) const { return sqrt(x*x + y*y + z*z); } + float MagnitudeSqr(void) const { return x*x + y*y + z*z; } + float Magnitude2D(void) const { return sqrt(x*x + y*y); } + void Normalise(void){ + float sq = MagnitudeSqr(); + if(sq > 0.0f){ + float invsqrt = 1.0f/sqrt(sq); + x *= invsqrt; + y *= invsqrt; + z *= invsqrt; + }else + x = 1.0f; + } +// rw::V3d ToRW(void){ +// return rw::makeV3d(x, y, z); +// } +// void operator=(rw::V3d const &rhs){ +// x = rhs.x; +// y = rhs.y; +// z = rhs.z; +// } + CVector operator-(const CVector &rhs) const { + return CVector(x-rhs.x, y-rhs.y, z-rhs.z); + } + CVector operator+(const CVector &rhs) const { + return CVector(x+rhs.x, y+rhs.y, z+rhs.z); + } + CVector operator*(float t) const { + return CVector(x*t, y*t, z*t); + } + CVector operator/(float t) const { + return CVector(x/t, y/t, z/t); + } + CVector &operator-=(const CVector &rhs) { + this->x -= rhs.x; + this->y -= rhs.y; + this->z -= rhs.z; + return *this; + } + CVector &operator+=(const CVector &rhs) { + this->x += rhs.x; + this->y += rhs.y; + this->z += rhs.z; + return *this; + } + CVector &operator*=(float t) { + this->x *= t; + this->y *= t; + this->z *= t; + return *this; + } + CVector &operator/=(float t) { + this->x /= t; + this->y /= t; + this->z /= t; + return *this; + } +}; + +inline float +DotProduct(const CVector &v1, const CVector &v2) +{ + return v1.x*v2.x + v1.y*v2.y + v1.z*v2.z; +} + +inline 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); +} diff --git a/src/math/Vector2D.h b/src/math/Vector2D.h new file mode 100644 index 00000000..3c0013d4 --- /dev/null +++ b/src/math/Vector2D.h @@ -0,0 +1,37 @@ +#pragma once + +class CVector2D +{ +public: + float x, y; + CVector2D(void) {} + CVector2D(float x, float y) : x(x), y(y) {} + CVector2D(const CVector &v) : x(v.x), y(v.y) {} + float Magnitude(void) const { return sqrt(x*x + y*y); } + float MagnitudeSqr(void) const { return x*x + y*y; } + + void Normalise(void){ + float sq = MagnitudeSqr(); + if(sq > 0.0f){ + float invsqrt = 1.0f/sqrt(sq); + x *= invsqrt; + y *= invsqrt; + }else + x = 0.0f; + } + CVector2D operator-(const CVector2D &rhs) const { + return CVector2D(x-rhs.x, y-rhs.y); + } + CVector2D operator+(const CVector2D &rhs) const { + return CVector2D(x+rhs.x, y+rhs.y); + } + CVector2D operator*(float t) const { + return CVector2D(x*t, y*t); + } +}; + +inline float +CrossProduct2D(const CVector2D &v1, const CVector2D &v2) +{ + return v1.x*v2.y - v1.y*v2.x; +} |