From 91093305d65305722e380c0087c71469363a8396 Mon Sep 17 00:00:00 2001 From: Sergeanur Date: Mon, 18 Jan 2021 21:06:59 +0200 Subject: Get rid of RwMatrix in CMatrix --- src/control/Replay.cpp | 2 +- src/core/Camera.cpp | 45 ++++- src/core/Camera.h | 6 +- src/entities/Entity.cpp | 6 +- src/math/Matrix.cpp | 456 +++++++++++++++++++++++------------------------ src/math/Matrix.h | 66 ++++--- src/math/Vector.cpp | 18 +- src/render/SpecialFX.cpp | 2 +- 8 files changed, 321 insertions(+), 280 deletions(-) (limited to 'src') diff --git a/src/control/Replay.cpp b/src/control/Replay.cpp index 2e87d1a7..2dd66333 100644 --- a/src/control/Replay.cpp +++ b/src/control/Replay.cpp @@ -305,7 +305,7 @@ void CReplay::RecordThisFrame(void) #endif tGeneralPacket* general = (tGeneralPacket*)&Record.m_pBase[Record.m_nOffset]; general->type = REPLAYPACKET_GENERAL; - general->camera_pos.CopyOnlyMatrix(&TheCamera.GetMatrix()); + general->camera_pos.CopyOnlyMatrix(TheCamera.GetMatrix()); general->player_pos = FindPlayerCoors(); general->in_rcvehicle = CWorld::Players[CWorld::PlayerInFocus].m_pRemoteVehicle ? true : false; Record.m_nOffset += sizeof(*general); diff --git a/src/core/Camera.cpp b/src/core/Camera.cpp index 7a831068..9d169716 100644 --- a/src/core/Camera.cpp +++ b/src/core/Camera.cpp @@ -3629,9 +3629,17 @@ CCamera::CalculateDerivedValues(void) bool CCamera::IsPointVisible(const CVector ¢er, const CMatrix *mat) { - RwV3d c; - c = center; - RwV3dTransformPoints(&c, &c, 1, &mat->m_matrix); +#ifdef GTA_PS2 + CVuVector c; + TransformPoint(c, *mat, center); +#else + CVector c = center; + #ifdef FIX_BUGS + c = *mat * center; + #else + RwV3dTransformPoints(&c, &c, 1, (RwMatrix*)mat); + #endif +#endif if(c.y < CDraw::GetNearClipZ()) return false; if(c.y > CDraw::GetFarClipZ()) return false; if(c.x*m_vecFrustumNormals[0].x + c.y*m_vecFrustumNormals[0].y > 0.0f) return false; @@ -3644,9 +3652,17 @@ CCamera::IsPointVisible(const CVector ¢er, const CMatrix *mat) bool CCamera::IsSphereVisible(const CVector ¢er, float radius, const CMatrix *mat) { - RwV3d c; - c = center; - RwV3dTransformPoints(&c, &c, 1, &mat->m_matrix); +#ifdef GTA_PS2 + CVuVector c; + TransformPoint(c, *mat, center); +#else + CVector c = center; + #ifdef FIX_BUGS + c = *mat * center; + #else + RwV3dTransformPoints(&c, &c, 1, (RwMatrix*)mat); + #endif +#endif if(c.y + radius < CDraw::GetNearClipZ()) return false; if(c.y - radius > CDraw::GetFarClipZ()) return false; if(c.x*m_vecFrustumNormals[0].x + c.y*m_vecFrustumNormals[0].y > radius) return false; @@ -3664,11 +3680,24 @@ CCamera::IsSphereVisible(const CVector ¢er, float radius) } bool -CCamera::IsBoxVisible(RwV3d *box, const CMatrix *mat) +#ifdef GTA_PS2 +CCamera::IsBoxVisible(CVuVector *box, const CMatrix *mat) +#else +CCamera::IsBoxVisible(CVector *box, const CMatrix *mat) +#endif { int i; int frustumTests[6] = { 0 }; - RwV3dTransformPoints(box, box, 8, &mat->m_matrix); +#ifdef GTA_PS2 + TransformPoints(box, 8, *mat, box); +#else + #ifdef FIX_BUGS + for (i = 0; i < 8; i++) + box[i] = *mat * box[i]; + #else + RwV3dTransformPoints(box, box, 8, (RwMatrix*)mat); + #endif +#endif for(i = 0; i < 8; i++){ if(box[i].y < CDraw::GetNearClipZ()) frustumTests[0]++; diff --git a/src/core/Camera.h b/src/core/Camera.h index ca1bd135..d7293e20 100644 --- a/src/core/Camera.h +++ b/src/core/Camera.h @@ -641,7 +641,11 @@ public: bool IsPointVisible(const CVector ¢er, const CMatrix *mat); bool IsSphereVisible(const CVector ¢er, float radius, const CMatrix *mat); bool IsSphereVisible(const CVector ¢er, float radius); - bool IsBoxVisible(RwV3d *box, const CMatrix *mat); +#ifdef GTA_PS2 + bool IsBoxVisible(CVuVector *box, const CMatrix *mat); +#else + bool IsBoxVisible(CVector *box, const CMatrix *mat); +#endif }; VALIDATE_SIZE(CCamera, 0xE9D8); diff --git a/src/entities/Entity.cpp b/src/entities/Entity.cpp index 709f91c1..4885d631 100644 --- a/src/entities/Entity.cpp +++ b/src/entities/Entity.cpp @@ -407,7 +407,11 @@ CEntity::GetIsOnScreen(void) bool CEntity::GetIsOnScreenComplex(void) { - RwV3d boundBox[8]; +#ifdef GTA_PS2 + CVuVector boundBox[8]; +#else + CVector boundBox[8]; +#endif if(TheCamera.IsPointVisible(GetBoundCentre(), &TheCamera.GetCameraMatrix())) return true; 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); } diff --git a/src/render/SpecialFX.cpp b/src/render/SpecialFX.cpp index e3d2ffa6..13afadb6 100644 --- a/src/render/SpecialFX.cpp +++ b/src/render/SpecialFX.cpp @@ -587,7 +587,7 @@ C3dMarkers::PlaceMarker(uint32 identifier, uint16 type, CVector &pos, float size pMarker->m_Color.alpha = (float)a * 0.4f * someSin + a; } if (pMarker->m_nRotateRate) { - RwV3d pos = pMarker->m_Matrix.m_matrix.pos; + CVector pos = pMarker->m_Matrix.GetPosition(); pMarker->m_Matrix.RotateZ(DEGTORAD(pMarker->m_nRotateRate * CTimer::GetTimeStep())); pMarker->m_Matrix.GetPosition() = pos; } -- cgit v1.2.3 From e6ef1644418401e5ace5a12537d6bd500db7f0e2 Mon Sep 17 00:00:00 2001 From: Sergeanur Date: Tue, 19 Jan 2021 17:09:06 +0200 Subject: Get rid of VuVector --- src/math/Matrix.cpp | 382 ++++++++++++++++++++++++++-------------------------- src/math/Matrix.h | 62 +++++---- src/math/Vector.cpp | 18 +-- 3 files changed, 233 insertions(+), 229 deletions(-) (limited to 'src') diff --git a/src/math/Matrix.cpp b/src/math/Matrix.cpp index bee3ffba..b11e8a1c 100644 --- a/src/math/Matrix.cpp +++ b/src/math/Matrix.cpp @@ -60,20 +60,20 @@ CMatrix::Detach(void) void CMatrix::Update(void) { - right = m_attachment->right; - forward = m_attachment->up; - up = m_attachment->at; - pos = m_attachment->pos; + GetRight() = m_attachment->right; + GetForward() = m_attachment->up; + GetUp() = m_attachment->at; + GetPosition() = m_attachment->pos; } void CMatrix::UpdateRW(void) { if (m_attachment) { - m_attachment->right = right; - m_attachment->up = forward; - m_attachment->at = up; - m_attachment->pos = pos; + m_attachment->right = GetRight(); + m_attachment->up = GetForward(); + m_attachment->at = GetUp(); + m_attachment->pos = GetPosition(); RwMatrixUpdate(m_attachment); } } @@ -95,82 +95,82 @@ CMatrix::CopyOnlyMatrix(const CMatrix &other) CMatrix & CMatrix::operator+=(CMatrix const &rhs) { - right += rhs.right; - forward += rhs.forward; - up += rhs.up; - pos += rhs.pos; + GetRight() += rhs.GetRight(); + GetForward() += rhs.GetForward(); + GetUp() += rhs.GetUp(); + GetPosition() += rhs.GetPosition(); return *this; } void CMatrix::SetUnity(void) { - 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; + rx = 1.0f; + ry = 0.0f; + rz = 0.0f; + fx = 0.0f; + fy = 1.0f; + fz = 0.0f; + ux = 0.0f; + uy = 0.0f; + uz = 1.0f; + px = 0.0f; + py = 0.0f; + pz = 0.0f; } void CMatrix::ResetOrientation(void) { - 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; + rx = 1.0f; + ry = 0.0f; + rz = 0.0f; + fx = 0.0f; + fy = 1.0f; + fz = 0.0f; + ux = 0.0f; + uy = 0.0f; + uz = 1.0f; } void CMatrix::SetScale(float s) { - right.x = s; - right.y = 0.0f; - right.z = 0.0f; + rx = s; + ry = 0.0f; + rz = 0.0f; - forward.x = 0.0f; - forward.y = s; - forward.z = 0.0f; + fx = 0.0f; + fy = s; + fz = 0.0f; - up.x = 0.0f; - up.y = 0.0f; - up.z = s; + ux = 0.0f; + uy = 0.0f; + uz = s; - pos.x = 0.0f; - pos.y = 0.0f; - pos.z = 0.0f; + px = 0.0f; + py = 0.0f; + pz = 0.0f; } void CMatrix::SetTranslate(float x, float y, float z) { - right.x = 1.0f; - right.y = 0.0f; - right.z = 0.0f; + rx = 1.0f; + ry = 0.0f; + rz = 0.0f; - forward.x = 0.0f; - forward.y = 1.0f; - forward.z = 0.0f; + fx = 0.0f; + fy = 1.0f; + fz = 0.0f; - up.x = 0.0f; - up.y = 0.0f; - up.z = 1.0f; + ux = 0.0f; + uy = 0.0f; + uz = 1.0f; - pos.x = x; - pos.y = y; - pos.z = z; + px = x; + py = y; + pz = z; } void @@ -179,17 +179,17 @@ CMatrix::SetRotateXOnly(float angle) float c = Cos(angle); float s = Sin(angle); - right.x = 1.0f; - right.y = 0.0f; - right.z = 0.0f; + rx = 1.0f; + ry = 0.0f; + rz = 0.0f; - forward.x = 0.0f; - forward.y = c; - forward.z = s; + fx = 0.0f; + fy = c; + fz = s; - up.x = 0.0f; - up.y = -s; - up.z = c; + ux = 0.0f; + uy = -s; + uz = c; } void @@ -198,17 +198,17 @@ CMatrix::SetRotateYOnly(float angle) float c = Cos(angle); float s = Sin(angle); - right.x = c; - right.y = 0.0f; - right.z = -s; + rx = c; + ry = 0.0f; + rz = -s; - forward.x = 0.0f; - forward.y = 1.0f; - forward.z = 0.0f; + fx = 0.0f; + fy = 1.0f; + fz = 0.0f; - up.x = s; - up.y = 0.0f; - up.z = c; + ux = s; + uy = 0.0f; + uz = c; } void @@ -217,26 +217,26 @@ CMatrix::SetRotateZOnly(float angle) float c = Cos(angle); float s = Sin(angle); - right.x = c; - right.y = s; - right.z = 0.0f; + rx = c; + ry = s; + rz = 0.0f; - forward.x = -s; - forward.y = c; - forward.z = 0.0f; + fx = -s; + fy = c; + fz = 0.0f; - up.x = 0.0f; - up.y = 0.0f; - up.z = 1.0f; + ux = 0.0f; + uy = 0.0f; + uz = 1.0f; } void CMatrix::SetRotateX(float angle) { SetRotateXOnly(angle); - pos.x = 0.0f; - pos.y = 0.0f; - pos.z = 0.0f; + px = 0.0f; + py = 0.0f; + pz = 0.0f; } @@ -244,18 +244,18 @@ void CMatrix::SetRotateY(float angle) { SetRotateYOnly(angle); - pos.x = 0.0f; - pos.y = 0.0f; - pos.z = 0.0f; + px = 0.0f; + py = 0.0f; + pz = 0.0f; } void CMatrix::SetRotateZ(float angle) { SetRotateZOnly(angle); - pos.x = 0.0f; - pos.y = 0.0f; - pos.z = 0.0f; + px = 0.0f; + py = 0.0f; + pz = 0.0f; } void @@ -268,21 +268,21 @@ CMatrix::SetRotate(float xAngle, float yAngle, float zAngle) float cZ = Cos(zAngle); float sZ = Sin(zAngle); - right.x = cZ * cY - (sZ * sX) * sY; - right.y = (cZ * sX) * sY + sZ * cY; - right.z = -cX * sY; + rx = cZ * cY - (sZ * sX) * sY; + ry = (cZ * sX) * sY + sZ * cY; + rz = -cX * sY; - forward.x = -sZ * cX; - forward.y = cZ * cX; - forward.z = sX; + fx = -sZ * cX; + fy = cZ * cX; + fz = sX; - up.x = (sZ * sX) * cY + cZ * sY; - up.y = sZ * sY - (cZ * sX) * cY; - up.z = cX * cY; + ux = (sZ * sX) * cY + cZ * sY; + uy = sZ * sY - (cZ * sX) * cY; + uz = cX * cY; - pos.x = 0.0f; - pos.y = 0.0f; - pos.z = 0.0f; + px = 0.0f; + py = 0.0f; + pz = 0.0f; } void @@ -291,23 +291,23 @@ CMatrix::RotateX(float x) float c = Cos(x); float s = Sin(x); - 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; + float ry = this->ry; + float rz = this->rz; + float uy = this->fy; + float uz = this->fz; + float ay = this->uy; + float az = this->uz; + float py = this->py; + float pz = this->pz; + + this->ry = c * ry - s * rz; + this->rz = c * rz + s * ry; + this->fy = c * uy - s * uz; + this->fz = c * uz + s * uy; + this->uy = c * ay - s * az; + this->uz = c * az + s * ay; + this->py = c * py - s * pz; + this->pz = c * pz + s * py; } void @@ -316,23 +316,23 @@ CMatrix::RotateY(float y) float c = Cos(y); float s = Sin(y); - 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; + float rx = this->rx; + float rz = this->rz; + float ux = this->fx; + float uz = this->fz; + float ax = this->ux; + float az = this->uz; + float px = this->px; + float pz = this->pz; + + this->rx = c * rx + s * rz; + this->rz = c * rz - s * rx; + this->fx = c * ux + s * uz; + this->fz = c * uz - s * ux; + this->ux = c * ax + s * az; + this->uz = c * az - s * ax; + this->px = c * px + s * pz; + this->pz = c * pz - s * px; } void @@ -341,23 +341,23 @@ CMatrix::RotateZ(float z) float c = Cos(z); float s = Sin(z); - 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; + float ry = this->ry; + float rx = this->rx; + float uy = this->fy; + float ux = this->fx; + float ay = this->uy; + float ax = this->ux; + float py = this->py; + float px = this->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; + this->rx = c * rx - s * ry; + this->ry = c * ry + s * rx; + this->fx = c * ux - s * uy; + this->fy = c * uy + s * ux; + this->ux = c * ax - s * ay; + this->uy = c * ay + s * ax; + this->px = c * px - s * py; + this->py = c * py + s * px; } @@ -371,18 +371,18 @@ CMatrix::Rotate(float x, float y, float z) float cZ = Cos(z); float sZ = Sin(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 rx = this->rx; + float ry = this->ry; + float rz = this->rz; + float ux = this->fx; + float uy = this->fy; + float uz = this->fz; + float ax = this->ux; + float ay = this->uy; + float az = this->uz; + float px = this->px; + float py = this->py; + float pz = this->pz; float x1 = cZ * cY - (sZ * sX) * sY; float x2 = (cZ * sX) * sY + sZ * cY; @@ -394,18 +394,18 @@ CMatrix::Rotate(float x, float y, float z) float z2 = sZ * sY - (cZ * sX) * cY; float z3 = cX * cY; - 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; + this->rx = x1 * rx + y1 * ry + z1 * rz; + this->ry = x2 * rx + y2 * ry + z2 * rz; + this->rz = x3 * rx + y3 * ry + z3 * rz; + this->fx = x1 * ux + y1 * uy + z1 * uz; + this->fy = x2 * ux + y2 * uy + z2 * uz; + this->fz = x3 * ux + y3 * uy + z3 * uz; + this->ux = x1 * ax + y1 * ay + z1 * az; + this->uy = x2 * ax + y2 * ay + z2 * az; + this->uz = x3 * ax + y3 * ay + z3 * az; + this->px = x1 * px + y1 * py + z1 * pz; + this->py = x2 * px + y2 * py + z2 * pz; + this->pz = x3 * px + y3 * py + z3 * pz; } CMatrix & @@ -434,18 +434,18 @@ operator*(const CMatrix &m1, const CMatrix &m2) { // TODO: VU0 code CMatrix out; - 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; + out.rx = m1.rx * m2.rx + m1.fx * m2.ry + m1.ux * m2.rz; + out.ry = m1.ry * m2.rx + m1.fy * m2.ry + m1.uy * m2.rz; + out.rz = m1.rz * m2.rx + m1.fz * m2.ry + m1.uz * m2.rz; + out.fx = m1.rx * m2.fx + m1.fx * m2.fy + m1.ux * m2.fz; + out.fy = m1.ry * m2.fx + m1.fy * m2.fy + m1.uy * m2.fz; + out.fz = m1.rz * m2.fx + m1.fz * m2.fy + m1.uz * m2.fz; + out.ux = m1.rx * m2.ux + m1.fx * m2.uy + m1.ux * m2.uz; + out.uy = m1.ry * m2.ux + m1.fy * m2.uy + m1.uy * m2.uz; + out.uz = m1.rz * m2.ux + m1.fz * m2.uy + m1.uz * m2.uz; + out.px = m1.rx * m2.px + m1.fx * m2.py + m1.ux * m2.pz + m1.px; + out.py = m1.ry * m2.px + m1.fy * m2.py + m1.uy * m2.pz + m1.py; + out.pz = m1.rz * m2.px + m1.fz * m2.py + m1.uz * m2.pz + m1.pz; return out; } diff --git a/src/math/Matrix.h b/src/math/Matrix.h index fdbd0b60..9d50a4f6 100644 --- a/src/math/Matrix.h +++ b/src/math/Matrix.h @@ -1,7 +1,5 @@ #pragma once -#include "VuVector.h" - class CMatrix { public: @@ -10,10 +8,10 @@ public: float f[4][4]; struct { - CVuVector right; - CVuVector forward; - CVuVector up; - CVuVector pos; + float rx, ry, rz, rw; + float fx, fy, fz, fw; + float ux, uy, uz, uw; + float px, py, pz, pw; }; }; @@ -38,17 +36,23 @@ public: 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; } + CVector &GetPosition(void) { return *(CVector*)&px; } + CVector &GetRight(void) { return *(CVector*)℞ } + CVector &GetForward(void) { return *(CVector*)&fx; } + CVector &GetUp(void) { return *(CVector*)&ux; } + + const CVector &GetPosition(void) const { return *(CVector*)&px; } + const CVector &GetRight(void) const { return *(CVector*)℞ } + const CVector &GetForward(void) const { return *(CVector*)&fx; } + const CVector &GetUp(void) const { return *(CVector*)&ux; } + 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; + px += x; + py += y; + pz += z; } void Translate(const CVector &trans){ Translate(trans.x, trans.y, trans.z); } @@ -72,17 +76,17 @@ public: float c = Cos(angle); float s = Sin(angle); - right.x = c * scale; - right.y = s * scale; - right.z = 0.0f; + rx = c * scale; + ry = s * scale; + rz = 0.0f; - forward.x = -s * scale; - forward.y = c * scale; - forward.z = 0.0f; + fx = -s * scale; + fy = c * scale; + fz = 0.0f; - up.x = 0.0f; - up.y = 0.0f; - up.z = scale; + ux = 0.0f; + uy = 0.0f; + uz = scale; } void SetRotateX(float angle); void SetRotateY(float angle); @@ -98,9 +102,9 @@ public: void SetUnity(void); void ResetOrientation(void); void SetTranslateOnly(float x, float y, float z) { - pos.x = x; - pos.y = y; - pos.z = z; + px = x; + py = y; + pz = z; } void SetTranslateOnly(const CVector& pos) { SetTranslateOnly(pos.x, pos.y, pos.z); @@ -114,11 +118,11 @@ 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.pos.x, vec.y - mat.pos.y, vec.z - mat.pos.z); + CVector v(vec.x - mat.px, vec.y - mat.py, vec.z - mat.pz); 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); + mat.rx * v.x + mat.ry * v.y + mat.rz * v.z, + mat.fx * v.x + mat.fy * v.y + mat.fz * v.z, + mat.ux * v.x + mat.uy * v.y + mat.uz * v.z); } diff --git a/src/math/Vector.cpp b/src/math/Vector.cpp index 3bc395d8..ee76e555 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.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); + return CVector(mat.rx * vec.x + mat.fx * vec.y + mat.ux * vec.z, + mat.ry * vec.x + mat.fy * vec.y + mat.uy * vec.z, + mat.rz * vec.x + mat.fz * vec.y + mat.uz * vec.z); } CVector Multiply3x3(const CVector &vec, const CMatrix &mat) { - 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); + return CVector(mat.rx * vec.x + mat.ry * vec.y + mat.rz * vec.z, + mat.fx * vec.x + mat.fy * vec.y + mat.fz * vec.z, + mat.ux * vec.x + mat.uy * vec.y + mat.uz * vec.z); } CVector operator*(const CMatrix &mat, const CVector &vec) { // TODO: VU0 code - 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); + return CVector(mat.rx * vec.x + mat.fx * vec.y + mat.ux * vec.z + mat.px, + mat.ry * vec.x + mat.fy * vec.y + mat.uy * vec.z + mat.py, + mat.rz * vec.x + mat.fz * vec.y + mat.uz * vec.z + mat.pz); } -- cgit v1.2.3