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-rw-r--r--src/math/Matrix.h245
-rw-r--r--src/math/Rect.h31
-rw-r--r--src/math/Vector.h82
-rw-r--r--src/math/Vector2D.h37
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;
+}