CAutomobile::Render; moved some math code into .cpp

This commit is contained in:
aap
2019-07-27 11:53:51 +02:00
parent e340400875
commit 0aaaab3622
4 changed files with 379 additions and 123 deletions

View File

@ -125,6 +125,24 @@ public:
m_matrix.pos.y = 0.0f;
m_matrix.pos.z = 0.0f;
}
void Scale(float scale)
{
// GTA treats this as 4x4 floats
m_matrix.right.x *= scale;
m_matrix.right.y *= scale;
m_matrix.right.z *= scale;
m_matrix.up.x *= scale;
m_matrix.up.y *= scale;
m_matrix.up.z *= scale;
m_matrix.at.x *= scale;
m_matrix.at.y *= scale;
m_matrix.at.z *= scale;
m_matrix.pos.x *= scale;
m_matrix.pos.y *= scale;
m_matrix.pos.z *= scale;
m_matrix.flags = 0;
}
void SetRotateXOnly(float angle){
float c = Cos(angle);
@ -192,40 +210,10 @@ public:
m_matrix.pos.y = 0.0f;
m_matrix.pos.z = 0.0f;
}
void SetRotate(float xAngle, float yAngle, float zAngle) {
float cX = Cos(xAngle);
float sX = Sin(xAngle);
float cY = Cos(yAngle);
float sY = Sin(yAngle);
float cZ = Cos(zAngle);
float sZ = Sin(zAngle);
void SetRotate(float xAngle, float yAngle, float zAngle);
void Rotate(float x, float y, float z);
m_matrix.right.x = cZ * cY - (sZ * sX) * sY;
m_matrix.right.y = (cZ * sX) * sY + sZ * cY;
m_matrix.right.z = -cX * sY;
m_matrix.up.x = -sZ * cX;
m_matrix.up.y = cZ * cX;
m_matrix.up.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;
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);
}
void Reorthogonalise(void);
void CopyOnlyMatrix(CMatrix *other){
m_matrix = other->m_matrix;
}
@ -245,35 +233,13 @@ public:
}
};
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;
}
CMatrix &Invert(const CMatrix &src, CMatrix &dst);
CVector operator*(const CMatrix &mat, const CVector &vec);
CMatrix operator*(const CMatrix &m1, const CMatrix &m2);
CVector MultiplyInverse(const CMatrix &mat, const CVector &vec);
CVector Multiply3x3(const CMatrix &mat, const CVector &vec);
CVector Multiply3x3(const CVector &vec, const CMatrix &mat);
inline CMatrix
Invert(const CMatrix &matrix)
@ -282,64 +248,6 @@ Invert(const CMatrix &matrix)
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);
}
inline 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);
}
class CCompressedMatrixNotAligned
{