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added animation system (with skin support for now)
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83
src/math/Quaternion.h
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83
src/math/Quaternion.h
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#pragma once
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// TODO: actually implement this
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class CQuaternion
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{
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public:
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float x, y, z, w;
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CQuaternion(void) {}
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CQuaternion(float x, float y, float z, float w) : x(x), y(y), z(z), w(w) {}
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float Magnitude(void) const { return sqrt(x*x + y*y + z*z + w*w); }
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float MagnitudeSqr(void) const { return x*x + y*y + z*z + w*w; }
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const CQuaternion &operator+=(CQuaternion const &right) {
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x += right.x;
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y += right.y;
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z += right.z;
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w += right.w;
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return *this;
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}
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const CQuaternion &operator-=(CQuaternion const &right) {
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x -= right.x;
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y -= right.y;
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z -= right.z;
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w -= right.w;
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return *this;
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}
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const CQuaternion &operator*=(float right) {
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x *= right;
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y *= right;
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z *= right;
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w *= right;
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return *this;
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}
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const CQuaternion &operator/=(float right) {
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x /= right;
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y /= right;
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z /= right;
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w /= right;
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return *this;
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}
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CQuaternion operator-() const {
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return CQuaternion(-x, -y, -z, -w);
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}
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void Slerp(const CQuaternion &q1, const CQuaternion &q2, float theta, float invSin, float t);
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void Get(RwMatrix *matrix);
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};
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inline float
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DotProduct(const CQuaternion &q1, const CQuaternion &q2)
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{
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return q1.x*q2.x + q1.y*q2.y + q1.z*q2.z + q1.w*q2.w;
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}
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inline CQuaternion operator+(const CQuaternion &left, const CQuaternion &right)
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{
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return CQuaternion(left.x + right.x, left.y + right.y, left.z + right.z, left.w + right.w);
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}
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inline CQuaternion operator-(const CQuaternion &left, const CQuaternion &right)
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{
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return CQuaternion(left.x - right.x, left.y - right.y, left.z - right.z, left.w - right.w);
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}
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inline CQuaternion operator*(const CQuaternion &left, float right)
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{
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return CQuaternion(left.x * right, left.y * right, left.z * right, left.w * right);
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}
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inline CQuaternion operator*(float left, const CQuaternion &right)
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{
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return CQuaternion(left * right.x, left * right.y, left * right.z, left * right.w);
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}
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inline CQuaternion operator/(const CQuaternion &left, float right)
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{
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return CQuaternion(left.x / right, left.y / right, left.z / right, left.w / right);
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}
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57
src/math/math.cpp
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57
src/math/math.cpp
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#include "common.h"
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#include "patcher.h"
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#include "Quaternion.h"
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// TODO: move more stuff into here
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void
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CQuaternion::Slerp(const CQuaternion &q1, const CQuaternion &q2, float theta, float invSin, float t)
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{
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if(theta == 0.0f)
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*this = q2;
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else{
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float w1, w2;
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if(theta > PI/2){
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theta = PI - theta;
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w1 = sin((1.0f - t) * theta) * invSin;
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w2 = -sin(t * theta) * invSin;
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}else{
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w1 = sin((1.0f - t) * theta) * invSin;
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w2 = sin(t * theta) * invSin;
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}
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*this = w1*q1 + w2*q2;
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}
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}
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void
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CQuaternion::Get(RwMatrix *matrix)
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{
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float x2 = x+x;
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float y2 = y+y;
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float z2 = z+z;
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float x_2x = x * x2;
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float x_2y = x * y2;
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float x_2z = x * z2;
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float y_2y = y * y2;
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float y_2z = y * z2;
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float z_2z = z * z2;
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float w_2x = w * x2;
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float w_2y = w * y2;
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float w_2z = w * z2;
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matrix->right.x = 1.0f - (y_2y + z_2z);
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matrix->up.x = x_2y - w_2z;
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matrix->at.x = x_2z + w_2y;
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matrix->right.y = x_2y + w_2z;
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matrix->up.y = 1.0f - (x_2x + z_2z);
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matrix->at.y = y_2z - w_2x;
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matrix->right.z = x_2z - w_2y;
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matrix->up.z = y_2z + w_2x;
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matrix->at.z = 1.0f - (x_2x + y_2y);
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}
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STARTPATCHES
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InjectHook(0x4BA1C0, &CQuaternion::Slerp, PATCH_JUMP);
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InjectHook(0x4BA0D0, &CQuaternion::Get, PATCH_JUMP);
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ENDPATCHES
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