Move a bunch of math to cpp files + small fixes

# Conflicts:
#	src/control/CarCtrl.cpp
#	src/math/Matrix.h
#	src/math/Vector2D.h
#	src/math/math.cpp
#	src/render/Skidmarks.cpp
This commit is contained in:
Sergeanur
2020-09-14 20:48:49 +03:00
parent 25a22cc6f2
commit a8a28c1512
13 changed files with 820 additions and 508 deletions

View File

@@ -7,28 +7,22 @@ public:
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 owner = false){
m_attachment = nil;
Attach(matrix, owner);
}
CMatrix(void);
CMatrix(CMatrix const &m);
CMatrix(RwMatrix *matrix, bool owner = false);
CMatrix(float scale){
m_attachment = nil;
m_hasRwMatrix = false;
SetScale(scale);
}
~CMatrix(void){
if(m_hasRwMatrix && m_attachment)
RwMatrixDestroy(m_attachment);
}
~CMatrix(void);
void Attach(RwMatrix *matrix, bool owner = false);
void AttachRW(RwMatrix *matrix, bool owner = false);
void Detach(void);
void Update(void);
void UpdateRW(void);
void operator=(CMatrix const &rhs);
CMatrix &operator+=(CMatrix const &rhs);
#ifdef RWCORE_H
operator RwMatrix (void) const {
return m_matrix;
@@ -38,59 +32,7 @@ public:
return &m_matrix;
}
#endif
void Attach(RwMatrix *matrix, bool owner = false){
#ifdef FIX_BUGS
if(m_attachment && m_hasRwMatrix)
#else
if(m_hasRwMatrix && m_attachment)
#endif
RwMatrixDestroy(m_attachment);
m_attachment = matrix;
m_hasRwMatrix = owner;
Update();
}
void AttachRW(RwMatrix *matrix, bool owner = false){
if(m_hasRwMatrix && m_attachment)
RwMatrixDestroy(m_attachment);
m_attachment = matrix;
m_hasRwMatrix = owner;
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();
}
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;
return *this;
}
CMatrix& operator*=(CMatrix const &rhs);
CMatrix &operator*=(CMatrix const &rhs);
const CVector &GetPosition(void) const { return *(CVector*)&m_matrix.pos; }
CVector& GetPosition(void) { return *(CVector*)&m_matrix.pos; }
@@ -98,23 +40,7 @@ public:
CVector &GetForward(void) { return *(CVector*)&m_matrix.up; }
CVector &GetUp(void) { return *(CVector*)&m_matrix.at; }
void 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;
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 = x;
m_matrix.pos.y = y;
m_matrix.pos.z = z;
}
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;
@@ -123,23 +49,7 @@ public:
}
void Translate(const CVector &trans){ Translate(trans.x, trans.y, trans.z); }
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 SetScale(float s);
void Scale(float scale)
{
float *pFloatMatrix = (float*)&m_matrix;
@@ -158,66 +68,9 @@ public:
}
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 SetRotateXOnly(float angle);
void SetRotateYOnly(float angle);
void SetRotateZOnly(float angle);
void SetRotateZOnlyScaled(float angle, float scale) {
float c = Cos(angle);
float s = Sin(angle);
@@ -234,12 +87,9 @@ public:
m_matrix.at.y = 0.0f;
m_matrix.at.z = scale;
}
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 SetRotateX(float angle);
void SetRotateY(float angle);
void SetRotateZ(float angle);
void SetRotate(float xAngle, float yAngle, float zAngle);
void Rotate(float x, float y, float z);
void RotateX(float x);
@@ -247,9 +97,9 @@ public:
void RotateZ(float z);
void Reorthogonalise(void);
void CopyOnlyMatrix(CMatrix *other){
m_matrix = other->m_matrix;
}
void CopyOnlyMatrix(CMatrix *other);
void SetUnity(void);
void ResetOrientation(void);
void CopyRwMatrix(RwMatrix *matrix){
m_matrix = *matrix;
}
@@ -259,31 +109,6 @@ public:
RwMatrixUpdate(matrix);
}
void 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;
}
void 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;
}
void SetTranslateOnly(float x, float y, float z) {
m_matrix.pos.x = x;
m_matrix.pos.y = y;
@@ -292,11 +117,12 @@ public:
void SetTranslateOnly(const CVector& pos) {
SetTranslateOnly(pos.x, pos.y, pos.z);
}
void CheckIntegrity(){}
};
CMatrix &Invert(const CMatrix &src, CMatrix &dst);
CVector operator*(const CMatrix &mat, const CVector &vec);
CMatrix Invert(const CMatrix &matrix);
CMatrix operator*(const CMatrix &m1, const CMatrix &m2);
inline CVector MultiplyInverse(const CMatrix &mat, const CVector &vec)
{
@@ -307,15 +133,6 @@ inline CVector MultiplyInverse(const CMatrix &mat, const CVector &vec)
mat.m_matrix.at.x * v.x + mat.m_matrix.at.y * v.y + mat.m_matrix.at.z * v.z);
}
const CVector Multiply3x3(const CMatrix &mat, const CVector &vec);
const CVector Multiply3x3(const CVector &vec, const CMatrix &mat);
inline CMatrix
Invert(const CMatrix &matrix)
{
CMatrix inv;
return Invert(matrix, inv);
}
class CCompressedMatrixNotAligned
@@ -328,28 +145,8 @@ class CCompressedMatrixNotAligned
int8 m_upY;
int8 m_upZ;
public:
void CompressFromFullMatrix(CMatrix &other)
{
m_rightX = 127.0f * other.GetRight().x;
m_rightY = 127.0f * other.GetRight().y;
m_rightZ = 127.0f * other.GetRight().z;
m_upX = 127.0f * other.GetForward().x;
m_upY = 127.0f * other.GetForward().y;
m_upZ = 127.0f * other.GetForward().z;
m_vecPos = other.GetPosition();
}
void DecompressIntoFullMatrix(CMatrix &other)
{
other.GetRight().x = m_rightX / 127.0f;
other.GetRight().y = m_rightY / 127.0f;
other.GetRight().z = m_rightZ / 127.0f;
other.GetForward().x = m_upX / 127.0f;
other.GetForward().y = m_upY / 127.0f;
other.GetForward().z = m_upZ / 127.0f;
other.GetUp() = CrossProduct(other.GetRight(), other.GetForward());
other.GetPosition() = m_vecPos;
other.Reorthogonalise();
}
void CompressFromFullMatrix(CMatrix &other);
void DecompressIntoFullMatrix(CMatrix &other);
};
class CCompressedMatrix : public CCompressedMatrixNotAligned