MuckyFoot-UrbanChaos/fallen/Source/FMatrix.cpp

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2017-05-20 03:14:17 +02:00
#include "game.h"
#include "FMatrix.h"
#define ULTRA_DEBUG 0
void FMATRIX_calc(SLONG matrix[9], SLONG yaw, SLONG pitch, SLONG roll)
{
SLONG cy, cp, cr;
SLONG sy, sp, sr;
if (pitch && roll)
{
cy = COS(yaw & 2047);
cp = COS(pitch & 2047);
cr = COS(roll & 2047);
sy = SIN(yaw & 2047);
sp = SIN(pitch & 2047);
sr = SIN(roll & 2047);
//
// Jan I trust you... but only becuase I've already seen it working!
//
matrix[0] = MUL64( cy, cr) + MUL64(MUL64(sy, sp), sr);
matrix[3] = MUL64( cy, sr) - MUL64(MUL64(sy, sp), cr);
matrix[6] = MUL64( sy, cp);
matrix[1] = MUL64(-cp, sr);
matrix[4] = MUL64( cp, cr);
matrix[7] = sp;
matrix[2] = MUL64(-sy, cr) + MUL64(MUL64(cy, sp), sr);
matrix[5] = MUL64(-sy, sr) - MUL64(MUL64(cy, sp), cr);
matrix[8] = MUL64( cy, cp);
}
else if (pitch)
{
cy = COS(yaw & 2047);
cp = COS(pitch & 2047);
cr = 65536;
sy = SIN(yaw & 2047);
sp = SIN(pitch & 2047);
sr = 0;
matrix[0] = cy;
matrix[3] = -MUL64(sy, sp);
matrix[6] = MUL64(sy, cp);
matrix[1] = 0;
matrix[4] = cp;
matrix[7] = sp;
matrix[2] = -sy;
matrix[5] = -MUL64(cy, sp);
matrix[8] = MUL64(cy, cp);
#if ULTRA_DEBUG
ASSERT(matrix[0] == MUL64( cy, cr) + MUL64(MUL64(sy, sp), sr));
ASSERT(matrix[3] == MUL64( cy, sr) - MUL64(MUL64(sy, sp), cr));
ASSERT(matrix[6] == MUL64( sy, cp));
ASSERT(matrix[1] == MUL64(-cp, sr));
ASSERT(matrix[4] == MUL64( cp, cr));
ASSERT(matrix[7] == sp);
ASSERT(matrix[2] == MUL64(-sy, cr) + MUL64(MUL64(cy, sp), sr));
ASSERT(matrix[5] == MUL64(-sy, sr) - MUL64(MUL64(cy, sp), cr));
ASSERT(matrix[8] == MUL64( cy, cp));
#endif
}
else if (roll)
{
cy = COS(yaw & 2047);
cp = 65536;
cr = COS(roll & 2047);
sy = SIN(yaw & 2047);
sp = 0;
sr = SIN(roll & 2047);
matrix[0] = MUL64( cy, cr);
matrix[3] = MUL64( cy, sr);
matrix[6] = sy;
matrix[1] = -sr;
matrix[4] = cr;
matrix[7] = sp;
matrix[2] = MUL64(-sy, cr);
matrix[5] = MUL64(-sy, sr);
matrix[8] = cy;
#if ULTRA_DEBUG
ASSERT(matrix[0] == MUL64( cy, cr) + MUL64(MUL64(sy, sp), sr));
ASSERT(matrix[3] == MUL64( cy, sr) - MUL64(MUL64(sy, sp), cr));
ASSERT(matrix[6] == MUL64( sy, cp));
ASSERT(matrix[1] == MUL64(-cp, sr));
ASSERT(matrix[4] == MUL64( cp, cr));
ASSERT(matrix[7] == sp);
ASSERT(matrix[2] == MUL64(-sy, cr) + MUL64(MUL64(cy, sp), sr));
ASSERT(matrix[5] == MUL64(-sy, sr) - MUL64(MUL64(cy, sp), cr));
ASSERT(matrix[8] == MUL64( cy, cp));
#endif
}
else
{
cy = COS(yaw & 2047);
cp = 65536;
cr = 65536;
sy = SIN(yaw & 2047);
sp = 0;
sr = 0;
matrix[0] = cy;
matrix[3] = 0;
matrix[6] = sy;
matrix[1] = 0;
matrix[4] = 65536;
matrix[7] = 0;
matrix[2] = -sy;
matrix[5] = 0;
matrix[8] = cy;
#if ULTRA_DEBUG
ASSERT(matrix[0] == MUL64( cy, cr) + MUL64(MUL64(sy, sp), sr));
ASSERT(matrix[3] == MUL64( cy, sr) - MUL64(MUL64(sy, sp), cr));
ASSERT(matrix[6] == MUL64( sy, cp));
ASSERT(matrix[1] == MUL64(-cp, sr));
ASSERT(matrix[4] == MUL64( cp, cr));
ASSERT(matrix[7] == sp);
ASSERT(matrix[2] == MUL64(-sy, cr) + MUL64(MUL64(cy, sp), sr));
ASSERT(matrix[5] == MUL64(-sy, sr) - MUL64(MUL64(cy, sp), cr));
ASSERT(matrix[8] == MUL64( cy, cp));
#endif
}
}
void FMATRIX_vector(SLONG vector[3], SLONG yaw, SLONG pitch)
{
SLONG cy, cp;
SLONG sy, sp;
sy = SIN(yaw & 2047);
sp = SIN(pitch & 2047);
cy = COS(yaw & 2047);
cp = COS(pitch & 2047);
vector[0] = MUL64(sy, cp);
vector[1] = sp;
vector[2] = MUL64(cy, cp);
}
void init_matrix33(struct Matrix33 *mat)
{
mat->M[0][0] = (1<<15);
mat->M[0][1] = 0;
mat->M[0][2] = 0;
mat->M[1][0] = 0;
mat->M[1][1] = (1<<15);
mat->M[1][2] = 0;
mat->M[2][0] = 0;
mat->M[2][1] = 0;
mat->M[2][2] = (1<<15);
}
void matrix_transformZMY(Matrix31* result, Matrix33* trans, Matrix31* mat2)
{
// ASSERT(SIGN(mat2->M[0] * trans->M[0][0])==SIGN(mat2->M[0])*SIGN(trans->M[0][0]));
// ASSERT(SIGN(mat2->M[1] * trans->M[1][1])==SIGN(mat2->M[1])*SIGN(trans->M[1][1]));
// ASSERT(SIGN(mat2->M[2] * trans->M[2][2])==SIGN(mat2->M[2])*SIGN(trans->M[2][2]));
//LogText(" draw len before %d \n",SDIST3(mat2->M[0],mat2->M[1],mat2->M[2]));
result->M[0] = (mat2->M[0] * trans->M[0][0])+(mat2->M[1] * trans->M[0][1])+(mat2->M[2] * trans->M[0][2])>>15;
result->M[1] = (mat2->M[0] * trans->M[1][0])+(mat2->M[1] * trans->M[1][1])+(mat2->M[2] * trans->M[1][2])>>15;
result->M[2] = (mat2->M[0] * trans->M[2][0])+(mat2->M[1] * trans->M[2][1])+(mat2->M[2] * trans->M[2][2])>>15;
//LogText(" draw len after %d \n",SDIST3(result->M[0],result->M[1],result->M[2]));
}
#ifndef PSX
void matrix_transform(struct Matrix31* result, struct Matrix33* trans,struct Matrix31* mat2)
{
//LogText(" draw-a len before %d \n",SDIST3(mat2->M[0],mat2->M[1],mat2->M[2]));
ASSERT(SIGN(mat2->M[0] * trans->M[0][0])==SIGN(mat2->M[0])*SIGN(trans->M[0][0]));
ASSERT(SIGN(mat2->M[1] * trans->M[1][1])==SIGN(mat2->M[1])*SIGN(trans->M[1][1]));
ASSERT(SIGN(mat2->M[2] * trans->M[2][2])==SIGN(mat2->M[2])*SIGN(trans->M[2][2]));
result->M[0] = (mat2->M[0] * trans->M[0][0])+(mat2->M[1] * trans->M[0][1])+(mat2->M[2] * trans->M[0][2])>>15;
result->M[1] = (mat2->M[0] * trans->M[1][0])+(mat2->M[1] * trans->M[1][1])+(mat2->M[2] * trans->M[1][2])>>15;
result->M[2] = (mat2->M[0] * trans->M[2][0])+(mat2->M[1] * trans->M[2][1])+(mat2->M[2] * trans->M[2][2])>>15;
//LogText(" draw-a len after %d \n",SDIST3(result->M[0],result->M[1],result->M[2]));
}
void matrix_transform_small(struct Matrix31* result, struct Matrix33* trans,struct SMatrix31* mat2)
{
//LogText(" draw-a len before %d \n",SDIST3(mat2->M[0],mat2->M[1],mat2->M[2]));
ASSERT(SIGN(mat2->M[0] * trans->M[0][0])==SIGN(mat2->M[0])*SIGN(trans->M[0][0]));
ASSERT(SIGN(mat2->M[1] * trans->M[1][1])==SIGN(mat2->M[1])*SIGN(trans->M[1][1]));
ASSERT(SIGN(mat2->M[2] * trans->M[2][2])==SIGN(mat2->M[2])*SIGN(trans->M[2][2]));
result->M[0] = (mat2->M[0] * trans->M[0][0])+(mat2->M[1] * trans->M[0][1])+(mat2->M[2] * trans->M[0][2])>>15;
result->M[1] = (mat2->M[0] * trans->M[1][0])+(mat2->M[1] * trans->M[1][1])+(mat2->M[2] * trans->M[1][2])>>15;
result->M[2] = (mat2->M[0] * trans->M[2][0])+(mat2->M[1] * trans->M[2][1])+(mat2->M[2] * trans->M[2][2])>>15;
//LogText(" draw-a len after %d \n",SDIST3(result->M[0],result->M[1],result->M[2]));
}
void normalise_matrix(struct Matrix33 *mat)
{
SLONG c0;
for(c0=0;c0<3;c0++)
{
SLONG size;
size =(mat->M[0][c0]*mat->M[0][c0]);
size+=(mat->M[1][c0]*mat->M[1][c0]);
size+=(mat->M[2][c0]*mat->M[2][c0]);
size=Root(size);
if(size==0)
size=1;
mat->M[0][c0]=(mat->M[0][c0]<<15)/size;
mat->M[1][c0]=(mat->M[1][c0]<<15)/size;
mat->M[2][c0]=(mat->M[2][c0]<<15)/size;
}
}
// JCL - use *this* one to normalise a linearly interpolated rotation matrix...
void normalise_matrix_rows(struct Matrix33 *mat)
{
SLONG c0;
for(c0=0;c0<3;c0++)
{
SLONG size;
size =(mat->M[c0][0]*mat->M[c0][0]);
size+=(mat->M[c0][1]*mat->M[c0][1]);
size+=(mat->M[c0][2]*mat->M[c0][2]);
size=Root(size);
if(size==0)
size=1;
mat->M[c0][0]=(mat->M[c0][0]<<15)/size;
mat->M[c0][1]=(mat->M[c0][1]<<15)/size;
mat->M[c0][2]=(mat->M[c0][2]<<15)/size;
}
}
#endif
#define MAT_SHIFT (6)
#define MAT_SHIFTD (8-MAT_SHIFT)
void build_tween_matrix(struct Matrix33 *mat,struct CMatrix33 *cmat1,struct CMatrix33 *cmat2,SLONG tween)
{
SLONG v,w;
v=((cmat1->M[0]&CMAT0_MASK)<<2)>>22;
w=((cmat2->M[0]&CMAT0_MASK)<<2)>>22;
mat->M[0][0]=(v<<MAT_SHIFT)+ ( ( (w-v)*tween)>>MAT_SHIFTD);
v=((cmat1->M[0]&CMAT1_MASK)<<12)>>22;
w=((cmat2->M[0]&CMAT1_MASK)<<12)>>22;
mat->M[0][1]=(v<<MAT_SHIFT)+ ( ( (w-v)*tween)>>MAT_SHIFTD);
v=((cmat1->M[0]&CMAT2_MASK)<<22)>>22;
w=((cmat2->M[0]&CMAT2_MASK)<<22)>>22;
mat->M[0][2]=(v<<MAT_SHIFT)+ ( ( (w-v)*tween)>>MAT_SHIFTD);
v=((cmat1->M[1]&CMAT0_MASK)<<2)>>22;
w=((cmat2->M[1]&CMAT0_MASK)<<2)>>22;
mat->M[1][0]=(v<<MAT_SHIFT)+ ( ( (w-v)*tween)>>MAT_SHIFTD);
v=((cmat1->M[1]&CMAT1_MASK)<<12)>>22;
w=((cmat2->M[1]&CMAT1_MASK)<<12)>>22;
mat->M[1][1]=(v<<MAT_SHIFT)+ ( ( (w-v)*tween)>>MAT_SHIFTD);
v=((cmat1->M[1]&CMAT2_MASK)<<22)>>22;
w=((cmat2->M[1]&CMAT2_MASK)<<22)>>22;
mat->M[1][2]=(v<<MAT_SHIFT)+ ( ( (w-v)*tween)>>MAT_SHIFTD);
v=((cmat1->M[2]&CMAT0_MASK)<<2)>>22;
w=((cmat2->M[2]&CMAT0_MASK)<<2)>>22;
mat->M[2][0]=(v<<MAT_SHIFT)+ ( ( (w-v)*tween)>>MAT_SHIFTD);
v=((cmat1->M[2]&CMAT1_MASK)<<12)>>22;
w=((cmat2->M[2]&CMAT1_MASK)<<12)>>22;
mat->M[2][1]=(v<<MAT_SHIFT)+ ( ( (w-v)*tween)>>MAT_SHIFTD);
v=((cmat1->M[2]&CMAT2_MASK)<<22)>>22;
w=((cmat2->M[2]&CMAT2_MASK)<<22)>>22;
mat->M[2][2]=(v<<MAT_SHIFT)+ ( ( (w-v)*tween)>>MAT_SHIFTD);
}
#ifdef PSX
#endif
void FMATRIX_find_angles(SLONG *matrix,SLONG *yaw,SLONG *pitch, SLONG *roll)
{
SLONG x;
SLONG y;
SLONG z;
SLONG xz;
//
// Look from above at the z-vector to work out the yaw.
//
x = matrix[6];
y = matrix[7];
z = matrix[8];
if (abs(x) + abs(z) ==0)
{
*yaw = 0;
}
else
{
*yaw = 1024-Arctan(x, z);
}
//
// Look down the x vector to at the z-vector to work out the pitch.
//
xz = Root( (((x>>1)*(x>>1))>>14) + (((z>>1)*(z>>1))>>14))<<8;
if (abs(xz) + abs(y) == 0) //MATRIX_FA_VECTOR_TOO_SMALL)
{
if (y < 0) {*pitch = -1024;} else {*pitch = +1024;}
}
else
{
*pitch = 1024-Arctan(y, xz);
}
//
// Now... matrix[4] = cos(pitch) * cos(roll)
// matrix[1] = -cos(pitch) * sin(roll)
//
// so... cos(roll) = matrix[4] / cos(pitch)
// sin(roll) = matrix[1] / -cos(pitch)
//
SLONG cos_roll;
SLONG sin_roll;
SLONG cos_pitch;
*pitch=(*pitch+2048)&2047;
cos_pitch = COS(*pitch);
if (abs(cos_pitch) ==0)// MATRIX_FA_ANGLE_TOO_SMALL)
{
*roll = 0; //0.0F;
}
else
{
SLONG temp_pitch;
if(cos_pitch<0)
{
temp_pitch=-((-cos_pitch)>>2);
}
else
{
temp_pitch=-(cos_pitch>>2);
}
cos_roll = (matrix[4]<<14) / cos_pitch;
sin_roll = (matrix[1]<<14) / -cos_pitch;
cos_roll<<=2;
sin_roll<<=2;
*roll = 1024-Arctan(sin_roll, cos_roll);
}
*roll=(*roll+2048)&2047;
*pitch=(*pitch+2048)&2047;
}