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Updated Maths.h
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@ -86,7 +86,7 @@ public:
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inline CSimpleTransform& GetTransform()
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{ return m_transform; }
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inline float GetHeading()
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{ return m_pCoords ? atan2(-m_pCoords->GetUp()->x, m_pCoords->GetUp()->y) : m_transform.m_heading; }
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{ return m_pCoords ? atan2(-m_pCoords->GetUp().x, m_pCoords->GetUp().y) : m_transform.m_heading; }
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inline void SetCoords(const CVector& pos)
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{ if ( m_pCoords ) { m_pCoords->matrix.pos.x = pos.x; m_pCoords->matrix.pos.y = pos.y; m_pCoords->matrix.pos.z = pos.z; }
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@ -113,7 +113,7 @@ public:
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{}
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inline CMatrix(RwMatrix* pMatrix, bool bHasMatrix=false)
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: pMatrix(nullptr)
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: CMatrix()
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{ Attach(pMatrix, bHasMatrix); }
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inline CMatrix(const CMatrix& theMatrix)
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@ -121,6 +121,7 @@ public:
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{}
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inline CMatrix(const CVector& vecRight, const CVector& vecUp, const CVector& vecAt, const CVector& vecPos)
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: CMatrix()
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{
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matrix.right.x = vecRight.x;
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matrix.right.y = vecRight.y;
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@ -143,6 +144,29 @@ public:
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{ if ( haveRwMatrix && pMatrix )
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RwMatrixDestroy(pMatrix); }
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inline CMatrix& operator*=(const CMatrix& right)
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{
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CVector vright(this->matrix.right.x * right.matrix.right.x + this->matrix.right.y * right.matrix.up.x + this->matrix.right.z * right.matrix.at.x + right.matrix.pos.x,
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this->matrix.right.x * right.matrix.right.y + this->matrix.right.y * right.matrix.up.y + this->matrix.right.z * right.matrix.at.y + right.matrix.pos.y,
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this->matrix.right.x * right.matrix.right.z + this->matrix.right.y * right.matrix.up.z + this->matrix.right.z * right.matrix.at.z + right.matrix.pos.z);
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CVector vup(this->matrix.up.x * right.matrix.right.x + this->matrix.up.y * right.matrix.up.x + this->matrix.up.z * right.matrix.at.x + right.matrix.pos.x,
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this->matrix.up.x * right.matrix.right.y + this->matrix.up.y * right.matrix.up.y + this->matrix.up.z * right.matrix.at.y + right.matrix.pos.y,
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this->matrix.up.x * right.matrix.right.z + this->matrix.up.y * right.matrix.up.z + this->matrix.up.z * right.matrix.at.z + right.matrix.pos.z);
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CVector vat(this->matrix.at.x * right.matrix.right.x + this->matrix.at.y * right.matrix.up.x + this->matrix.at.z * right.matrix.at.x + right.matrix.pos.x,
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this->matrix.at.x * right.matrix.right.y + this->matrix.at.y * right.matrix.up.y + this->matrix.at.z * right.matrix.at.y + right.matrix.pos.y,
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this->matrix.at.x * right.matrix.right.z + this->matrix.at.y * right.matrix.up.z + this->matrix.at.z * right.matrix.at.z + right.matrix.pos.z);
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CVector vpos(this->matrix.pos.x * right.matrix.right.x + this->matrix.pos.y * right.matrix.up.x + this->matrix.pos.z * right.matrix.at.x + right.matrix.pos.x,
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this->matrix.pos.x * right.matrix.right.y + this->matrix.pos.y * right.matrix.up.y + this->matrix.pos.z * right.matrix.at.y + right.matrix.pos.y,
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this->matrix.pos.x * right.matrix.right.z + this->matrix.pos.y * right.matrix.up.z + this->matrix.pos.z * right.matrix.at.z + right.matrix.pos.z);
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GetRight() = vright;
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GetUp() = vup;
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GetAt() = vat;
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GetPos() = vpos;
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return *this;
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}
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friend inline CMatrix operator*(const CMatrix& Rot1, const CMatrix& Rot2)
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{ return CMatrix( CVector(Rot1.matrix.right.x * Rot2.matrix.right.x + Rot1.matrix.right.y * Rot2.matrix.up.x + Rot1.matrix.right.z * Rot2.matrix.at.x + Rot2.matrix.pos.x,
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Rot1.matrix.right.x * Rot2.matrix.right.y + Rot1.matrix.right.y * Rot2.matrix.up.y + Rot1.matrix.right.z * Rot2.matrix.at.y + Rot2.matrix.pos.y,
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@ -162,14 +186,23 @@ public:
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matrix.matrix.up.y * vec.y + matrix.matrix.right.y * vec.x + matrix.matrix.at.y * vec.z + matrix.matrix.pos.y,
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matrix.matrix.up.z * vec.y + matrix.matrix.right.z * vec.x + matrix.matrix.at.z * vec.z + matrix.matrix.pos.z); };
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inline CVector* GetRight()
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{ return reinterpret_cast<CVector*>(&matrix.right); }
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inline CVector* GetUp()
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{ return reinterpret_cast<CVector*>(&matrix.up); }
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inline CVector* GetAt()
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{ return reinterpret_cast<CVector*>(&matrix.at); }
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inline CVector* GetPos()
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{ return reinterpret_cast<CVector*>(&matrix.pos); }
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inline CVector& GetRight()
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{ return *reinterpret_cast<CVector*>(&matrix.right); }
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inline CVector& GetUp()
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{ return *reinterpret_cast<CVector*>(&matrix.up); }
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inline CVector& GetAt()
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{ return *reinterpret_cast<CVector*>(&matrix.at); }
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inline CVector& GetPos()
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{ return *reinterpret_cast<CVector*>(&matrix.pos); }
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inline const CVector& GetRight() const
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{ return *reinterpret_cast<const CVector*>(&matrix.right); }
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inline const CVector& GetUp() const
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{ return *reinterpret_cast<const CVector*>(&matrix.up); }
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inline const CVector& GetAt() const
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{ return *reinterpret_cast<const CVector*>(&matrix.at); }
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inline const CVector& GetPos() const
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{ return *reinterpret_cast<const CVector*>(&matrix.pos); }
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inline void SetTranslateOnly(float fX, float fY, float fZ)
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{ matrix.pos.x = fX; matrix.pos.y = fY; matrix.pos.z = fZ; }
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@ -208,28 +241,28 @@ public:
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{
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CMatrix RotationMatrix;
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RotationMatrix.SetRotateX(fAngle);
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*this = *this * RotationMatrix;
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*this *= RotationMatrix;
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}
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inline void RotateY(float fAngle)
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{
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CMatrix RotationMatrix;
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RotationMatrix.SetRotateY(fAngle);
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*this = *this * RotationMatrix;
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*this *= RotationMatrix;
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}
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inline void RotateZ(float fAngle)
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{
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CMatrix RotationMatrix;
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RotationMatrix.SetRotateZ(fAngle);
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*this = *this * RotationMatrix;
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*this *= RotationMatrix;
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}
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inline void Rotate(float fAngleX, float fAngleY, float fAngleZ)
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{
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CMatrix RotationMatrix;
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RotationMatrix.SetRotate(fAngleX, fAngleY, fAngleZ);
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*this = *this * RotationMatrix;
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*this *= RotationMatrix;
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}
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inline void SetRotateXOnly(float fAngle)
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