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https://github.com/isledecomp/isle-portable.git
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1aeb458be1
* Implement/match `Act3Ammo::Animate` * Match * Rename * Rename * Rename
358 lines
8.8 KiB
C++
358 lines
8.8 KiB
C++
#ifndef MATRIX_H
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#define MATRIX_H
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#include "vector.h"
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#include <memory.h>
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struct UnknownMatrixType {
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float m_data[4][4];
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};
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// Note: Many functions most likely take const references/pointers instead of non-const.
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// The class needs to undergo a very careful refactoring to fix that (no matches should break).
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// VTABLE: LEGO1 0x100d4350
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// VTABLE: BETA10 0x101b8340
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// SIZE 0x08
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class Matrix4 {
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public:
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// FUNCTION: LEGO1 0x10004500
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// FUNCTION: BETA10 0x1000fc70
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Matrix4(float (*p_data)[4]) { SetData(p_data); }
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// Note: virtual function overloads appear in the virtual table
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// in reverse order of appearance.
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// FUNCTION: LEGO1 0x10002320
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// FUNCTION: BETA10 0x1000fcb0
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virtual void Equals(float (*p_data)[4]) { memcpy(m_data, p_data, sizeof(float) * 4 * 4); } // vtable+0x04
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// FUNCTION: LEGO1 0x10002340
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// FUNCTION: BETA10 0x1000fcf0
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virtual void Equals(const Matrix4& p_matrix)
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{
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memcpy(m_data, p_matrix.m_data, sizeof(float) * 4 * 4);
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} // vtable+0x00
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// FUNCTION: LEGO1 0x10002360
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// FUNCTION: BETA10 0x1000fd30
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virtual void SetData(float (*p_data)[4]) { m_data = p_data; } // vtable+0x0c
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// FUNCTION: LEGO1 0x10002370
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// FUNCTION: BETA10 0x1000fd60
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virtual void SetData(UnknownMatrixType& p_matrix) { m_data = p_matrix.m_data; } // vtable+0x08
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// FUNCTION: LEGO1 0x10002380
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// FUNCTION: BETA10 0x1000fd90
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virtual float (*GetData())[4] { return m_data; } // vtable+0x14
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// FUNCTION: LEGO1 0x10002390
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// FUNCTION: BETA10 0x1000fdc0
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virtual float (*GetData() const)[4] { return m_data; } // vtable+0x10
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// FUNCTION: LEGO1 0x100023a0
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// FUNCTION: BETA10 0x1000fdf0
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virtual float* Element(int p_row, int p_col) { return &m_data[p_row][p_col]; } // vtable+0x1c
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// FUNCTION: LEGO1 0x100023c0
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// FUNCTION: BETA10 0x1000fe30
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virtual const float* Element(int p_row, int p_col) const { return &m_data[p_row][p_col]; } // vtable+0x18
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// FUNCTION: LEGO1 0x100023e0
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// FUNCTION: BETA10 0x1000fe70
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virtual void Clear() { memset(m_data, 0, 16 * sizeof(float)); } // vtable+0x20
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// FUNCTION: LEGO1 0x100023f0
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// FUNCTION: BETA10 0x1000feb0
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virtual void SetIdentity()
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{
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Clear();
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m_data[0][0] = 1.0f;
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m_data[1][1] = 1.0f;
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m_data[2][2] = 1.0f;
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m_data[3][3] = 1.0f;
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} // vtable+0x24
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// FUNCTION: LEGO1 0x10002420
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// FUNCTION: BETA10 0x1000ff20
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virtual void operator=(const Matrix4& p_matrix) { Equals(p_matrix); } // vtable+0x28
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// FUNCTION: LEGO1 0x10002430
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// FUNCTION: BETA10 0x1000ff50
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virtual Matrix4& operator+=(float (*p_data)[4])
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{
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for (int i = 0; i < 16; i++) {
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((float*) m_data)[i] += ((float*) p_data)[i];
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}
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return *this;
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} // vtable+0x2c
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// FUNCTION: LEGO1 0x10002460
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// FUNCTION: BETA10 0x1000ffc0
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virtual void TranslateBy(const float& p_x, const float& p_y, const float& p_z)
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{
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m_data[3][0] += p_x;
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m_data[3][1] += p_y;
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m_data[3][2] += p_z;
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} // vtable+0x30
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// FUNCTION: LEGO1 0x100024a0
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// FUNCTION: BETA10 0x10010040
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virtual void SetTranslation(const float& p_x, const float& p_y, const float& p_z)
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{
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m_data[3][0] = p_x;
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m_data[3][1] = p_y;
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m_data[3][2] = p_z;
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} // vtable+0x34
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// FUNCTION: LEGO1 0x100024d0
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// FUNCTION: BETA10 0x100100a0
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virtual void Product(float (*p_a)[4], float (*p_b)[4])
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{
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float* cur = (float*) m_data;
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for (int row = 0; row < 4; row++) {
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for (int col = 0; col < 4; col++) {
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*cur = 0.0f;
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for (int k = 0; k < 4; k++) {
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*cur += p_a[row][k] * p_b[k][col];
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}
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cur++;
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}
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}
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} // vtable+0x3c
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// FUNCTION: LEGO1 0x10002530
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// FUNCTION: BETA10 0x10010180
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virtual void Product(const Matrix4& p_a, const Matrix4& p_b) { Product(p_a.m_data, p_b.m_data); } // vtable+0x38
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inline virtual void ToQuaternion(Vector4& p_resultQuat); // vtable+0x40
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inline virtual int FromQuaternion(const Vector4& p_vec); // vtable+0x44
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// FUNCTION: LEGO1 0x100a0ff0
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// FUNCTION: BETA10 0x1001fe60
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void Scale(const float& p_x, const float& p_y, const float& p_z)
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{
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for (int i = 0; i < 4; i++) {
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m_data[i][0] *= p_x;
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m_data[i][1] *= p_y;
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m_data[i][2] *= p_z;
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}
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}
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// FUNCTION: BETA10 0x1001c6a0
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void RotateX(const float& p_angle)
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{
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float s = sin(p_angle);
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float c = cos(p_angle);
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float matrix[4][4];
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memcpy(matrix, m_data, sizeof(float) * 16);
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for (int i = 0; i < 4; i++) {
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m_data[i][1] = matrix[i][1] * c - matrix[i][2] * s;
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m_data[i][2] = matrix[i][2] * c + matrix[i][1] * s;
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}
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}
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// FUNCTION: BETA10 0x1001fd60
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void RotateY(const float& p_angle)
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{
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float s = sin(p_angle);
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float c = cos(p_angle);
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float matrix[4][4];
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memcpy(matrix, m_data, sizeof(float) * 16);
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for (int i = 0; i < 4; i++) {
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m_data[i][0] = matrix[i][0] * c + matrix[i][2] * s;
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m_data[i][2] = matrix[i][2] * c - matrix[i][0] * s;
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}
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}
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// FUNCTION: BETA10 0x1006ab10
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void RotateZ(const float& p_angle)
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{
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float s = sin(p_angle);
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float c = cos(p_angle);
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float matrix[4][4];
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memcpy(matrix, m_data, sizeof(float) * 16);
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for (int i = 0; i < 4; i++) {
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m_data[i][0] = matrix[i][0] * c - matrix[i][1] * s;
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m_data[i][1] = matrix[i][1] * c + matrix[i][0] * s;
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}
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}
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inline int Unknown(Matrix4& p_mat);
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// FUNCTION: LEGO1 0x1006b500
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void Swap(int p_d1, int p_d2)
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{
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for (int i = 0; i < 4; i++) {
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float e = m_data[p_d1][i];
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m_data[p_d1][i] = m_data[p_d2][i];
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m_data[p_d2][i] = e;
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}
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}
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float* operator[](int idx) { return m_data[idx]; }
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const float* operator[](int idx) const { return m_data[idx]; }
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protected:
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float (*m_data)[4];
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};
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// FUNCTION: LEGO1 0x10002550
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// FUNCTION: BETA10 0x100101c0
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inline void Matrix4::ToQuaternion(Vector4& p_outQuat)
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{
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float trace = m_data[0][0] + m_data[1][1] + m_data[2][2];
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if (trace > 0) {
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trace = sqrt(trace + 1.0);
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p_outQuat[3] = trace * 0.5f;
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trace = 0.5f / trace;
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p_outQuat[0] = (m_data[2][1] - m_data[1][2]) * trace;
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p_outQuat[1] = (m_data[0][2] - m_data[2][0]) * trace;
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p_outQuat[2] = (m_data[1][0] - m_data[0][1]) * trace;
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}
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else {
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// GLOBAL: LEGO1 0x100d4090
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static int rotateIndex[] = {1, 2, 0};
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// Largest element along the trace
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int largest = 0;
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if (m_data[0][0] < m_data[1][1]) {
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largest = 1;
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}
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if (*Element(largest, largest) < m_data[2][2]) {
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largest = 2;
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}
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int next = rotateIndex[largest];
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int nextNext = rotateIndex[next];
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float trace = sqrt(*Element(largest, largest) - (*Element(nextNext, nextNext) + *Element(next, next)) + 1.0);
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p_outQuat[largest] = trace * 0.5f;
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trace = 0.5f / trace;
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p_outQuat[3] = (*Element(nextNext, next) - *Element(next, nextNext)) * trace;
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p_outQuat[next] = (*Element(largest, next) + *Element(next, largest)) * trace;
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p_outQuat[nextNext] = (*Element(largest, nextNext) + *Element(nextNext, largest)) * trace;
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}
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}
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// FUNCTION: LEGO1 0x10002710
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// FUNCTION: BETA10 0x10010550
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inline int Matrix4::FromQuaternion(const Vector4& p_vec)
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{
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float len = p_vec.LenSquared();
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if (len > 0.0f) {
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float v7 = 2.0f / len;
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float v9 = p_vec[0] * v7;
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float v11 = p_vec[1] * v7;
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float v12 = p_vec[2] * v7;
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float v13 = p_vec[3] * v9;
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float v14 = p_vec[3] * v11;
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float v16 = p_vec[3] * v12;
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float v17 = p_vec[0] * v9;
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float v22 = p_vec[0] * v11;
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float v23 = p_vec[0] * v12;
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float v18 = p_vec[1] * v11;
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float v24 = p_vec[1] * v12;
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float v19 = p_vec[2] * v12;
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m_data[0][0] = 1.0f - (v18 + v19);
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m_data[1][0] = v22 + v16;
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m_data[2][0] = v23 - v14;
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m_data[0][1] = v22 - v16;
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m_data[1][1] = 1.0f - (v17 + v19);
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m_data[2][1] = v24 + v13;
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m_data[0][2] = v14 + v23;
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m_data[1][2] = v24 - v13;
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m_data[2][2] = 1.0f - (v18 + v17);
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m_data[3][0] = 0;
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m_data[3][1] = 0;
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m_data[3][2] = 0;
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m_data[3][3] = 1.0f;
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m_data[0][3] = 0;
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m_data[1][3] = 0;
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m_data[2][3] = 0;
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return 0;
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}
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return -1;
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}
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// FUNCTION: BETA10 0x1005a590
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inline int Matrix4::Unknown(Matrix4& p_mat)
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{
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float local5c[4][4];
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Matrix4 localc(local5c);
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((Matrix4&) localc) = *this;
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p_mat.SetIdentity();
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for (int i = 0; i < 4; i++) {
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int local1c = i;
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int local10;
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for (local10 = i + 1; local10 < 4; local10++) {
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if (fabs(localc[local1c][i]) < fabs(localc[local10][i])) {
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local1c = local10;
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}
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}
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if (local1c != i) {
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localc.Swap(local1c, i);
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p_mat.Swap(local1c, i);
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}
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if (localc[i][i] < 0.001f && localc[i][i] > -0.001f) {
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return -1;
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}
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float local60 = localc[i][i];
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int local18;
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for (local18 = 0; local18 < 4; local18++) {
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p_mat[i][local18] /= local60;
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}
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for (local18 = 0; local18 < 4; local18++) {
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localc[i][local18] /= local60;
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}
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for (local10 = 0; local10 < 4; local10++) {
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if (i != local10) {
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float afStack70[4];
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for (local18 = 0; local18 < 4; local18++) {
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afStack70[local18] = p_mat[i][local18] * localc[local10][i];
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}
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for (local18 = 0; local18 < 4; local18++) {
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p_mat[local10][local18] -= afStack70[local18];
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}
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for (local18 = 0; local18 < 4; local18++) {
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afStack70[local18] = localc[i][local18] * localc[local10][i];
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}
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for (local18 = 0; local18 < 4; local18++) {
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localc[local10][local18] -= afStack70[local18];
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}
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}
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}
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}
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return 0;
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}
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#endif // MATRIX_H
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