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-rw-r--r--src/math/math.cpp233
1 files changed, 0 insertions, 233 deletions
diff --git a/src/math/math.cpp b/src/math/math.cpp
index 4792fdd0..8cb56dab 100644
--- a/src/math/math.cpp
+++ b/src/math/math.cpp
@@ -1,6 +1,5 @@
#include "common.h"
-#include "Quaternion.h"
#include "VuVector.h"
// TODO: move more stuff into here
@@ -117,235 +116,3 @@ void TransformPoints(CVuVector *out, int n, const CMatrix &mat, const CVuVector
}
#endif
}
-
-
-void
-CVector2D::Normalise(void)
-{
- float sq = MagnitudeSqr();
- assert(sq != 0.0f); // just be safe here
- //if(sq > 0.0f){
- float invsqrt = RecipSqrt(sq);
- x *= invsqrt;
- y *= invsqrt;
- //}else
- // x = 1.0f;
-}
-
-void
-CMatrix::SetRotate(float xAngle, float yAngle, float zAngle)
-{
- float cX = Cos(xAngle);
- float sX = Sin(xAngle);
- float cY = Cos(yAngle);
- float sY = Sin(yAngle);
- float cZ = Cos(zAngle);
- float sZ = Sin(zAngle);
-
- m_matrix.right.x = cZ * cY - (sZ * sX) * sY;
- m_matrix.right.y = (cZ * sX) * sY + sZ * cY;
- m_matrix.right.z = -cX * sY;
-
- m_matrix.up.x = -sZ * cX;
- m_matrix.up.y = cZ * cX;
- m_matrix.up.z = sX;
-
- m_matrix.at.x = (sZ * sX) * cY + cZ * sY;
- m_matrix.at.y = sZ * sY - (cZ * sX) * cY;
- m_matrix.at.z = cX * cY;
-
- m_matrix.pos.x = 0.0f;
- m_matrix.pos.y = 0.0f;
- m_matrix.pos.z = 0.0f;
-}
-
-void
-CMatrix::Rotate(float x, float y, float z)
-{
- // TODO? do this directly without creating another matrix
- CMatrix rot;
- rot.SetRotate(x, y, z);
- *this = rot * *this;
-}
-
-void
-CMatrix::RotateX(float x)
-{
- Rotate(x, 0.0f, 0.0f);
-}
-
-void
-CMatrix::RotateY(float y)
-{
- Rotate(0.0f, y, 0.0f);
-}
-
-void
-CMatrix::RotateZ(float z)
-{
- Rotate(0.0f, 0.0f, z);
-}
-
-void
-CMatrix::Reorthogonalise(void)
-{
- CVector &r = GetRight();
- CVector &f = GetForward();
- CVector &u = GetUp();
- u = CrossProduct(r, f);
- u.Normalise();
- r = CrossProduct(f, u);
- r.Normalise();
- f = CrossProduct(u, r);
-}
-
-CMatrix&
-Invert(const CMatrix &src, CMatrix &dst)
-{
- // TODO: VU0 code
- // GTA handles this as a raw 4x4 orthonormal matrix
- // and trashes the RW flags, let's not do that
- // actual copy of librw code:
- RwMatrix *d = &dst.m_matrix;
- const RwMatrix *s = &src.m_matrix;
- d->right.x = s->right.x;
- d->right.y = s->up.x;
- d->right.z = s->at.x;
- d->up.x = s->right.y;
- d->up.y = s->up.y;
- d->up.z = s->at.y;
- d->at.x = s->right.z;
- d->at.y = s->up.z;
- d->at.z = s->at.z;
- d->pos.x = -(s->pos.x*s->right.x +
- s->pos.y*s->right.y +
- s->pos.z*s->right.z);
- d->pos.y = -(s->pos.x*s->up.x +
- s->pos.y*s->up.y +
- s->pos.z*s->up.z);
- d->pos.z = -(s->pos.x*s->at.x +
- s->pos.y*s->at.y +
- s->pos.z*s->at.z);
- d->flags = rwMATRIXTYPEORTHONORMAL;
- return dst;
-}
-
-CVector
-operator*(const CMatrix &mat, const CVector &vec)
-{
- // TODO: VU0 code
- return CVector(
- mat.m_matrix.right.x * vec.x + mat.m_matrix.up.x * vec.y + mat.m_matrix.at.x * vec.z + mat.m_matrix.pos.x,
- mat.m_matrix.right.y * vec.x + mat.m_matrix.up.y * vec.y + mat.m_matrix.at.y * vec.z + mat.m_matrix.pos.y,
- mat.m_matrix.right.z * vec.x + mat.m_matrix.up.z * vec.y + mat.m_matrix.at.z * vec.z + mat.m_matrix.pos.z);
-}
-
-CMatrix
-operator*(const CMatrix &m1, const CMatrix &m2)
-{
- // TODO: VU0 code
- CMatrix out;
- RwMatrix *dst = &out.m_matrix;
- const RwMatrix *src1 = &m1.m_matrix;
- const RwMatrix *src2 = &m2.m_matrix;
- dst->right.x = src1->right.x*src2->right.x + src1->up.x*src2->right.y + src1->at.x*src2->right.z;
- dst->right.y = src1->right.y*src2->right.x + src1->up.y*src2->right.y + src1->at.y*src2->right.z;
- dst->right.z = src1->right.z*src2->right.x + src1->up.z*src2->right.y + src1->at.z*src2->right.z;
- dst->up.x = src1->right.x*src2->up.x + src1->up.x*src2->up.y + src1->at.x*src2->up.z;
- dst->up.y = src1->right.y*src2->up.x + src1->up.y*src2->up.y + src1->at.y*src2->up.z;
- dst->up.z = src1->right.z*src2->up.x + src1->up.z*src2->up.y + src1->at.z*src2->up.z;
- dst->at.x = src1->right.x*src2->at.x + src1->up.x*src2->at.y + src1->at.x*src2->at.z;
- dst->at.y = src1->right.y*src2->at.x + src1->up.y*src2->at.y + src1->at.y*src2->at.z;
- dst->at.z = src1->right.z*src2->at.x + src1->up.z*src2->at.y + src1->at.z*src2->at.z;
- dst->pos.x = src1->right.x*src2->pos.x + src1->up.x*src2->pos.y + src1->at.x*src2->pos.z + src1->pos.x;
- dst->pos.y = src1->right.y*src2->pos.x + src1->up.y*src2->pos.y + src1->at.y*src2->pos.z + src1->pos.y;
- dst->pos.z = src1->right.z*src2->pos.x + src1->up.z*src2->pos.y + src1->at.z*src2->pos.z + src1->pos.z;
- return out;
-}
-
-CMatrix&
-CMatrix::operator*=(CMatrix const &rhs)
-{
- // TODO: VU0 code
- *this = *this * rhs;
- return *this;
-}
-
-const CVector
-Multiply3x3(const CMatrix &mat, const CVector &vec)
-{
- // TODO: VU0 code
- return CVector(
- mat.m_matrix.right.x * vec.x + mat.m_matrix.up.x * vec.y + mat.m_matrix.at.x * vec.z,
- mat.m_matrix.right.y * vec.x + mat.m_matrix.up.y * vec.y + mat.m_matrix.at.y * vec.z,
- mat.m_matrix.right.z * vec.x + mat.m_matrix.up.z * vec.y + mat.m_matrix.at.z * vec.z);
-}
-
-const CVector
-Multiply3x3(const CVector &vec, const CMatrix &mat)
-{
- return CVector(
- mat.m_matrix.right.x * vec.x + mat.m_matrix.right.y * vec.y + mat.m_matrix.right.z * vec.z,
- mat.m_matrix.up.x * vec.x + mat.m_matrix.up.y * vec.y + mat.m_matrix.up.z * vec.z,
- mat.m_matrix.at.x * vec.x + mat.m_matrix.at.y * vec.y + mat.m_matrix.at.z * vec.z);
-}
-
-
-void
-CQuaternion::Slerp(const CQuaternion &q1, const CQuaternion &q2, float theta, float invSin, float t)
-{
- if(theta == 0.0f)
- *this = q2;
- else{
- float w1, w2;
- if(theta > PI/2){
- theta = PI - theta;
- w1 = Sin((1.0f - t) * theta) * invSin;
- w2 = -Sin(t * theta) * invSin;
- }else{
- w1 = Sin((1.0f - t) * theta) * invSin;
- w2 = Sin(t * theta) * invSin;
- }
- // TODO: VU0 code
- *this = w1*q1 + w2*q2;
- }
-}
-
-void
-CQuaternion::Set(RwV3d *axis, float angle)
-{
- float halfCos = Cos(angle*0.5f);
- float halfSin = Sin(angle*0.5f);
- x = axis->x*halfSin;
- y = axis->y*halfSin;
- z = axis->z*halfSin;
- w = halfCos;
-}
-
-void
-CQuaternion::Get(RwMatrix *matrix)
-{
- float x2 = x+x;
- float y2 = y+y;
- float z2 = z+z;
-
- float x_2x = x * x2;
- float x_2y = x * y2;
- float x_2z = x * z2;
- float y_2y = y * y2;
- float y_2z = y * z2;
- float z_2z = z * z2;
- float w_2x = w * x2;
- float w_2y = w * y2;
- float w_2z = w * z2;
-
- matrix->right.x = 1.0f - (y_2y + z_2z);
- matrix->up.x = x_2y - w_2z;
- matrix->at.x = x_2z + w_2y;
- matrix->right.y = x_2y + w_2z;
- matrix->up.y = 1.0f - (x_2x + z_2z);
- matrix->at.y = y_2z - w_2x;
- matrix->right.z = x_2z - w_2y;
- matrix->up.z = y_2z + w_2x;
- matrix->at.z = 1.0f - (x_2x + y_2y);
-}