cleanup Model, remove MathUtil files, fix col major/row major errors

This commit is contained in:
Chris Danford
2003-12-24 12:30:41 +00:00
parent 6833773781
commit e3cc4e3ff5
13 changed files with 202 additions and 379 deletions
+1 -1
View File
@@ -197,7 +197,7 @@ $(RageFile)
Actors = \
Actor.cpp Actor.h ActorCollision.h ActorFrame.cpp ActorFrame.h ActorScroller.cpp ActorScroller.h \
ActorUtil.cpp ActorUtil.h BitmapText.cpp BitmapText.h Milkshape.h Model.cpp Model.h ModelTypes.cpp ModelTypes.h \
Quad.h Sprite.cpp Sprite.h mathlib.c mathlib.h
Quad.h Sprite.cpp Sprite.h
GlobalSingletons = \
AnnouncerManager.cpp AnnouncerManager.h Bookkeeper.h Bookkeeper.cpp FontManager.cpp FontManager.h GameManager.cpp GameManager.h \
+74 -83
View File
@@ -11,7 +11,6 @@
*/
#include "Model.h"
#include "ModelTypes.h"
#include "mathlib.h"
#include "RageMath.h"
#include "RageDisplay.h"
#include "RageUtil.h"
@@ -139,8 +138,8 @@ bool Model::LoadMilkshapeAscii( CString sPath )
break;
}
msVec3 Vertex;
msVec2 uv;
RageVector3 Vertex;
RageVector2 uv;
if (sscanf (szLine, "%d %f %f %f %f %f %d",
&nFlags,
&Vertex[0], &Vertex[1], &Vertex[2],
@@ -178,7 +177,7 @@ bool Model::LoadMilkshapeAscii( CString sPath )
break;
}
vector<msVec3> Normals;
vector<RageVector3> Normals;
Normals.resize( nNumNormals );
for (j = 0; j < nNumNormals; j++)
{
@@ -188,14 +187,14 @@ bool Model::LoadMilkshapeAscii( CString sPath )
break;
}
msVec3 Normal;
RageVector3 Normal;
if (sscanf (szLine, "%f %f %f", &Normal[0], &Normal[1], &Normal[2]) != 3)
{
bError = true;
break;
}
VectorNormalize (Normal);
RageVec3Normalize( (RageVector3*)&Normal, (RageVector3*)&Normal );
Normals[j] = Normal;
}
@@ -245,7 +244,7 @@ bool Model::LoadMilkshapeAscii( CString sPath )
{
msVertex& Vertex = mesh.Vertices[ nIndices[k] ];
msVec3& Normal = Normals[ nNormalIndices[k] ];
RageVector3& Normal = Normals[ nNormalIndices[k] ];
Vertex.Normal = Normal;
}
@@ -291,8 +290,8 @@ bool Model::LoadMilkshapeAscii( CString sPath )
bError = true;
break;
}
msVec4 Ambient;
if (sscanf (szLine, "%f %f %f %f", &Ambient.v[0], &Ambient.v[1], &Ambient.v[2], &Ambient.v[3]) != 4)
RageVector4 Ambient;
if (sscanf (szLine, "%f %f %f %f", &Ambient[0], &Ambient[1], &Ambient[2], &Ambient[3]) != 4)
{
bError = true;
break;
@@ -305,8 +304,8 @@ bool Model::LoadMilkshapeAscii( CString sPath )
bError = true;
break;
}
msVec4 Diffuse;
if (sscanf (szLine, "%f %f %f %f", &Diffuse.v[0], &Diffuse.v[1], &Diffuse.v[2], &Diffuse.v[3]) != 4)
RageVector4 Diffuse;
if (sscanf (szLine, "%f %f %f %f", &Diffuse[0], &Diffuse[1], &Diffuse[2], &Diffuse[3]) != 4)
{
bError = true;
break;
@@ -319,8 +318,8 @@ bool Model::LoadMilkshapeAscii( CString sPath )
bError = true;
break;
}
msVec4 Specular;
if (sscanf (szLine, "%f %f %f %f", &Specular.v[0], &Specular.v[1], &Specular.v[2], &Specular.v[3]) != 4)
RageVector4 Specular;
if (sscanf (szLine, "%f %f %f %f", &Specular[0], &Specular[1], &Specular[2], &Specular[3]) != 4)
{
bError = true;
break;
@@ -333,8 +332,8 @@ bool Model::LoadMilkshapeAscii( CString sPath )
bError = true;
break;
}
msVec4 Emissive;
if (sscanf (szLine, "%f %f %f %f", &Emissive.v[0], &Emissive.v[1], &Emissive.v[2], &Emissive.v[3]) != 4)
RageVector4 Emissive;
if (sscanf (szLine, "%f %f %f %f", &Emissive[0], &Emissive[1], &Emissive[2], &Emissive[3]) != 4)
{
bError = true;
break;
@@ -480,7 +479,7 @@ bool Model::LoadMilkshapeAsciiBones( CString sAniName, CString sPath )
strcpy( Bone.szParentName, szName );
// flags, position, rotation
msVec3 Position, Rotation;
RageVector3 Position, Rotation;
if( f.GetLine( szLine ) <= 0 )
{
bError = true;
@@ -488,8 +487,8 @@ bool Model::LoadMilkshapeAsciiBones( CString sAniName, CString sPath )
}
if (sscanf (szLine, "%d %f %f %f %f %f %f",
&nFlags,
&Position.v[0], &Position.v[1], &Position.v[2],
&Rotation.v[0], &Rotation.v[1], &Rotation.v[2]) != 7)
&Position[0], &Position[1], &Position[2],
&Rotation[0], &Rotation[1], &Rotation[2]) != 7)
{
bError = true;
break;
@@ -528,7 +527,9 @@ bool Model::LoadMilkshapeAsciiBones( CString sAniName, CString sPath )
break;
}
msPositionKey key = { fTime, { Position[0], Position[1], Position[2] } };
msPositionKey key;
key.fTime = fTime;
key.Position = RageVector3( Position[0], Position[1], Position[2] );
Bone.PositionKeys[j] = key;
}
@@ -560,7 +561,9 @@ bool Model::LoadMilkshapeAsciiBones( CString sAniName, CString sPath )
break;
}
msRotationKey key = { fTime, { Rotation[0], Rotation[1], Rotation[2] } };
msRotationKey key;
key.fTime = fTime;
key.Rotation = RageVector3( Rotation[0], Rotation[1], Rotation[2] );
Bone.RotationKeys[j] = key;
}
}
@@ -655,12 +658,9 @@ void Model::DrawPrimitives()
{
int bone = originalVert.nBoneIndex;
VectorRotate (originalVert.Normal, m_pBones[bone].mFinal, tempVert.n);
RageVec3TransformNormal( &tempVert.n, &originalVert.Normal, &m_pBones[bone].mFinal );
VectorRotate (originalVert.Vertex, m_pBones[bone].mFinal, tempVert.p);
tempVert.p[0] += m_pBones[bone].mFinal[0][3];
tempVert.p[1] += m_pBones[bone].mFinal[1][3];
tempVert.p[2] += m_pBones[bone].mFinal[2][3];
RageVec3TransformCoord( &tempVert.p, &originalVert.Vertex, &m_pBones[bone].mFinal );
}
}
@@ -709,25 +709,28 @@ void Model::PlayAnimation( CString sAniName, float fPlayRate )
for (i = 0; i < nBoneCount; i++)
{
msBone *pBone = &m_pCurAnimation->Bones[i];
msVec3 vRot;
vRot[0] = pBone->Rotation[0] * 180 / (float) Q_PI;
vRot[1] = pBone->Rotation[1] * 180 / (float) Q_PI;
vRot[2] = pBone->Rotation[2] * 180 / (float) Q_PI;
AngleMatrix (vRot, m_pBones[i].mRelative);
m_pBones[i].mRelative[0][3] = pBone->Position[0];
m_pBones[i].mRelative[1][3] = pBone->Position[1];
m_pBones[i].mRelative[2][3] = pBone->Position[2];
RageVector3 vRot;
vRot[0] = pBone->Rotation[0] * 180 / (float) PI;
vRot[1] = pBone->Rotation[1] * 180 / (float) PI;
vRot[2] = pBone->Rotation[2] * 180 / (float) PI;
RageMatrixAngles( &m_pBones[i].mRelative, vRot );
m_pBones[i].mRelative.m[3][0] = pBone->Position[0];
m_pBones[i].mRelative.m[3][1] = pBone->Position[1];
m_pBones[i].mRelative.m[3][2] = pBone->Position[2];
int nParentBone = m_pCurAnimation->FindBoneByName( pBone->szParentName );
if (nParentBone != -1)
{
R_ConcatTransforms (m_pBones[nParentBone].mAbsolute, m_pBones[i].mRelative, m_pBones[i].mAbsolute);
memcpy (m_pBones[i].mFinal, m_pBones[i].mAbsolute, sizeof (matrix_t));
RageMatrixMultiply( &m_pBones[i].mAbsolute, &m_pBones[nParentBone].mAbsolute, &m_pBones[i].mRelative );
m_pBones[i].mFinal = m_pBones[i].mAbsolute;
}
else
{
memcpy (m_pBones[i].mAbsolute, m_pBones[i].mRelative, sizeof (matrix_t));
memcpy (m_pBones[i].mFinal, m_pBones[i].mRelative, sizeof (matrix_t));
m_pBones[i].mAbsolute = m_pBones[i].mRelative;
m_pBones[i].mFinal = m_pBones[i].mRelative;
}
}
@@ -739,33 +742,21 @@ void Model::PlayAnimation( CString sAniName, float fPlayRate )
msVertex *pVertex = &pMesh->Vertices[j];
if (pVertex->nBoneIndex != -1)
{
pVertex->Vertex[0] -= m_pBones[pVertex->nBoneIndex].mAbsolute[0][3];
pVertex->Vertex[1] -= m_pBones[pVertex->nBoneIndex].mAbsolute[1][3];
pVertex->Vertex[2] -= m_pBones[pVertex->nBoneIndex].mAbsolute[2][3];
msVec3 vTmp;
VectorIRotate (pVertex->Vertex, m_pBones[pVertex->nBoneIndex].mAbsolute, vTmp);
VectorCopy (vTmp, pVertex->Vertex);
pVertex->Vertex[0] -= m_pBones[pVertex->nBoneIndex].mAbsolute.m[3][0];
pVertex->Vertex[1] -= m_pBones[pVertex->nBoneIndex].mAbsolute.m[3][1];
pVertex->Vertex[2] -= m_pBones[pVertex->nBoneIndex].mAbsolute.m[3][2];
RageVector3 vTmp;
RageMatrix inverse;
RageMatrixTranspose( &inverse, &m_pBones[pVertex->nBoneIndex].mAbsolute ); // transpose = inverse for rotation matrices
RageVec3TransformNormal( &vTmp, &pVertex->Vertex, &inverse );
pVertex->Vertex = vTmp;
}
}
}
}
void MakeMatrix( matrix_t out, const RageMatrix &in )
{
out[0][0] = in.m[0][0];
out[1][0] = in.m[1][0];
out[2][0] = in.m[2][0];
out[3][0] = in.m[3][0];
out[0][1] = in.m[0][1];
out[1][1] = in.m[1][1];
out[2][1] = in.m[2][1];
out[3][1] = in.m[3][1];
out[0][2] = in.m[0][2];
out[1][2] = in.m[1][2];
out[2][2] = in.m[2][2];
out[3][2] = in.m[3][2];
}
float Model::GetCurFrame() { return m_fCurrFrame; };
void Model::SetFrame( float fNewFrame )
@@ -802,12 +793,12 @@ Model::AdvanceFrame (float dt)
int nRotationKeyCount = pBone->RotationKeys.size();
if (nPositionKeyCount == 0 && nRotationKeyCount == 0)
{
memcpy (m_pBones[i].mFinal, m_pBones[i].mAbsolute, sizeof (matrix_t));
m_pBones[i].mFinal = m_pBones[i].mAbsolute;
}
else
{
msVec3 vPos;
msVec4 vRot;
RageVector3 vPos;
RageVector3 vRot;
//
// search for the adjacent position keys
//
@@ -832,17 +823,17 @@ Model::AdvanceFrame (float dt)
}
else if (pLastPositionKey == 0)
{
VectorCopy (pThisPositionKey->Position, vPos);
vPos = pThisPositionKey->Position;
}
else if (pThisPositionKey == 0)
{
VectorCopy (pLastPositionKey->Position, vPos);
vPos = pLastPositionKey->Position;
}
//
// search for the adjacent rotation keys
//
matrix_t m;
memset( m, 0, sizeof(m) );
RageMatrix m;
RageMatrixIdentity( &m );
msRotationKey *pLastRotationKey = 0, *pThisRotationKey = 0;
for (j = 0; j < nRotationKeyCount; j++)
{
@@ -863,36 +854,36 @@ Model::AdvanceFrame (float dt)
RageQuatFromHPR( &q2, RageVector3(pThisRotationKey->Rotation) * (180 / PI) );
RageQuatSlerp( &q, q1, q2, s );
RageMatrix mm;
RageMatrixFromQuat( &mm, q );
MakeMatrix( m, mm );
RageMatrixFromQuat( &m, q );
}
else if (pLastRotationKey == 0)
{
vRot[0] = pThisRotationKey->Rotation[0] * 180 / (float) Q_PI;
vRot[1] = pThisRotationKey->Rotation[1] * 180 / (float) Q_PI;
vRot[2] = pThisRotationKey->Rotation[2] * 180 / (float) Q_PI;
AngleMatrix (vRot, m);
vRot[0] = pThisRotationKey->Rotation[0] * 180 / (float) PI;
vRot[1] = pThisRotationKey->Rotation[1] * 180 / (float) PI;
vRot[2] = pThisRotationKey->Rotation[2] * 180 / (float) PI;
RageMatrixAngles( &m, vRot );
}
else if (pThisRotationKey == 0)
{
vRot[0] = pLastRotationKey->Rotation[0] * 180 / (float) Q_PI;
vRot[1] = pLastRotationKey->Rotation[1] * 180 / (float) Q_PI;
vRot[2] = pLastRotationKey->Rotation[2] * 180 / (float) Q_PI;
AngleMatrix (vRot, m);
vRot[0] = pLastRotationKey->Rotation[0] * 180 / (float) PI;
vRot[1] = pLastRotationKey->Rotation[1] * 180 / (float) PI;
vRot[2] = pLastRotationKey->Rotation[2] * 180 / (float) PI;
RageMatrixAngles( &m, vRot );
}
m[0][3] = vPos[0];
m[1][3] = vPos[1];
m[2][3] = vPos[2];
R_ConcatTransforms (m_pBones[i].mRelative, m, m_pBones[i].mRelativeFinal);
m.m[3][0] = vPos[0];
m.m[3][1] = vPos[1];
m.m[3][2] = vPos[2];
RageMatrixMultiply( &m_pBones[i].mRelativeFinal, &m_pBones[i].mRelative, &m );
int nParentBone = m_pCurAnimation->FindBoneByName( pBone->szParentName );
if (nParentBone == -1)
{
memcpy (m_pBones[i].mFinal, m_pBones[i].mRelativeFinal, sizeof (matrix_t));
m_pBones[i].mFinal = m_pBones[i].mRelativeFinal;
}
else
{
R_ConcatTransforms (m_pBones[nParentBone].mFinal, m_pBones[i].mRelativeFinal, m_pBones[i].mFinal);
RageMatrixMultiply( &m_pBones[i].mFinal, &m_pBones[nParentBone].mFinal, &m_pBones[i].mRelativeFinal );
}
}
}
-9
View File
@@ -19,15 +19,6 @@
struct msModel;
typedef float matrix_t[3][4];
typedef struct
{
matrix_t mRelative;
matrix_t mAbsolute;
matrix_t mRelativeFinal;
matrix_t mFinal;
} myBone_t;
class Model : public Actor
{
+30 -38
View File
@@ -36,22 +36,7 @@ typedef unsigned char byte;
typedef unsigned short word;
#endif /* word */
typedef struct msVec2 {
float v[2];
operator float* () { return v; };
operator const float* () const { return v; };
} msVec2;
typedef struct msVec3 {
float v[3];
operator float* () { return v; };
operator const float* () const { return v; };
} msVec3;
typedef struct msVec4 {
float v[4];
operator float* () { return v; };
operator const float* () const { return v; };
} msVec4;
#include "RageTypes.h"
/* msFlag */
@@ -62,33 +47,33 @@ typedef enum {
/* msVertex */
typedef struct msVertex
{
// byte nFlags;
msVec3 Vertex;
msVec2 uv;
msVec3 Normal;
// byte nFlags; // we don't care about saving this flag
RageVector3 Vertex;
RageVector2 uv;
RageVector3 Normal;
char nBoneIndex;
} msVertex;
/* msTriangle */
typedef struct
{
// word nFlags;
// word nFlags; // we don't care about saving this flag
word nVertexIndices[3];
// word nNormalIndices[3];
// msVec3 Normal;
// byte nSmoothingGroup;
// word nNormalIndices[3]; // we don't care about this. Use the normals in each vertex
// msVec3 Normal; // we don't care about per-triangle normals. Each vertex has its own
// byte nSmoothingGroup; // we don't care about this, so don't save it
} msTriangle;
/* msMesh */
typedef struct msMesh
{
// byte nFlags;
// byte nFlags; // we don't care about saving this flag
char szName[MS_MAX_NAME];
char nMaterialIndex;
vector<msVertex> Vertices;
// vector<msVec3> Normals;
// vector<msVec3> Normals; // each vertex holds its own normal
vector<msTriangle> Triangles;
} msMesh;
@@ -124,10 +109,10 @@ typedef struct msMaterial
{
int nFlags;
char szName[MS_MAX_NAME];
msVec4 Ambient;
msVec4 Diffuse;
msVec4 Specular;
msVec4 Emissive;
RageVector4 Ambient;
RageVector4 Diffuse;
RageVector4 Specular;
RageVector4 Emissive;
float fShininess;
float fTransparency;
char szDiffuseTexture[MS_MAX_PATH];
@@ -140,14 +125,14 @@ typedef struct msMaterial
typedef struct msPositionKey
{
float fTime;
msVec3 Position;
RageVector3 Position;
} msPositionKey;
/* msRotationKey */
typedef struct msRotationKey
{
float fTime;
msVec3 Rotation;
RageVector3 Rotation;
} msRotationKey;
/* msBone */
@@ -156,8 +141,8 @@ typedef struct msBone
int nFlags;
char szName[MS_MAX_NAME];
char szParentName[MS_MAX_NAME];
msVec3 Position;
msVec3 Rotation;
RageVector3 Position;
RageVector3 Rotation;
vector<msPositionKey> PositionKeys;
@@ -186,12 +171,19 @@ struct msAnimation
return -1;
}
// not used
// int nFrame;
// int nFrame; // not used in SM. We keep track of this outside this structure.
int nTotalFrames;
msVec3 Position;
msVec3 Rotation;
RageVector3 Position;
RageVector3 Rotation;
};
typedef struct
{
RageMatrix mRelative;
RageMatrix mAbsolute;
RageMatrix mRelativeFinal;
RageMatrix mFinal;
} myBone_t;
#endif
+4 -2
View File
@@ -298,15 +298,17 @@ void PaneDisplay::SetContent( PaneContents c )
str = ssprintf( "%.0f", val );
}
int p;
/* If this is a high score name that was set during this game, use the player's name. */
for( int p=0; p < NUM_PLAYERS; ++p )
for( p=0; p < NUM_PLAYERS; ++p )
if( str == RANKING_TO_FILL_IN_MARKER[p] )
str = PROFILEMAN->GetPlayerName( (PlayerNumber)p );
m_textContents[c].SetText( str );
const unsigned num = NUM_ITEM_COLORS( g_Contents[c].name );
for( unsigned p = 0; p < num; ++p )
for( p = 0; p < num; ++p )
{
const CString metric = ITEM_COLOR(g_Contents[c].name, p);
CStringArray spec;
+50 -5
View File
@@ -52,11 +52,18 @@ void RageVec3Normalize( RageVector3* pOut, const RageVector3* pV )
void RageVec3TransformCoord( RageVector3* pOut, const RageVector3* pV, const RageMatrix* pM )
{
RageVector4 temp( pV->x, pV->y, pV->z, 1.0f );
RageVector4 temp( pV->x, pV->y, pV->z, 1.0f ); // translate
RageVec4TransformCoord( &temp, &temp, pM );
*pOut = RageVector3( temp.x/temp.w, temp.y/temp.w, temp.z/temp.w );
}
void RageVec3TransformNormal( RageVector3* pOut, const RageVector3* pV, const RageMatrix* pM )
{
RageVector4 temp( pV->x, pV->y, pV->z, 0.0f ); // don't translate
RageVec4TransformCoord( &temp, &temp, pM );
*pOut = RageVector3( temp.x, temp.y, temp.z );
}
#define m00 m[0][0]
#define m01 m[0][1]
#define m02 m[0][2]
@@ -405,11 +412,13 @@ void RageMatrixFromQuat( RageMatrix* pOut, const RageVector4 q )
float yz = q.y * (q.z + q.z);
float zz = q.z * (q.z + q.z);
// careful. The param order is row-major, which is the
// transpose of the order shown in the OpenGL docs.
*pOut = RageMatrix(
1.0f-(yy+zz), xy-wz, xz+wy, 0,
xy+wz, 1-(xx+zz), yz-wx, 0,
xz-wy, yz+wx, 1-(xx+yy), 0,
0, 0, 0, 1 );
1-(yy+zz), xy+wz, xz-wy, 0,
xy-wz, 1-(xx+zz), yz+wx, 0,
xz+wy, yz-wx, 1-(xx+yy), 0,
0, 0, 0, 1 );
}
void RageQuatSlerp(RageVector4 *pOut, const RageVector4 &from, const RageVector4 &to, float t)
@@ -500,3 +509,39 @@ RageMatrix RageMatrixIdentity()
return m;
}
void RageMatrixAngles( RageMatrix* pOut, const RageVector3 &angles )
{
float angle;
float sr, sp, sy, cr, cp, cy;
angle = angles[2] * (PI*2 / 360);
sy = sin(angle);
cy = cos(angle);
angle = angles[1] * (PI*2 / 360);
sp = sin(angle);
cp = cos(angle);
angle = angles[0] * (PI*2 / 360);
sr = sin(angle);
cr = cos(angle);
RageMatrixIdentity( pOut );
// matrix = (Z * Y) * X
pOut->m[0][0] = cp*cy;
pOut->m[0][1] = cp*sy;
pOut->m[0][2] = -sp;
pOut->m[1][0] = sr*sp*cy+cr*-sy;
pOut->m[1][1] = sr*sp*sy+cr*cy;
pOut->m[1][2] = sr*cp;
pOut->m[2][0] = (cr*sp*cy+-sr*-sy);
pOut->m[2][1] = (cr*sp*sy+-sr*cy);
pOut->m[2][2] = cr*cp;
}
void RageMatrixTranspose( RageMatrix* pOut, const RageMatrix* pIn )
{
for( int i=0; i<4; i++)
for( int j=0; j<4; j++)
pOut->m[j][i] = pIn->m[i][j];
}
+12 -1
View File
@@ -4,13 +4,21 @@
-----------------------------------------------------------------------------
File: RageMath.h
Desc: .
Desc: Math utility functions. Most of these prototypes
match up with the D3DX math functions. Take a function name,
replace "Rage" with "D3DX" and look it up in the D3D SDK docs
for details.
Copyright (c) 2001-2002 by the person(s) listed below. All rights reserved.
Chris Danford
-----------------------------------------------------------------------------
*/
#define PI ((float)3.1415926535897932384626433832795)
#define DegreeToRadian( degree ) ((degree) * (PI / 180.0f))
#define RadianToDegree( radian ) ((radian) * (180.0f / PI))
struct RageVector2;
struct RageVector3;
struct RageVector4;
@@ -22,6 +30,7 @@ void RageVec3AddToBounds( const RageVector3 &p, RageVector3 &mins, RageVector3 &
void RageVec2Normalize( RageVector2* pOut, const RageVector2* pV );
void RageVec3Normalize( RageVector3* pOut, const RageVector3* pV );
void RageVec3TransformCoord( RageVector3* pOut, const RageVector3* pV, const RageMatrix* pM );
void RageVec3TransformNormal( RageVector3* pOut, const RageVector3* pV, const RageMatrix* pM );
void RageVec4TransformCoord( RageVector4* pOut, const RageVector4* pV, const RageMatrix* pM );
void RageMatrixIdentity( RageMatrix* pOut );
RageMatrix RageMatrixIdentity();
@@ -47,5 +56,7 @@ RageMatrix RageLookAt(
float eyex, float eyey, float eyez,
float centerx, float centery, float centerz,
float upx, float upy, float upz );
void RageMatrixAngles( RageMatrix* pOut, const RageVector3 &angles );
void RageMatrixTranspose( RageMatrix* pOut, const RageMatrix* pIn );
#endif
+6 -24
View File
@@ -228,6 +228,12 @@ struct RageModelVertex // doesn't have color. Relies on material color
RageVector2 t; // texture coordinates
};
// RageMatrix elements are specified in row-major order. This
// means that the translate terms are located in the fourth row and the
// projection terms in the fourth column. This is consistent with the way
// MAX, Direct3D, and OpenGL all handle matrices. Even though the OpenGL
// documentation is in column-major form, the OpenGL code is designed to
// handle matrix operations in row-major form.
struct RageMatrix
{
public:
@@ -249,30 +255,6 @@ public:
RageMatrix GetTranspose() const;
// ---These are not used. Maybe I'll implement them later...---
// // assignment operators
// RageMatrix& operator *= ( const RageMatrix& );
// RageMatrix& operator += ( const RageMatrix& );
// RageMatrix& operator -= ( const RageMatrix& );
// RageMatrix& operator *= ( float );
// RageMatrix& operator /= ( float );
//
// // unary operators
// RageMatrix operator + () const;
// RageMatrix operator - () const;
//
// // binary operators
// RageMatrix operator * ( const RageMatrix& ) const;
// RageMatrix operator + ( const RageMatrix& ) const;
// RageMatrix operator - ( const RageMatrix& ) const;
// RageMatrix operator * ( float ) const;
// RageMatrix operator / ( float ) const;
//
// friend RageMatrix operator * ( float, const RageMatrix& );
//
// bool operator == ( const RageMatrix& ) const;
// bool operator != ( const RageMatrix& ) const;
float m[4][4];
};
-4
View File
@@ -48,10 +48,6 @@ inline unsigned long max(unsigned long a, unsigned int b) { return a > b? a:b; }
#define clamp(val,low,high) ( max( (low), min((val),(high)) ) )
#define PI ((float)3.1415926535897932384626433832795)
#define DegreeToRadian( degree ) ((degree) * (PI / 180.0f))
#define RadianToDegree( radian ) ((radian) * (180.0f / PI))
// Scales x so that l1 corresponds to l2 and h1 corresponds to h2. Does not modify x, MUST assign the result to something!
#define SCALE(x, l1, h1, l2, h2) (((x) - (l1)) / ((h1) - (l1)) * ((h2) - (l2)) + (l2))
+25 -6
View File
@@ -65,7 +65,7 @@ IntDir=.\../Debug6
TargetDir=\stepmania\itg\Program
TargetName=StepMania-debug
SOURCE="$(InputPath)"
PreLink_Cmds=disasm\verinc cl /Zl /nologo /c verstub.cpp /Fo$(IntDir)\
PreLink_Cmds=disasm\verinc cl /Zl /nologo /c verstub.cpp /Fo$(IntDir)\
PostBuild_Cmds=disasm\mapconv $(IntDir)\$(TargetName).map $(TargetDir)\StepMania.vdi
# End Special Build Tool
@@ -102,8 +102,8 @@ IntDir=.\Debug
TargetDir=\stepmania\stepmania
TargetName=default
SOURCE="$(InputPath)"
PreLink_Cmds=disasm\verinc cl /Zl /nologo /c verstub.cpp \
/Fo$(IntDir)\
PreLink_Cmds=disasm\verinc cl /Zl /nologo /c verstub.cpp \
/Fo$(IntDir)\
PostBuild_Cmds=disasm\mapconv $(IntDir)\$(TargetName).map $(TargetDir)\StepMania.vdi ia32.vdi
# End Special Build Tool
@@ -143,7 +143,7 @@ IntDir=.\../Release6
TargetDir=\stepmania\stepmania\Program
TargetName=StepMania
SOURCE="$(InputPath)"
PreLink_Cmds=disasm\verinc cl /Zl /nologo /c verstub.cpp /Fo$(IntDir)\
PreLink_Cmds=disasm\verinc cl /Zl /nologo /c verstub.cpp /Fo$(IntDir)\
PostBuild_Cmds=disasm\mapconv $(IntDir)\$(TargetName).map $(TargetDir)\StepMania.vdi
# End Special Build Tool
@@ -184,8 +184,8 @@ IntDir=.\StepMania___Xbox_Release
TargetDir=\stepmania\stepmania
TargetName=default
SOURCE="$(InputPath)"
PreLink_Cmds=disasm\verinc cl /Zl /nologo /c verstub.cpp \
/Fo$(IntDir)\
PreLink_Cmds=disasm\verinc cl /Zl /nologo /c \
verstub.cpp /Fo$(IntDir)\
PostBuild_Cmds=disasm\mapconv $(IntDir)\$(TargetName).map $(TargetDir)\StepMania.vdi ia32.vdi
# End Special Build Tool
@@ -1871,6 +1871,25 @@ SOURCE=.\MsdFile.cpp
SOURCE=.\MsdFile.h
# End Source File
# Begin Source File
SOURCE=.\XmlFile.cpp
!IF "$(CFG)" == "StepMania - Win32 Debug"
!ELSEIF "$(CFG)" == "StepMania - Xbox Debug"
!ELSEIF "$(CFG)" == "StepMania - Win32 Release"
!ELSEIF "$(CFG)" == "StepMania - Xbox Release"
!ENDIF
# End Source File
# Begin Source File
SOURCE=.\XmlFile.h
# End Source File
# End Group
# Begin Group "StepMania"
-6
View File
@@ -1866,12 +1866,6 @@ cl /Zl /nologo /c verstub.cpp /Fo&quot;$(IntDir)&quot;\
<File
RelativePath=".\Sprite.h">
</File>
<File
RelativePath="mathlib.c">
</File>
<File
RelativePath="mathlib.h">
</File>
</Filter>
<Filter
Name="Global Singletons"
-147
View File
@@ -1,147 +0,0 @@
/***
*
* Copyright (c) 1998, Valve LLC. All rights reserved.
*
* This product contains software technology licensed from Id
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
* All Rights Reserved.
*
****/
#ifdef WIN32
#pragma warning( disable : 4244 )
#pragma warning( disable : 4237 )
#pragma warning( disable : 4305 )
#endif
#ifndef true
#define true 1
#endif /* true */
#ifndef false
#define false 0
#endif /* false */
#include "mathlib.h"
int VectorCompare (vec3_t v1, vec3_t v2)
{
int i;
for (i=0 ; i<3 ; i++)
{
if (fabs(v1[i]-v2[i]) > EQUAL_EPSILON)
return false;
}
return true;
}
vec_t VectorNormalize (vec3_t v)
{
int i;
double length;
if ( fabs(v[1] - 0.000215956) < 0.0001)
i=1;
length = 0;
for (i=0 ; i< 3 ; i++)
length += v[i]*v[i];
length = sqrt (length);
if (length == 0)
return 0;
for (i=0 ; i< 3 ; i++)
v[i] /= length;
return length;
}
void AngleMatrix (const vec3_t angles, float matrix[3][4] )
{
float angle;
float sr, sp, sy, cr, cp, cy;
angle = angles[2] * (Q_PI*2 / 360);
sy = sin(angle);
cy = cos(angle);
angle = angles[1] * (Q_PI*2 / 360);
sp = sin(angle);
cp = cos(angle);
angle = angles[0] * (Q_PI*2 / 360);
sr = sin(angle);
cr = cos(angle);
// matrix = (Z * Y) * X
matrix[0][0] = cp*cy;
matrix[1][0] = cp*sy;
matrix[2][0] = -sp;
matrix[0][1] = sr*sp*cy+cr*-sy;
matrix[1][1] = sr*sp*sy+cr*cy;
matrix[2][1] = sr*cp;
matrix[0][2] = (cr*sp*cy+-sr*-sy);
matrix[1][2] = (cr*sp*sy+-sr*cy);
matrix[2][2] = cr*cp;
matrix[0][3] = 0.0;
matrix[1][3] = 0.0;
matrix[2][3] = 0.0;
}
void R_ConcatTransforms (const float in1[3][4], const float in2[3][4], float out[3][4])
{
out[0][0] = in1[0][0] * in2[0][0] + in1[0][1] * in2[1][0] +
in1[0][2] * in2[2][0];
out[0][1] = in1[0][0] * in2[0][1] + in1[0][1] * in2[1][1] +
in1[0][2] * in2[2][1];
out[0][2] = in1[0][0] * in2[0][2] + in1[0][1] * in2[1][2] +
in1[0][2] * in2[2][2];
out[0][3] = in1[0][0] * in2[0][3] + in1[0][1] * in2[1][3] +
in1[0][2] * in2[2][3] + in1[0][3];
out[1][0] = in1[1][0] * in2[0][0] + in1[1][1] * in2[1][0] +
in1[1][2] * in2[2][0];
out[1][1] = in1[1][0] * in2[0][1] + in1[1][1] * in2[1][1] +
in1[1][2] * in2[2][1];
out[1][2] = in1[1][0] * in2[0][2] + in1[1][1] * in2[1][2] +
in1[1][2] * in2[2][2];
out[1][3] = in1[1][0] * in2[0][3] + in1[1][1] * in2[1][3] +
in1[1][2] * in2[2][3] + in1[1][3];
out[2][0] = in1[2][0] * in2[0][0] + in1[2][1] * in2[1][0] +
in1[2][2] * in2[2][0];
out[2][1] = in1[2][0] * in2[0][1] + in1[2][1] * in2[1][1] +
in1[2][2] * in2[2][1];
out[2][2] = in1[2][0] * in2[0][2] + in1[2][1] * in2[1][2] +
in1[2][2] * in2[2][2];
out[2][3] = in1[2][0] * in2[0][3] + in1[2][1] * in2[1][3] +
in1[2][2] * in2[2][3] + in1[2][3];
}
void VectorRotate (const vec3_t in1, const float in2[3][4], vec3_t out)
{
out[0] = DotProduct(in1, in2[0]);
out[1] = DotProduct(in1, in2[1]);
out[2] = DotProduct(in1, in2[2]);
}
// rotate by the inverse of the matrix
void VectorIRotate (const vec3_t in1, const float in2[3][4], vec3_t out)
{
out[0] = in1[0]*in2[0][0] + in1[1]*in2[1][0] + in1[2]*in2[2][0];
out[1] = in1[0]*in2[0][1] + in1[1]*in2[1][1] + in1[2]*in2[2][1];
out[2] = in1[0]*in2[0][2] + in1[1]*in2[1][2] + in1[2]*in2[2][2];
}
void VectorTransform (const vec3_t in1, const float in2[3][4], vec3_t out)
{
out[0] = DotProduct(in1, in2[0]) + in2[0][3];
out[1] = DotProduct(in1, in2[1]) + in2[1][3];
out[2] = DotProduct(in1, in2[2]) + in2[2][3];
}
-53
View File
@@ -1,53 +0,0 @@
/***
*
* Copyright (c) 1998, Valve LLC. All rights reserved.
*
* This product contains software technology licensed from Id
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
* All Rights Reserved.
*
****/
#ifndef __MATHLIB__
#define __MATHLIB__
// mathlib.h
#include <math.h>
#ifdef __cplusplus
extern "C" {
#endif
typedef float vec_t;
typedef vec_t vec3_t[3]; // x,y,z
typedef vec_t vec4_t[4]; // x,y,z,w
#define Q_PI 3.14159265358979323846
// Use this definition globally
#define ON_EPSILON 0.01
#define EQUAL_EPSILON 0.001
int VectorCompare (vec3_t v1, vec3_t v2);
#define DotProduct(x,y) ((x)[0]*(y)[0]+(x)[1]*(y)[1]+(x)[2]*(y)[2])
#define VectorCopy(a,b) {(b)[0]=(a)[0];(b)[1]=(a)[1];(b)[2]=(a)[2];}
vec_t VectorNormalize (vec3_t v);
void AngleMatrix (const vec3_t angles, float matrix[3][4] );
void R_ConcatTransforms (const float in1[3][4], const float in2[3][4], float out[3][4]);
void VectorIRotate (const vec3_t in1, const float in2[3][4], vec3_t out);
void VectorRotate (const vec3_t in1, const float in2[3][4], vec3_t out);
void VectorTransform (const vec3_t in1, const float in2[3][4], vec3_t out);
#ifdef __cplusplus
}
#endif
#endif