557 lines
15 KiB
C++
557 lines
15 KiB
C++
#include "global.h"
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#include "RageMath.h"
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#include "RageTypes.h"
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#include "RageUtil.h"
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#include "RageDisplay.h"
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#include "RageLog.h"
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#include "arch/Dialog/Dialog.h"
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void RageVec3ClearBounds( RageVector3 &mins, RageVector3 &maxs )
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{
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mins = RageVector3( 999999, 999999, 999999 );
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maxs = mins * -1;
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}
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void RageVec3AddToBounds( const RageVector3 &p, RageVector3 &mins, RageVector3 &maxs )
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{
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mins.x = min( mins.x, p.x );
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mins.y = min( mins.y, p.y );
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mins.z = min( mins.z, p.z );
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maxs.x = max( maxs.x, p.x );
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maxs.y = max( maxs.y, p.y );
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maxs.z = max( maxs.z, p.z );
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}
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void RageVec2Normalize( RageVector2* pOut, const RageVector2* pV )
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{
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float scale = 1.0f / sqrtf( pV->x*pV->x + pV->y*pV->y );
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pOut->x = pV->x * scale;
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pOut->y = pV->y * scale;
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}
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void RageVec3Normalize( RageVector3* pOut, const RageVector3* pV )
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{
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float scale = 1.0f / sqrtf( pV->x*pV->x + pV->y*pV->y + pV->z*pV->z );
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pOut->x = pV->x * scale;
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pOut->y = pV->y * scale;
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pOut->z = pV->z * scale;
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}
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void RageVec3TransformCoord( RageVector3* pOut, const RageVector3* pV, const RageMatrix* pM )
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{
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RageVector4 temp( pV->x, pV->y, pV->z, 1.0f ); // translate
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RageVec4TransformCoord( &temp, &temp, pM );
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*pOut = RageVector3( temp.x/temp.w, temp.y/temp.w, temp.z/temp.w );
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}
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void RageVec3TransformNormal( RageVector3* pOut, const RageVector3* pV, const RageMatrix* pM )
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{
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RageVector4 temp( pV->x, pV->y, pV->z, 0.0f ); // don't translate
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RageVec4TransformCoord( &temp, &temp, pM );
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*pOut = RageVector3( temp.x, temp.y, temp.z );
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}
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#define m00 m[0][0]
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#define m01 m[0][1]
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#define m02 m[0][2]
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#define m03 m[0][3]
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#define m10 m[1][0]
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#define m11 m[1][1]
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#define m12 m[1][2]
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#define m13 m[1][3]
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#define m20 m[2][0]
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#define m21 m[2][1]
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#define m22 m[2][2]
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#define m23 m[2][3]
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#define m30 m[3][0]
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#define m31 m[3][1]
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#define m32 m[3][2]
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#define m33 m[3][3]
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void RageVec4TransformCoord( RageVector4* pOut, const RageVector4* pV, const RageMatrix* pM )
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{
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const RageMatrix &a = *pM;
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const RageVector4 &v = *pV;
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*pOut = RageVector4(
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a.m00*v.x+a.m10*v.y+a.m20*v.z+a.m30*v.w,
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a.m01*v.x+a.m11*v.y+a.m21*v.z+a.m31*v.w,
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a.m02*v.x+a.m12*v.y+a.m22*v.z+a.m32*v.w,
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a.m03*v.x+a.m13*v.y+a.m23*v.z+a.m33*v.w );
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}
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RageMatrix::RageMatrix( float v00, float v01, float v02, float v03,
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float v10, float v11, float v12, float v13,
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float v20, float v21, float v22, float v23,
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float v30, float v31, float v32, float v33 )
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{
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m00=v00; m01=v01; m02=v02; m03=v03;
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m10=v10; m11=v11; m12=v12; m13=v13;
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m20=v20; m21=v21; m22=v22; m23=v23;
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m30=v30; m31=v31; m32=v32; m33=v33;
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}
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void RageMatrixIdentity( RageMatrix* pOut )
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{
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*pOut = RageMatrix(
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1,0,0,0,
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0,1,0,0,
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0,0,1,0,
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0,0,0,1 );
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}
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RageMatrix RageMatrix::GetTranspose() const
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{
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return RageMatrix(m00,m10,m20,m30,m01,m11,m21,m31,m02,m12,m22,m32,m03,m13,m23,m33);
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}
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void RageMatrixMultiply( RageMatrix* pOut, const RageMatrix* pA, const RageMatrix* pB )
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{
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//#if defined(_WINDOWS) || defined(_XBOX)
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// // <30 cycles for theirs versus >100 for ours.
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// D3DXMatrixMultiply( (D3DMATRIX*)pOut, (D3DMATRIX*)pA, (D3DMATRIX*)pB );
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//#else
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const RageMatrix &a = *pA;
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const RageMatrix &b = *pB;
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*pOut = RageMatrix(
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b.m00*a.m00+b.m01*a.m10+b.m02*a.m20+b.m03*a.m30,
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b.m00*a.m01+b.m01*a.m11+b.m02*a.m21+b.m03*a.m31,
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b.m00*a.m02+b.m01*a.m12+b.m02*a.m22+b.m03*a.m32,
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b.m00*a.m03+b.m01*a.m13+b.m02*a.m23+b.m03*a.m33,
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b.m10*a.m00+b.m11*a.m10+b.m12*a.m20+b.m13*a.m30,
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b.m10*a.m01+b.m11*a.m11+b.m12*a.m21+b.m13*a.m31,
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b.m10*a.m02+b.m11*a.m12+b.m12*a.m22+b.m13*a.m32,
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b.m10*a.m03+b.m11*a.m13+b.m12*a.m23+b.m13*a.m33,
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b.m20*a.m00+b.m21*a.m10+b.m22*a.m20+b.m23*a.m30,
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b.m20*a.m01+b.m21*a.m11+b.m22*a.m21+b.m23*a.m31,
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b.m20*a.m02+b.m21*a.m12+b.m22*a.m22+b.m23*a.m32,
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b.m20*a.m03+b.m21*a.m13+b.m22*a.m23+b.m23*a.m33,
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b.m30*a.m00+b.m31*a.m10+b.m32*a.m20+b.m33*a.m30,
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b.m30*a.m01+b.m31*a.m11+b.m32*a.m21+b.m33*a.m31,
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b.m30*a.m02+b.m31*a.m12+b.m32*a.m22+b.m33*a.m32,
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b.m30*a.m03+b.m31*a.m13+b.m32*a.m23+b.m33*a.m33
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);
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// phew!
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//#endif
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}
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void RageMatrixTranslation( RageMatrix* pOut, float x, float y, float z )
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{
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RageMatrixIdentity(pOut);
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pOut->m[3][0] = x;
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pOut->m[3][1] = y;
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pOut->m[3][2] = z;
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}
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void RageMatrixScaling( RageMatrix* pOut, float x, float y, float z )
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{
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RageMatrixIdentity(pOut);
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pOut->m[0][0] = x;
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pOut->m[1][1] = y;
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pOut->m[2][2] = z;
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}
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void RageMatrixRotationX( RageMatrix* pOut, float theta )
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{
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theta *= PI/180;
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RageMatrixIdentity(pOut);
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pOut->m[1][1] = cosf(theta);
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pOut->m[2][2] = pOut->m[1][1];
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pOut->m[2][1] = sinf(theta);
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pOut->m[1][2] = -pOut->m[2][1];
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}
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void RageMatrixRotationY( RageMatrix* pOut, float theta )
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{
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theta *= PI/180;
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RageMatrixIdentity(pOut);
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pOut->m[0][0] = cosf(theta);
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pOut->m[2][2] = pOut->m[0][0];
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pOut->m[0][2] = sinf(theta);
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pOut->m[2][0] = -pOut->m[0][2];
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}
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void RageMatrixRotationZ( RageMatrix* pOut, float theta )
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{
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theta *= PI/180;
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RageMatrixIdentity(pOut);
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pOut->m[0][0] = cosf(theta);
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pOut->m[1][1] = pOut->m[0][0];
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pOut->m[0][1] = sinf(theta);
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pOut->m[1][0] = -pOut->m[0][1];
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}
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RageMatrix RageMatrixRotationX( float theta )
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{
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RageMatrix m;
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RageMatrixRotationX( &m, theta );
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return m;
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}
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RageMatrix RageMatrixRotationY( float theta )
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{
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RageMatrix m;
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RageMatrixRotationY( &m, theta );
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return m;
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}
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RageMatrix RageMatrixRotationZ( float theta )
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{
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RageMatrix m;
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RageMatrixRotationZ( &m, theta );
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return m;
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}
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/* This is similar in style to Actor::Command. However, Actors don't store
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* matrix stacks; they only store offsets and scales, and compound them into
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* a single transformations at once. This makes some things easy, but it's not
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* convenient for generic 3d transforms. For that, we have this, which has the
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* small subset of the actor commands that applies to raw matrices, and we apply
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* commands in the order given. "scale,2;x,1;" is very different from
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* "x,1;scale,2;". */
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static CString GetParam( const CStringArray& sParams, int iIndex, int& iMaxIndexAccessed )
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{
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iMaxIndexAccessed = max( iIndex, iMaxIndexAccessed );
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if( iIndex < int(sParams.size()) )
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return sParams[iIndex];
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else
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return "";
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}
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void RageMatrixCommand( CString sCommandString, RageMatrix &mat )
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{
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CStringArray asCommands;
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split( sCommandString, ";", asCommands, true );
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for( unsigned c=0; c<asCommands.size(); c++ )
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{
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CStringArray asTokens;
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split( asCommands[c], ",", asTokens, true );
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int iMaxIndexAccessed = 0;
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#define sParam(i) (GetParam(asTokens,i,iMaxIndexAccessed))
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#define fParam(i) ((float)atof(sParam(i)))
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#define iParam(i) (atoi(sParam(i)))
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#define bParam(i) (iParam(i)!=0)
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CString& sName = asTokens[0];
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sName.MakeLower();
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RageMatrix b;
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// Act on command
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if( sName=="x" ) RageMatrixTranslation( &b, fParam(1),0,0 );
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else if( sName=="y" ) RageMatrixTranslation( &b, 0,fParam(1),0 );
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else if( sName=="z" ) RageMatrixTranslation( &b, 0,0,fParam(1) );
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else if( sName=="zoomx" ) RageMatrixScaling(&b, fParam(1),1,1 );
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else if( sName=="zoomy" ) RageMatrixScaling(&b, 1,fParam(1),1 );
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else if( sName=="zoomz" ) RageMatrixScaling(&b, 1,1,fParam(1) );
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else if( sName=="rotationx" ) RageMatrixRotationX( &b, fParam(1) );
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else if( sName=="rotationy" ) RageMatrixRotationY( &b, fParam(1) );
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else if( sName=="rotationz" ) RageMatrixRotationZ( &b, fParam(1) );
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else
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{
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CString sError = ssprintf( "MatrixCommand: Unrecognized matrix command name '%s' in command string '%s'.", sName.c_str(), sCommandString.c_str() );
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LOG->Warn( sError );
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Dialog::OK( sError );
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continue;
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}
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if( iMaxIndexAccessed != (int)asTokens.size()-1 )
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{
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CString sError = ssprintf( "MatrixCommand: Wrong number of parameters in command '%s'. Expected %d but there are %d.", join(",",asTokens).c_str(), iMaxIndexAccessed+1, (int)asTokens.size() );
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LOG->Warn( sError );
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Dialog::OK( sError );
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continue;
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}
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RageMatrix a(mat);
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RageMatrixMultiply(&mat, &a, &b);
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}
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}
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void RageQuatMultiply( RageVector4* pOut, const RageVector4 &pA, const RageVector4 &pB )
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{
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RageVector4 out;
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out.x = pA.w * pB.x + pA.x * pB.w + pA.y * pB.z - pA.z * pB.y;
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out.y = pA.w * pB.y + pA.y * pB.w + pA.z * pB.x - pA.x * pB.z;
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out.z = pA.w * pB.z + pA.z * pB.w + pA.x * pB.y - pA.y * pB.x;
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out.w = pA.w * pB.w - pA.x * pB.x - pA.y * pB.y - pA.z * pB.z;
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float dist, square;
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square = out.x * out.x + out.y * out.y + out.z * out.z + out.w * out.w;
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if (square > 0.0)
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dist = 1.0f / sqrtf(square);
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else dist = 1;
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out.x *= dist;
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out.y *= dist;
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out.z *= dist;
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out.w *= dist;
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*pOut = out;
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}
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RageVector4 RageQuatFromH(float theta )
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{
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theta *= PI/180.0f;
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theta /= 2.0f;
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theta *= -1;
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const float c = cosf(theta);
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const float s = sinf(theta);
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return RageVector4(0, s, 0, c);
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}
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RageVector4 RageQuatFromP(float theta )
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{
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theta *= PI/180.0f;
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theta /= 2.0f;
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theta *= -1;
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const float c = cosf(theta);
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const float s = sinf(theta);
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return RageVector4(s, 0, 0, c);
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}
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RageVector4 RageQuatFromR(float theta )
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{
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theta *= PI/180.0f;
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theta /= 2.0f;
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theta *= -1;
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const float c = cosf(theta);
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const float s = sinf(theta);
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return RageVector4(0, 0, s, c);
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}
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/* Math from http://www.gamasutra.com/features/19980703/quaternions_01.htm . */
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/* prh.xyz -> heading, pitch, roll */
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void RageQuatFromHPR(RageVector4* pOut, RageVector3 hpr )
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{
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hpr *= PI;
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hpr /= 180.0f;
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hpr /= 2.0f;
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const float sX = sinf(hpr.x);
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const float cX = cosf(hpr.x);
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const float sY = sinf(hpr.y);
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const float cY = cosf(hpr.y);
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const float sZ = sinf(hpr.z);
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const float cZ = cosf(hpr.z);
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pOut->w = cX * cY * cZ + sX * sY * sZ;
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pOut->x = sX * cY * cZ - cX * sY * sZ;
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pOut->y = cX * sY * cZ + sX * cY * sZ;
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pOut->z = cX * cY * sZ - sX * sY * cZ;
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}
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/*
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* Screen orientatoin: the "floor" is the XZ plane, and Y is height; in other
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* words, the screen is the XY plane and negative Z goes into it.
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*/
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/* prh.xyz -> pitch, roll, heading */
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void RageQuatFromPRH(RageVector4* pOut, RageVector3 prh )
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{
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prh *= PI;
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prh /= 180.0f;
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prh /= 2.0f;
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/* Set cX to the cosine of the angle we want to rotate on the X axis,
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* and so on. Here, hpr.z (roll) rotates on the Z axis, hpr.x (heading)
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* on Y, and hpr.y (pitch) on X. */
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const float sX = sinf(prh.y);
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const float cX = cosf(prh.y);
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const float sY = sinf(prh.x);
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const float cY = cosf(prh.x);
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const float sZ = sinf(prh.z);
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const float cZ = cosf(prh.z);
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pOut->w = cX * cY * cZ + sX * sY * sZ;
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pOut->x = sX * cY * cZ - cX * sY * sZ;
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pOut->y = cX * sY * cZ + sX * cY * sZ;
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pOut->z = cX * cY * sZ - sX * sY * cZ;
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}
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void RageMatrixFromQuat( RageMatrix* pOut, const RageVector4 q )
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{
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float xx = q.x * (q.x + q.x);
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float xy = q.x * (q.y + q.y);
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float xz = q.x * (q.z + q.z);
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float wx = q.w * (q.x + q.x);
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float wy = q.w * (q.y + q.y);
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float wz = q.w * (q.z + q.z);
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float yy = q.y * (q.y + q.y);
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float yz = q.y * (q.z + q.z);
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float zz = q.z * (q.z + q.z);
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// careful. The param order is row-major, which is the
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// transpose of the order shown in the OpenGL docs.
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*pOut = RageMatrix(
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1-(yy+zz), xy+wz, xz-wy, 0,
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xy-wz, 1-(xx+zz), yz+wx, 0,
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xz+wy, yz-wx, 1-(xx+yy), 0,
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0, 0, 0, 1 );
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}
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void RageQuatSlerp(RageVector4 *pOut, const RageVector4 &from, const RageVector4 &to, float t)
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{
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float to1[4];
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// calc cosine
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float cosom = from.x * to.x + from.y * to.y + from.z * to.z + from.w * to.w;
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// adjust signs (if necessary)
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if ( cosom < 0 )
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{
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cosom = -cosom;
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to1[0] = - to.x;
|
|
to1[1] = - to.y;
|
|
to1[2] = - to.z;
|
|
to1[3] = - to.w;
|
|
} else {
|
|
to1[0] = to.x;
|
|
to1[1] = to.y;
|
|
to1[2] = to.z;
|
|
to1[3] = to.w;
|
|
}
|
|
|
|
// calculate coefficients
|
|
float scale0, scale1;
|
|
if ( cosom < 0.9999f )
|
|
{
|
|
// standard case (slerp)
|
|
float omega = acosf(cosom);
|
|
float sinom = sinf(omega);
|
|
scale0 = sinf((1.0f - t) * omega) / sinom;
|
|
scale1 = sinf(t * omega) / sinom;
|
|
} else {
|
|
// "from" and "to" quaternions are very close
|
|
// ... so we can do a linear interpolation
|
|
scale0 = 1.0f - t;
|
|
scale1 = t;
|
|
}
|
|
// calculate final values
|
|
pOut->x = scale0 * from.x + scale1 * to1[0];
|
|
pOut->y = scale0 * from.y + scale1 * to1[1];
|
|
pOut->z = scale0 * from.z + scale1 * to1[2];
|
|
pOut->w = scale0 * from.w + scale1 * to1[3];
|
|
}
|
|
|
|
RageMatrix RageLookAt(
|
|
float eyex, float eyey, float eyez,
|
|
float centerx, float centery, float centerz,
|
|
float upx, float upy, float upz )
|
|
{
|
|
RageVector3 Z(eyex - centerx, eyey - centery, eyez - centerz);
|
|
RageVec3Normalize(&Z, &Z);
|
|
|
|
RageVector3 Y(upx, upy, upz);
|
|
|
|
RageVector3 X(
|
|
Y[1] * Z[2] - Y[2] * Z[1],
|
|
-Y[0] * Z[2] + Y[2] * Z[0],
|
|
Y[0] * Z[1] - Y[1] * Z[0]);
|
|
|
|
Y = RageVector3(
|
|
Z[1] * X[2] - Z[2] * X[1],
|
|
-Z[0] * X[2] + Z[2] * X[0],
|
|
Z[0] * X[1] - Z[1] * X[0] );
|
|
|
|
RageVec3Normalize(&X, &X);
|
|
RageVec3Normalize(&Y, &Y);
|
|
|
|
RageMatrix mat(
|
|
X[0], Y[0], Z[0], 0,
|
|
X[1], Y[1], Z[1], 0,
|
|
X[2], Y[2], Z[2], 0,
|
|
0, 0, 0, 1 );
|
|
|
|
RageMatrix mat2;
|
|
RageMatrixTranslation(&mat2, -eyex, -eyey, -eyez);
|
|
|
|
RageMatrix ret;
|
|
RageMatrixMultiply(&ret, &mat, &mat2);
|
|
|
|
return ret;
|
|
}
|
|
|
|
RageMatrix RageMatrixIdentity()
|
|
{
|
|
RageMatrix m;
|
|
RageMatrixIdentity( &m );
|
|
return m;
|
|
}
|
|
|
|
void RageMatrixAngles( RageMatrix* pOut, const RageVector3 &angles )
|
|
{
|
|
const RageVector3 angles_radians( angles * 2*PI / 360 );
|
|
|
|
const float sy = sinf( angles_radians[2] );
|
|
const float cy = cosf( angles_radians[2] );
|
|
const float sp = sinf( angles_radians[1] );
|
|
const float cp = cosf( angles_radians[1] );
|
|
const float sr = sinf( angles_radians[0] );
|
|
const float cr = cosf( angles_radians[0] );
|
|
|
|
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];
|
|
}
|
|
|
|
/*
|
|
* Copyright (c) 2001-2003 Chris Danford
|
|
* All rights reserved.
|
|
*
|
|
* Permission is hereby granted, free of charge, to any person obtaining a
|
|
* copy of this software and associated documentation files (the
|
|
* "Software"), to deal in the Software without restriction, including
|
|
* without limitation the rights to use, copy, modify, merge, publish,
|
|
* distribute, and/or sell copies of the Software, and to permit persons to
|
|
* whom the Software is furnished to do so, provided that the above
|
|
* copyright notice(s) and this permission notice appear in all copies of
|
|
* the Software and that both the above copyright notice(s) and this
|
|
* permission notice appear in supporting documentation.
|
|
*
|
|
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
|
|
* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
|
|
* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF
|
|
* THIRD PARTY RIGHTS. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS
|
|
* INCLUDED IN THIS NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT
|
|
* OR CONSEQUENTIAL DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS
|
|
* OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR
|
|
* OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR
|
|
* PERFORMANCE OF THIS SOFTWARE.
|
|
*/
|