288 lines
12 KiB
C++
288 lines
12 KiB
C++
|
/*
|
||
|
** Command & Conquer Renegade(tm)
|
||
|
** Copyright 2025 Electronic Arts Inc.
|
||
|
**
|
||
|
** This program is free software: you can redistribute it and/or modify
|
||
|
** it under the terms of the GNU General Public License as published by
|
||
|
** the Free Software Foundation, either version 3 of the License, or
|
||
|
** (at your option) any later version.
|
||
|
**
|
||
|
** This program is distributed in the hope that it will be useful,
|
||
|
** but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||
|
** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
||
|
** GNU General Public License for more details.
|
||
|
**
|
||
|
** You should have received a copy of the GNU General Public License
|
||
|
** along with this program. If not, see <http://www.gnu.org/licenses/>.
|
||
|
*/
|
||
|
|
||
|
/***********************************************************************************************
|
||
|
*** C O N F I D E N T I A L --- W E S T W O O D S T U D I O S ***
|
||
|
***********************************************************************************************
|
||
|
* *
|
||
|
* Project Name : WW3D PS2 *
|
||
|
* *
|
||
|
* $Archive:: /Commando/Code/Tools/W3DShellExt/External/matrix4.cpp $*
|
||
|
* *
|
||
|
* Programmer : Kenny Mitchell *
|
||
|
* *
|
||
|
* Start Date : 11/16/99 *
|
||
|
* *
|
||
|
* Last Update : 11/16/99 *
|
||
|
* *
|
||
|
*---------------------------------------------------------------------------------------------*
|
||
|
* Based on Greg Hjelstrom 97 *
|
||
|
* Functions: *
|
||
|
* Matrix4::Multiply -- Multiply two Matrix4's together *
|
||
|
* Matrix4::Multiply -- Multiply a Matrix3D * Matrix4 *
|
||
|
* Matrix4::Multiply -- Multiply a Matrix4 * Matrix3D *
|
||
|
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
|
||
|
|
||
|
#include <assert.h>
|
||
|
|
||
|
#include "matrix4.h"
|
||
|
|
||
|
|
||
|
#if 0
|
||
|
/***********************************************************************************************
|
||
|
* Matrix4::Multiply -- Multiply two Matrix4's together *
|
||
|
* *
|
||
|
* INPUT: *
|
||
|
* a - first operand *
|
||
|
* b - second operand *
|
||
|
* res - pointer to matrix to store the result in (must not point to a or b) *
|
||
|
* *
|
||
|
* OUTPUT: *
|
||
|
* *
|
||
|
* WARNINGS: *
|
||
|
* *
|
||
|
* HISTORY: *
|
||
|
* 11/13/99 gth : Created. *
|
||
|
*=============================================================================================*/
|
||
|
void Matrix4::Multiply(const Matrix4 &a,const Matrix4 &b,Matrix4 * res)
|
||
|
{
|
||
|
assert(res != &a);
|
||
|
assert(res != &b);
|
||
|
|
||
|
#define ROWCOL(i,j) a[i][0]*b[0][j] + a[i][1]*b[1][j] + a[i][2]*b[2][j] + a[i][3]*b[3][j]
|
||
|
|
||
|
(*res)[0][0] = ROWCOL(0,0);
|
||
|
(*res)[0][1] = ROWCOL(0,1);
|
||
|
(*res)[0][2] = ROWCOL(0,2);
|
||
|
(*res)[0][3] = ROWCOL(0,3);
|
||
|
|
||
|
(*res)[1][0] = ROWCOL(1,0);
|
||
|
(*res)[1][1] = ROWCOL(1,1);
|
||
|
(*res)[1][2] = ROWCOL(1,2);
|
||
|
(*res)[1][3] = ROWCOL(1,3);
|
||
|
|
||
|
(*res)[2][0] = ROWCOL(2,0);
|
||
|
(*res)[2][1] = ROWCOL(2,1);
|
||
|
(*res)[2][2] = ROWCOL(2,2);
|
||
|
(*res)[2][3] = ROWCOL(2,3);
|
||
|
|
||
|
(*res)[3][0] = ROWCOL(3,0);
|
||
|
(*res)[3][1] = ROWCOL(3,1);
|
||
|
(*res)[3][2] = ROWCOL(3,2);
|
||
|
(*res)[3][3] = ROWCOL(3,3);
|
||
|
|
||
|
#undef ROWCOL
|
||
|
}
|
||
|
|
||
|
|
||
|
/***********************************************************************************************
|
||
|
* Matrix4::Multiply -- Multiply a Matrix3D * Matrix4 *
|
||
|
* *
|
||
|
* INPUT: *
|
||
|
* *
|
||
|
* OUTPUT: *
|
||
|
* *
|
||
|
* WARNINGS: *
|
||
|
* *
|
||
|
* HISTORY: *
|
||
|
* 11/13/99 gth : Created. *
|
||
|
*=============================================================================================*/
|
||
|
void Matrix4::Multiply(const Matrix3D &a,const Matrix4 &b,Matrix4 * res)
|
||
|
{
|
||
|
assert(res != &b);
|
||
|
|
||
|
#define ROWCOL(i,j) a[i][0]*b[0][j] + a[i][1]*b[1][j] + a[i][2]*b[2][j] + a[i][3]*b[3][j]
|
||
|
|
||
|
(*res)[0][0] = ROWCOL(0,0);
|
||
|
(*res)[0][1] = ROWCOL(0,1);
|
||
|
(*res)[0][2] = ROWCOL(0,2);
|
||
|
(*res)[0][3] = ROWCOL(0,3);
|
||
|
|
||
|
(*res)[1][0] = ROWCOL(1,0);
|
||
|
(*res)[1][1] = ROWCOL(1,1);
|
||
|
(*res)[1][2] = ROWCOL(1,2);
|
||
|
(*res)[1][3] = ROWCOL(1,3);
|
||
|
|
||
|
(*res)[2][0] = ROWCOL(2,0);
|
||
|
(*res)[2][1] = ROWCOL(2,1);
|
||
|
(*res)[2][2] = ROWCOL(2,2);
|
||
|
(*res)[2][3] = ROWCOL(2,3);
|
||
|
|
||
|
(*res)[3][0] = b[3][0]; // last row of a is 0,0,0,1
|
||
|
(*res)[3][1] = b[3][1]; // this leaves the last row of b unchanged
|
||
|
(*res)[3][2] = b[3][2];
|
||
|
(*res)[3][3] = b[3][3];
|
||
|
|
||
|
#undef ROWCOL
|
||
|
}
|
||
|
|
||
|
|
||
|
/***********************************************************************************************
|
||
|
* Matrix4::Multiply -- Multiply a Matrix4 * Matrix3D *
|
||
|
* *
|
||
|
* INPUT: *
|
||
|
* *
|
||
|
* OUTPUT: *
|
||
|
* *
|
||
|
* WARNINGS: *
|
||
|
* *
|
||
|
* HISTORY: *
|
||
|
*=============================================================================================*/
|
||
|
void Matrix4::Multiply(const Matrix4 & a,const Matrix3D & b,Matrix4 * res)
|
||
|
{
|
||
|
assert(res != &a);
|
||
|
|
||
|
// ROWCOL multiplies a row of 'a' by one of the first three columns of 'b' (4th entry in b is zero)
|
||
|
// ROWCOL4 multiplies a row of 'a' by the fourth column of 'b' (4th entry in b is one)
|
||
|
|
||
|
#define ROWCOL(i,j) a[i][0]*b[0][j] + a[i][1]*b[1][j] + a[i][2]*b[2][j]
|
||
|
#define ROWCOL4(i,j) a[i][0]*b[0][j] + a[i][1]*b[1][j] + a[i][2]*b[2][j] + a[i][3]
|
||
|
|
||
|
(*res)[0][0] = ROWCOL(0,0);
|
||
|
(*res)[0][1] = ROWCOL(0,1);
|
||
|
(*res)[0][2] = ROWCOL(0,2);
|
||
|
(*res)[0][3] = ROWCOL4(0,3);
|
||
|
|
||
|
(*res)[1][0] = ROWCOL(1,0);
|
||
|
(*res)[1][1] = ROWCOL(1,1);
|
||
|
(*res)[1][2] = ROWCOL(1,2);
|
||
|
(*res)[1][3] = ROWCOL4(1,3);
|
||
|
|
||
|
(*res)[2][0] = ROWCOL(2,0);
|
||
|
(*res)[2][1] = ROWCOL(2,1);
|
||
|
(*res)[2][2] = ROWCOL(2,2);
|
||
|
(*res)[2][3] = ROWCOL4(2,3);
|
||
|
|
||
|
(*res)[3][0] = ROWCOL(3,0);
|
||
|
(*res)[3][1] = ROWCOL(3,1);
|
||
|
(*res)[3][2] = ROWCOL(3,2);
|
||
|
(*res)[3][3] = ROWCOL4(3,3);
|
||
|
|
||
|
#undef ROWCOL
|
||
|
#undef ROWCOL4
|
||
|
}
|
||
|
|
||
|
/***********************************************************************************************
|
||
|
* Set_Perspective -- Sets perspective matrix *
|
||
|
// Desc: Sets the passed in 4x4 matrix to a perpsective projection matrix built
|
||
|
// from the field-of-view (fov, in y), aspect ratio, near plane (D),
|
||
|
// and far plane (F).
|
||
|
* *
|
||
|
* HISTORY: *
|
||
|
* 11/16/99 KJM: Created. *
|
||
|
*=============================================================================================*/
|
||
|
void Matrix4::Set_Perspective
|
||
|
(
|
||
|
Matrix4* m,
|
||
|
float fFOV,
|
||
|
float ScreenWidth,
|
||
|
float ScreenHeight,
|
||
|
float fNearPlane,
|
||
|
float fFarPlane
|
||
|
)
|
||
|
{
|
||
|
float w;
|
||
|
float h;
|
||
|
float Q,Q2;
|
||
|
|
||
|
Q=DEGTORAD*0.5f;
|
||
|
|
||
|
float c = cosf(fFOV*Q);
|
||
|
float s = sinf(fFOV*Q);
|
||
|
|
||
|
//printf("sincos %f %f\n",c,s);
|
||
|
Q=0.000244140625f; // 1/4096
|
||
|
|
||
|
w = (ScreenWidth*Q);
|
||
|
h = (ScreenHeight*Q);
|
||
|
|
||
|
Q = s/(1.0f - (fNearPlane/fFarPlane));
|
||
|
Q2 = -Q*fNearPlane;
|
||
|
|
||
|
m->Make_Identity();
|
||
|
|
||
|
m->Row[0][0]= c*w;
|
||
|
m->Row[1][1]= -c*h;
|
||
|
m->Row[2][2]= Q;
|
||
|
m->Row[2][3]= s;//1.0f;
|
||
|
m->Row[3][2]= Q2;
|
||
|
}
|
||
|
|
||
|
|
||
|
void Matrix4::Set_View_Matrix
|
||
|
(
|
||
|
Matrix4* m,
|
||
|
Vector3& vFrom,
|
||
|
Vector3& vAt,
|
||
|
Vector3& vWorldUp
|
||
|
)
|
||
|
{
|
||
|
Vector3 vView;
|
||
|
Vector3 vUp;
|
||
|
Vector3 vRight;
|
||
|
float inv_length;
|
||
|
float dot_product;
|
||
|
|
||
|
// Get the z basis vector, which points straight ahead. This is the
|
||
|
// difference from the eyepoint to the lookat point.
|
||
|
vView=vAt-vFrom;
|
||
|
|
||
|
inv_length=Inv_Sqrt(vView.Length2());
|
||
|
|
||
|
// Normalize the z basis vector
|
||
|
vView*=inv_length;
|
||
|
|
||
|
// Get the dot product, and calculate the projection of the z basis
|
||
|
// vector onto the up vector. The projection is the y basis vector.
|
||
|
dot_product=Vector3::Dot_Product(vWorldUp,vView);
|
||
|
|
||
|
// vUp = vWorldUp - fDotProduct * vView
|
||
|
vUp=vWorldUp-(dot_product*vView);
|
||
|
|
||
|
inv_length=Inv_Sqrt(vUp.Length2());
|
||
|
|
||
|
// Normalize the y basis vector
|
||
|
vUp*=inv_length;
|
||
|
|
||
|
// The x basis vector is found simply with the cross product of the y
|
||
|
// and z basis vectors
|
||
|
Vector3::Cross_Product(vUp,vView,&vRight);
|
||
|
|
||
|
// Start building the matrix. The first three rows contains the basis
|
||
|
// vectors used to rotate the view to point at the lookat point
|
||
|
m->Row[0][0] = vRight.x; m->Row[0][1] = vUp.x; m->Row[0][2] = vView.x; m->Row[0][3] = 0.0f;
|
||
|
m->Row[1][0] = vRight.y; m->Row[1][1] = vUp.y; m->Row[1][2] = vView.y; m->Row[1][3] = 0.0f;
|
||
|
m->Row[2][0] = vRight.z; m->Row[2][1] = vUp.z; m->Row[2][2] = vView.z; m->Row[2][3] = 0.0f;
|
||
|
|
||
|
// Do the translation values (rotations are still about the eyepoint)
|
||
|
m->Row[3][0] = - (vFrom * vRight);
|
||
|
m->Row[3][1] = - (vFrom * vUp);
|
||
|
m->Row[3][2] = - (vFrom * vView);
|
||
|
m->Row[3][3] = 1.0f;
|
||
|
}
|
||
|
|
||
|
|
||
|
void Matrix4::Print_Matrix() const
|
||
|
{
|
||
|
printf("%f %f %f %f\n",Row[0][0],Row[0][1],Row[0][2],Row[0][3]);
|
||
|
printf("%f %f %f %f\n",Row[1][0],Row[1][1],Row[1][2],Row[1][3]);
|
||
|
printf("%f %f %f %f\n",Row[2][0],Row[2][1],Row[2][2],Row[2][3]);
|
||
|
printf("%f %f %f %f\n",Row[3][0],Row[3][1],Row[3][2],Row[3][3]);
|
||
|
}
|
||
|
|
||
|
#endif
|