/*
** 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 .
*/
/***********************************************************************************************
*** 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
#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