mirror of
https://github.com/DrBeef/JKXR.git
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4597b03873
Opens in Android Studio but haven't even tried to build it yet (it won't.. I know that much!)
187 lines
6.9 KiB
C++
187 lines
6.9 KiB
C++
/*
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===========================================================================
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Copyright (C) 2000 - 2013, Raven Software, Inc.
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Copyright (C) 2001 - 2013, Activision, Inc.
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Copyright (C) 2013 - 2015, OpenJK contributors
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This file is part of the OpenJK source code.
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OpenJK is free software; you can redistribute it and/or modify it
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under the terms of the GNU General Public License version 2 as
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published by the Free Software Foundation.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, see <http://www.gnu.org/licenses/>.
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===========================================================================
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*/
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////////////////////////////////////////////////////////////////////////////////////////
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// RAVEN STANDARD TEMPLATE LIBRARY
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// (c) 2002 Activision
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//
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//
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// Matrix Library
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// --------------
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//
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//
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//
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// NOTES:
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//
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//
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////////////////////////////////////////////////////////////////////////////////////////
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#if !defined(RAVL_MATRIX_INC)
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#define RAVL_MATRIX_INC
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////////////////////////////////////////////////////////////////////////////////////////
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// Includes
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////////////////////////////////////////////////////////////////////////////////////////
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#if defined(RA_DEBUG_LINKING)
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#pragma message("...including CMatrix.h")
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#endif
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#if !defined(RAVL_VEC_INC)
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#include "CVec.h"
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#endif
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//namespace ravl
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//{
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////////////////////////////////////////////////////////////////////////////////////////
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// The Matrix
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////////////////////////////////////////////////////////////////////////////////////////
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class CMatrix
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{
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public:
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////////////////////////////////////////////////////////////////////////////////////
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// Constructors
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////////////////////////////////////////////////////////////////////////////////////
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CMatrix() {}
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CMatrix(const CVec4& x,const CVec4& y,const CVec4& z, const CVec4& w) {v[0]=x; v[1]=y; v[2]=z; v[3]=w;}
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CMatrix(const CMatrix& t) {v[0]=t.v[0]; v[1]=t.v[1]; v[2]=t.v[2]; v[3]=t.v[3];}
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CMatrix(const float t[16]) {v[0]=t[0]; v[1]=t[4]; v[2]=t[8]; v[3]=t[12];}
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////////////////////////////////////////////////////////////////////////////////////
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// Initializers
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////////////////////////////////////////////////////////////////////////////////////
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void Set(const CVec4& x,const CVec4& y,const CVec4& z, const CVec4& w) {v[0]=x; v[1]=y; v[2]=z; v[3]=w;}
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void Set(const CMatrix& t) {v[0]=t.v[0]; v[1]=t.v[1]; v[2]=t.v[2]; v[3]=t.v[3];}
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void Set(const float t[16]) {v[0]=t[0]; v[1]=t[4]; v[2]=t[8]; v[3]=t[12];}
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void Clear() {v[0].Set(0,0,0,0); v[1].Set(0,0,0,0); v[2].Set(0,0,0,0); v[3].Set(0,0,0,0);}
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void Itentity() {v[0].Set(1,0,0,0); v[1].Set(0,1,0,0); v[2].Set(0,0,1,0); v[3].Set(0,0,0,1);}
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void Translate(const float x, const float y, const float z) {v[0].Set(1,0,0,0); v[1].Set(0,1,0,0); v[2].Set(0,0,1,0); v[3].Set(x,y,z,1);}
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void Scale(const float x, const float y, const float z) {v[0].Set(x,0,0,0); v[1].Set(0,y,0,0); v[2].Set(0,0,z,0); v[3].Set(0,0,0,1);}
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void Rotate(int axis, const float s/*sin(angle)*/, const float c/*cos(angle)*/)
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{
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switch(axis)
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{
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case 0:
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v[0].Set( 1, 0, 0, 0);
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v[1].Set( 0, c,-s, 0);
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v[2].Set( 0, s, c, 0);
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break;
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case 1:
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v[0].Set( c, 0, s, 0);
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v[1].Set( 0, 1, 0, 0);
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v[2].Set(-s, 0, c, 0);
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break;
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case 2:
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v[0].Set( c,-s, 0, 0);
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v[1].Set( s, c, 0, 0);
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v[2].Set( 0, 0, 1, 0);
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break;
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}
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v[3].Set( 0, 0, 0, 1);
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}
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////////////////////////////////////////////////////////////////////////////////////
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// Member Accessors
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////////////////////////////////////////////////////////////////////////////////////
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const CVec4& operator[](int i) const {return v[i];}
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CVec4& operator[](int i) {return v[i];}
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CVec4& up() {return v[0];}
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CVec4& left() {return v[1];}
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CVec4& fwd() {return v[2];}
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CVec4& origin() {return v[3];}
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////////////////////////////////////////////////////////////////////////////////////
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// Equality / Inequality Operators
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////////////////////////////////////////////////////////////////////////////////////
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bool operator== (const CMatrix& t) const {return (v[0]==t.v[0] && v[1]==t.v[1] && v[2]==t.v[2] && v[3]==t.v[3]);}
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bool operator!= (const CMatrix& t) const {return !(v[0]==t.v[0] && v[1]==t.v[1] && v[2]==t.v[2] && v[3]==t.v[3]);}
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////////////////////////////////////////////////////////////////////////////////////
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// Basic Arithimitic Operators
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////////////////////////////////////////////////////////////////////////////////////
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const CMatrix &operator= (const CMatrix& t) {v[0]=t.v[0]; v[1]=t.v[1]; v[2]=t.v[2]; v[3]=t.v[3]; return *this;}
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const CMatrix &operator+= (const CMatrix& t) {v[0]+=t.v[0]; v[1]+=t.v[1]; v[2]+=t.v[2]; v[3]+=t.v[3];return *this;}
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const CMatrix &operator-= (const CMatrix& t) {v[0]-=t.v[0]; v[1]-=t.v[1]; v[2]-=t.v[2]; v[3]-=t.v[3];return *this;}
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CMatrix operator+ (const CMatrix &t) const {return CMatrix(v[0]+t.v[0], v[1]+t.v[1], v[2]+t.v[2], v[3]+t.v[3]);}
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CMatrix operator- (const CMatrix &t) const {return CMatrix(v[0]-t.v[0], v[1]-t.v[1], v[2]-t.v[2], v[3]-t.v[3]);}
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////////////////////////////////////////////////////////////////////////////////////
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// Matrix Scale
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////////////////////////////////////////////////////////////////////////////////////
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const CMatrix &operator*= (const float d) {v[0]*=d; v[1]*=d; v[2]*=d; v[3]*=d; return *this;}
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////////////////////////////////////////////////////////////////////////////////////
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// Matrix To Matrix Multiply
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////////////////////////////////////////////////////////////////////////////////////
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CMatrix operator* (const CMatrix &t) const
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{
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// assert(this!=&t); // Don't Multiply With Self
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CMatrix Result; // The Resulting Matrix
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int i,j,k; // Counters
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float Accumulator; // Current Value Of The Dot Product
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for (i=0; i<4; i++)
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{
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for (j=0; j<4; j++)
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{
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Accumulator = 0.0f; // Reset The Accumulator
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for(k=0; k<4; k++)
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{
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Accumulator += v[i][k]*t[k][j]; // Calculate Dot Product Of The Two Vectors
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}
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Result[i][j]=Accumulator; // Place In Result
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}
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}
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return Result;
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}
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////////////////////////////////////////////////////////////////////////////////////
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// Vector To Matrix Multiply
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////////////////////////////////////////////////////////////////////////////////////
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CVec4 operator* (const CVec4 &t) const
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{
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CVec4 Result;
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Result[0] = v[0][0]*t[0] + v[1][0]*t[1] + v[2][0]*t[2] + v[3][0];
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Result[1] = v[0][1]*t[0] + v[1][1]*t[1] + v[2][1]*t[2] + v[3][1];
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Result[2] = v[0][2]*t[0] + v[1][2]*t[1] + v[2][2]*t[2] + v[3][2];
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return Result;
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}
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public:
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CVec4 v[4];
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};
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//}
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#endif
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