mirror of
https://github.com/UberGames/MD3View.git
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101 lines
No EOL
3.6 KiB
C++
Executable file
101 lines
No EOL
3.6 KiB
C++
Executable file
/*
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Copyright (C) 2010 Matthew Baranowski, Sander van Rossen & Raven software.
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This program is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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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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#if !defined(MATRIX4_INC)
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#define MATRIX4_INC
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#include "vect3.h"
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#include <math.h>
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#include <memory.h>
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#pragma warning( disable : 4244)
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#pragma optimize( "p", on ) // improve floating-point consistancy (makes release do bone-pooling as good as debug)
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extern const float Pi;
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extern const float Half_Pi;
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#define MATFLAG_IDENTITY (1)
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class Matrix4
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{
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float m[4][4];
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int flags;
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public:
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Matrix4() {flags=0;}
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Matrix4(const Matrix4 &o);
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float* operator[](int i) {return m[i];flags=0;}
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const float* operator[](int i) const {return m[i];}
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void SetElem(int r,int c,float v) {m[r][c]=v;flags=0;}
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const float &Elem(int r,int c) const {return m[r][c];}
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void SetFromMem(const float *mem) {memcpy(m,mem,sizeof(float)*16);CalcFlags();}
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void GetFromMem(float *mem) const {memcpy(mem,m,sizeof(float)*16);}
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void Identity();
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void Zero();
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bool IsRotationIdentity(void) const;
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bool IsRotationIdentityMoreTolerance(void) const;
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int CalcFlags();
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int GetFlags() const {return flags;}
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bool IntegrityCheck() const;
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void Translate(const float tx,const float ty,const float tz);
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void Translate(const Vect3 &t);
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void Rotate(int axis,const float theta);
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void Rotate(const float rx,const float ry,const float rz);
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void Rotate(const Vect3 v);
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void Scale(const float sx,const float sy,const float sz);
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void Scale(const float sx);
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void Concat(const Matrix4 &m1,const Matrix4 &m2);
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void Interp(const Matrix4 &m1,float s1,const Matrix4 &m2,float s2);
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void Interp(const Matrix4 &m1,const Matrix4 &m2,float s1);
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void XFormPoint(Vect3 &dest,const Vect3 &src) const;
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float HXFormPoint(Vect3 &dest,const Vect3 &src) const;
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void HXFormPointND(float *dest,const float *src) const;
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void XFormVect(Vect3 &dest,const Vect3 &src) const;
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void XFormVectTranspose(Vect3 &dest,const Vect3 &src) const;
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void SetRow(int i,const Vect3 &t);
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void SetColumn(int i,const Vect3 &t);
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void SetRow(int i);
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void SetColumn(int i);
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void SetFromDouble(double *d);
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void MultiplyColumn(int i,float f);
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float GetColumnLen(int i);
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void Inverse(const Matrix4 &old);
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void OrthoNormalInverse(const Matrix4 &old);
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void FindFromPoints(const Vect3 base1[4],const Vect3 base2[4]);
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void MakeEquiscalar();
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float Det();
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float MaxAbsElement();
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void GetRow(int r,Vect3 &v) const {v.x()=m[r][0];v.y()=m[r][1];v.z()=m[r][2];}
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void GetColumn(int r,Vect3 &v) const {v.x()=m[0][r];v.y()=m[1][r];v.z()=m[2][r];}
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void Transpose();
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bool operator== (const Matrix4& t) const;
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void From3x4(const float mat[3][4]);
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void To3x4(float mat[3][4]) const;
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void ClampPrecision(float fNumDecimals);
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};
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int GetTextureSystem(
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const Vect3 &p0,const Vect3 &uv0, //vertex 0
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const Vect3 &p1,const Vect3 &uv1, //vertex 1
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const Vect3 &p2,const Vect3 &uv2, //vertex 2
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const Vect3 &n, // normal vector for triangle
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Vect3 &M, // returned gradient wrt u
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Vect3 &N, // returned gradient wrt v
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Vect3 &P); // returned location in world space where u=v=0
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#endif |