Matrix/vector refactor (#426)

This commit is contained in:
Christian Semmler
2024-01-12 19:34:38 -05:00
committed by GitHub
parent eac096036a
commit d24f5db42f
41 changed files with 865 additions and 1365 deletions

View File

@@ -12,7 +12,7 @@ void* CameraImpl::ImplementationDataPtr()
}
// FUNCTION: LEGO1 0x100a3700
Result CameraImpl::SetTransformation(const FloatMatrix4& matrix)
Result CameraImpl::SetTransformation(FloatMatrix4& matrix)
{
D3DRMMATRIX4D helper;
D3DRMMATRIX4D* pTransformation = Translate(matrix, helper);

View File

@@ -9,7 +9,7 @@ void* GroupImpl::ImplementationDataPtr()
}
// FUNCTION: LEGO1 0x100a31e0
Result GroupImpl::SetTransformation(const FloatMatrix4& matrix)
Result GroupImpl::SetTransformation(FloatMatrix4& matrix)
{
D3DRMMATRIX4D helper;
D3DRMMATRIX4D* d3dMatrix = Translate(matrix, helper);

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@@ -209,7 +209,7 @@ public:
virtual void* ImplementationDataPtr();
// vtable+0x08
virtual Result SetTransformation(const FloatMatrix4&);
virtual Result SetTransformation(FloatMatrix4&);
inline IDirect3DRMFrame2* ImplementationData() const { return m_data; }
@@ -234,7 +234,7 @@ public:
virtual void* ImplementationDataPtr();
// vtable+0x08
virtual Result SetTransformation(const FloatMatrix4&);
virtual Result SetTransformation(FloatMatrix4&);
virtual Result SetColor(float r, float g, float b);
inline IDirect3DRMFrame2* ImplementationData() const { return m_data; }
@@ -300,7 +300,7 @@ public:
virtual void* ImplementationDataPtr();
// vtable+0x08
virtual Result SetTransformation(const FloatMatrix4&);
virtual Result SetTransformation(FloatMatrix4&);
virtual Result SetColor(float r, float g, float b, float a);
// vtable+0x10
@@ -474,7 +474,7 @@ inline D3DRMPROJECTIONTYPE Translate(ProjectionType tglProjectionType)
// Yes this function serves no purpose, originally they intended it to
// convert from doubles to floats but ended up using floats throughout
// the software stack.
inline D3DRMMATRIX4D* Translate(const FloatMatrix4& tglMatrix4x4, D3DRMMATRIX4D& rD3DRMMatrix4x4)
inline D3DRMMATRIX4D* Translate(FloatMatrix4& tglMatrix4x4, D3DRMMATRIX4D& rD3DRMMatrix4x4)
{
for (int i = 0; i < (sizeof(rD3DRMMatrix4x4) / sizeof(rD3DRMMatrix4x4[0])); i++) {
for (int j = 0; j < (sizeof(rD3DRMMatrix4x4[0]) / sizeof(rD3DRMMatrix4x4[0][0])); j++) {

View File

@@ -12,7 +12,7 @@ void* LightImpl::ImplementationDataPtr()
}
// FUNCTION: LEGO1 0x100a3780
Result LightImpl::SetTransformation(const FloatMatrix4& matrix)
Result LightImpl::SetTransformation(FloatMatrix4& matrix)
{
D3DRMMATRIX4D helper;
D3DRMMATRIX4D* d3dMatrix = Translate(matrix, helper);

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@@ -222,13 +222,13 @@ public:
// VTABLE 0x100dbae8
class Camera : public Object {
public:
virtual Result SetTransformation(const FloatMatrix4&) = 0;
virtual Result SetTransformation(FloatMatrix4&) = 0;
};
// VTABLE 0x100dbb08
class Light : public Object {
public:
virtual Result SetTransformation(const FloatMatrix4&) = 0;
virtual Result SetTransformation(FloatMatrix4&) = 0;
virtual Result SetColor(float r, float g, float b) = 0;
};
@@ -252,7 +252,7 @@ public:
// VTABLE 0x100dbaa0
class Group : public Object {
public:
virtual Result SetTransformation(const FloatMatrix4&) = 0;
virtual Result SetTransformation(FloatMatrix4&) = 0;
virtual Result SetColor(float r, float g, float b, float a) = 0;
virtual Result SetTexture(const Texture*) = 0;
virtual Result GetTexture(Texture*&) = 0;

View File

@@ -1,8 +1,5 @@
#ifndef _tglVector_h
#define _tglVector_h
// Note: This file is almost an exact copy of the one from
// the leak but using floats instead of doubles, hence the
// strange formatting in some places.
#include "math.h" // sin() in RotateAroundY()
@@ -26,253 +23,7 @@ inline float RadiansToDegrees(float radians)
return (radians / Constant::Pi) * 180.0;
}
//////////////////////////////////////////////////////////////////////////////
//
// Array<T, N>
template <class T, int N>
class Array {
public:
Array() {}
Array(const Array& rArray) { *this = rArray; }
~Array() {}
const T& operator[](int i) const { return m_elements[i]; };
T& operator[](int i) { return m_elements[i]; };
Array<T, N>& operator=(const Array<T, N>&);
void operator+=(const Array<T, N>&);
protected:
T m_elements[N];
};
//////////////////////////////////////////////////////////////////////////////
//
// Array<T, N> implementation
template <class T, int N>
inline Array<T, N>& Array<T, N>::operator=(const Array<T, N>& rArray)
{
int i;
for (i = 0; i < N; i++) {
m_elements[i] = rArray.m_elements[i];
}
return *this;
}
template <class T, int N>
inline void Array<T, N>::operator+=(const Array<T, N>& rArray)
{
int i;
for (i = 0; i < N; i++) {
m_elements[i] += rArray.m_elements[i];
}
}
//////////////////////////////////////////////////////////////////////////////
//
// FloatMatrix4
class FloatMatrix4 : public Array<Array<float, 4>, 4> {
public:
FloatMatrix4() {}
FloatMatrix4(const FloatMatrix4& rMatrix) { *this = rMatrix; }
FloatMatrix4(const FloatMatrix4&, const FloatMatrix4&);
void operator*=(const FloatMatrix4&);
};
//////////////////////////////////////////////////////////////////////////////
//
// FloatMatrix4 implementation
inline FloatMatrix4::FloatMatrix4(const FloatMatrix4& rMatrix1, const FloatMatrix4& rMatrix2)
{
for (int row = 0; row < 4; row++) {
for (int column = 0; column < 4; column++) {
float element = 0;
for (int i = 0; i < 4; i++) {
element += rMatrix1[row][i] * rMatrix2[i][column];
}
m_elements[row][column] = element;
}
}
}
inline void FloatMatrix4::operator*=(const FloatMatrix4& rMatrix)
{
FloatMatrix4 temp(*this, rMatrix);
// *this = FloatMatrix4(*this, rMatrix);
*this = temp;
}
//////////////////////////////////////////////////////////////////////////////
//
// Transformation matrices
class Translation : public FloatMatrix4 {
public:
Translation(const float[3]);
Translation(float x, float y, float z);
protected:
void Init(float x, float y, float z);
};
class Scale : public FloatMatrix4 {
public:
Scale(const float[3]);
Scale(float x, float y, float z);
Scale(float);
protected:
void Init(float x, float y, float z);
};
class RotationX : public FloatMatrix4 {
public:
RotationX(float radians);
};
class RotationY : public FloatMatrix4 {
public:
RotationY(float radians);
};
//////////////////////////////////////////////////////////////////////////////
//
// Transformation matrices implementation
inline Translation::Translation(const float vector[3])
{
Init(vector[0], vector[1], vector[2]);
}
inline Translation::Translation(float x, float y, float z)
{
Init(x, y, z);
}
inline void Translation::Init(float x, float y, float z)
{
m_elements[0][0] = 1;
m_elements[0][1] = 0;
m_elements[0][2] = 0;
m_elements[0][3] = 0;
m_elements[1][0] = 0;
m_elements[1][1] = 1;
m_elements[1][2] = 0;
m_elements[1][3] = 0;
m_elements[2][0] = 0;
m_elements[2][1] = 0;
m_elements[2][2] = 1;
m_elements[2][3] = 0;
m_elements[3][0] = x;
m_elements[3][1] = y;
m_elements[3][2] = z;
m_elements[3][3] = 1;
}
inline Scale::Scale(const float vector[3])
{
Init(vector[0], vector[1], vector[2]);
}
inline Scale::Scale(float x, float y, float z)
{
Init(x, y, z);
}
inline Scale::Scale(float scale)
{
Init(scale, scale, scale);
}
inline void Scale::Init(float x, float y, float z)
{
m_elements[0][0] = x;
m_elements[0][1] = 0;
m_elements[0][2] = 0;
m_elements[0][3] = 0;
m_elements[1][0] = 0;
m_elements[1][1] = y;
m_elements[1][2] = 0;
m_elements[1][3] = 0;
m_elements[2][0] = 0;
m_elements[2][1] = 0;
m_elements[2][2] = z;
m_elements[2][3] = 0;
m_elements[3][0] = 0;
m_elements[3][1] = 0;
m_elements[3][2] = 0;
m_elements[3][3] = 1;
}
inline RotationX::RotationX(float radians)
{
float cosRadians = cos(radians);
float sinRadians = sin(radians);
m_elements[0][0] = 1;
m_elements[0][1] = 0;
m_elements[0][2] = 0;
m_elements[0][3] = 0;
m_elements[1][0] = 0;
m_elements[1][1] = cosRadians;
m_elements[1][2] = -sinRadians;
m_elements[1][3] = 0;
m_elements[2][0] = 0;
m_elements[2][1] = sinRadians;
m_elements[2][2] = cosRadians;
m_elements[2][3] = 0;
m_elements[3][0] = 0;
m_elements[3][1] = 0;
m_elements[3][2] = 0;
m_elements[3][3] = 1;
}
inline RotationY::RotationY(float radians)
{
float cosRadians = cos(radians);
float sinRadians = sin(radians);
m_elements[0][0] = cosRadians;
m_elements[0][1] = 0;
m_elements[0][2] = sinRadians;
m_elements[0][3] = 0;
m_elements[1][0] = 0;
m_elements[1][1] = 1;
m_elements[1][2] = 0;
m_elements[1][3] = 0;
m_elements[2][0] = -sinRadians;
m_elements[2][1] = 0;
m_elements[2][2] = cosRadians;
m_elements[2][3] = 0;
m_elements[3][0] = 0;
m_elements[3][1] = 0;
m_elements[3][2] = 0;
m_elements[3][3] = 1;
}
//////////////////////////////////////////////////////////////////////////////
typedef float FloatMatrix4[4][4];
} // namespace Tgl