#ifndef MATRIX4D_H #define MATRIX4D_H #include "matrix.h" #include #include // FUNCTION: LEGO1 0x10002320 // FUNCTION: BETA10 0x1000fcb0 void Matrix4::CopyFrom(float (*p_data)[4]) { memcpy(m_data, p_data, sizeof(float) * 4 * 4); } // FUNCTION: LEGO1 0x10002340 // FUNCTION: BETA10 0x1000fcf0 void Matrix4::CopyFrom(const Matrix4& p_matrix) { memcpy(m_data, p_matrix.m_data, sizeof(float) * 4 * 4); } // FUNCTION: LEGO1 0x10002360 // FUNCTION: BETA10 0x1000fd30 void Matrix4::SetData(float (*p_data)[4]) { m_data = p_data; } // FUNCTION: LEGO1 0x10002370 // FUNCTION: BETA10 0x1000fd60 void Matrix4::SetData(UnknownMatrixType& p_matrix) { m_data = p_matrix.m_data; } // FUNCTION: LEGO1 0x10002380 // FUNCTION: BETA10 0x1000fd90 float (*Matrix4::GetData())[4] { return m_data; } // FUNCTION: LEGO1 0x10002390 // FUNCTION: BETA10 0x1000fdc0 float (*Matrix4::GetData() const)[4] { return m_data; } // FUNCTION: LEGO1 0x100023a0 // FUNCTION: BETA10 0x1000fdf0 float* Matrix4::Element(int p_row, int p_col) { return &m_data[p_row][p_col]; } // FUNCTION: LEGO1 0x100023c0 // FUNCTION: BETA10 0x1000fe30 const float* Matrix4::Element(int p_row, int p_col) const { return &m_data[p_row][p_col]; } // FUNCTION: LEGO1 0x100023e0 // FUNCTION: BETA10 0x1000fe70 void Matrix4::Clear() { memset(m_data, 0, 16 * sizeof(float)); } // FUNCTION: LEGO1 0x100023f0 // FUNCTION: BETA10 0x1000feb0 void Matrix4::SetIdentity() { Clear(); m_data[0][0] = 1.0f; m_data[1][1] = 1.0f; m_data[2][2] = 1.0f; m_data[3][3] = 1.0f; } // FUNCTION: LEGO1 0x10002420 // FUNCTION: BETA10 0x1000ff20 void Matrix4::operator=(const Matrix4& p_matrix) { CopyFrom(p_matrix); } // FUNCTION: LEGO1 0x10002430 // FUNCTION: BETA10 0x1000ff50 Matrix4& Matrix4::operator+=(float (*p_data)[4]) { for (int i = 0; i < 16; i++) { ((float*) m_data)[i] += ((float*) p_data)[i]; } return *this; } // FUNCTION: LEGO1 0x10002460 // FUNCTION: BETA10 0x1000ffc0 void Matrix4::TranslateBy(const float& p_x, const float& p_y, const float& p_z) { m_data[3][0] += p_x; m_data[3][1] += p_y; m_data[3][2] += p_z; } // FUNCTION: LEGO1 0x100024a0 // FUNCTION: BETA10 0x10010040 void Matrix4::SetTranslation(const float& p_x, const float& p_y, const float& p_z) { m_data[3][0] = p_x; m_data[3][1] = p_y; m_data[3][2] = p_z; } // FUNCTION: LEGO1 0x100024d0 // FUNCTION: BETA10 0x100100a0 void Matrix4::Product(float (*p_a)[4], float (*p_b)[4]) { float* cur = (float*) m_data; for (int row = 0; row < 4; row++) { for (int col = 0; col < 4; col++) { *cur = 0.0f; for (int k = 0; k < 4; k++) { *cur += p_a[row][k] * p_b[k][col]; } cur++; } } } // FUNCTION: LEGO1 0x10002530 // FUNCTION: BETA10 0x10010180 void Matrix4::Product(const Matrix4& p_a, const Matrix4& p_b) { Product(p_a.m_data, p_b.m_data); } // FUNCTION: LEGO1 0x10002550 // FUNCTION: BETA10 0x100101c0 void Matrix4::ToQuaternion(Vector4& p_outQuat) { float trace; float localc = m_data[0][0] + m_data[1][1] + m_data[2][2]; if (localc > 0) { trace = (float) sqrt(localc + 1.0); p_outQuat[3] = trace * 0.5f; trace = 0.5f / trace; p_outQuat[0] = (m_data[2][1] - m_data[1][2]) * trace; p_outQuat[1] = (m_data[0][2] - m_data[2][0]) * trace; p_outQuat[2] = (m_data[1][0] - m_data[0][1]) * trace; } else { // GLOBAL: LEGO1 0x100d4090 static int rotateIndex[] = {1, 2, 0}; // Largest element along the trace int largest = 0; if (m_data[0][0] < m_data[1][1]) { largest = 1; } if (*Element(largest, largest) < m_data[2][2]) { largest = 2; } int next = rotateIndex[largest]; int nextNext = rotateIndex[next]; trace = (float) sqrt(*Element(largest, largest) - (*Element(nextNext, nextNext) + *Element(next, next)) + 1.0); p_outQuat[largest] = trace * 0.5f; trace = 0.5f / trace; p_outQuat[3] = (*Element(nextNext, next) - *Element(next, nextNext)) * trace; p_outQuat[next] = (*Element(largest, next) + *Element(next, largest)) * trace; p_outQuat[nextNext] = (*Element(largest, nextNext) + *Element(nextNext, largest)) * trace; } } // FUNCTION: LEGO1 0x10002710 // FUNCTION: BETA10 0x10010550 int Matrix4::FromQuaternion(const Vector4& p_vec) { float local14 = p_vec.LenSquared(); if (local14 > 0.0f) { local14 = 2.0f / local14; float local24 = p_vec[0] * local14; float local34 = p_vec[1] * local14; float local10 = p_vec[2] * local14; float local28 = p_vec[3] * local24; float local2c = p_vec[3] * local34; float local30 = p_vec[3] * local10; float local38 = p_vec[0] * local24; float local8 = p_vec[0] * local34; float localc = p_vec[0] * local10; float local18 = p_vec[1] * local34; float local1c = p_vec[1] * local10; float local20 = p_vec[2] * local10; m_data[0][0] = 1.0f - (local18 + local20); m_data[1][0] = local8 + local30; m_data[2][0] = localc - local2c; m_data[0][1] = local8 - local30; m_data[1][1] = 1.0f - (local38 + local20); m_data[2][1] = local1c + local28; m_data[0][2] = local2c + localc; m_data[1][2] = local1c - local28; m_data[2][2] = 1.0f - (local18 + local38); m_data[3][0] = 0.0f; m_data[3][1] = 0.0f; m_data[3][2] = 0.0f; m_data[3][3] = 1.0f; m_data[0][3] = 0.0f; m_data[1][3] = 0.0f; m_data[2][3] = 0.0f; return 0; } else { return -1; } } // FUNCTION: LEGO1 0x100a0ff0 // FUNCTION: BETA10 0x1001fe60 void Matrix4::Scale(const float& p_x, const float& p_y, const float& p_z) { for (int i = 0; i < 4; i++) { m_data[i][0] *= p_x; m_data[i][1] *= p_y; m_data[i][2] *= p_z; } } // FUNCTION: BETA10 0x1001c6a0 void Matrix4::RotateX(const float& p_angle) { float s = sin(p_angle); float c = cos(p_angle); float matrix[4][4]; memcpy(matrix, m_data, sizeof(float) * 16); for (int i = 0; i < 4; i++) { m_data[i][1] = matrix[i][1] * c - matrix[i][2] * s; m_data[i][2] = matrix[i][2] * c + matrix[i][1] * s; } } // FUNCTION: BETA10 0x1001fd60 void Matrix4::RotateY(const float& p_angle) { float s = sin(p_angle); float c = cos(p_angle); float matrix[4][4]; memcpy(matrix, m_data, sizeof(float) * 16); for (int i = 0; i < 4; i++) { m_data[i][0] = matrix[i][0] * c + matrix[i][2] * s; m_data[i][2] = matrix[i][2] * c - matrix[i][0] * s; } } // FUNCTION: BETA10 0x1006ab10 void Matrix4::RotateZ(const float& p_angle) { float s = sin(p_angle); float c = cos(p_angle); float matrix[4][4]; memcpy(matrix, m_data, sizeof(float) * 16); for (int i = 0; i < 4; i++) { m_data[i][0] = matrix[i][0] * c - matrix[i][1] * s; m_data[i][1] = matrix[i][1] * c + matrix[i][0] * s; } } // FUNCTION: BETA10 0x1005a590 int Matrix4::Invert(Matrix4& p_mat) { // Inlined at LEGO1 0x1006b2d3 float copyData[4][4]; Matrix4 copy(copyData); copy = *this; p_mat.SetIdentity(); for (int i = 0; i < 4; i++) { int pivotColumn = i; int column; for (column = i + 1; column < 4; column++) { if (fabs(copy[pivotColumn][i]) < fabs(copy[column][i])) { pivotColumn = column; } } if (pivotColumn != i) { copy.Swap(pivotColumn, i); p_mat.Swap(pivotColumn, i); } if (copy[i][i] < 0.001f && copy[i][i] > -0.001f) { // FAILURE from mxtypes.h return -1; } float pivotValue = copy[i][i]; int k; for (k = 0; k < 4; k++) { p_mat[i][k] /= pivotValue; } for (k = 0; k < 4; k++) { copy[i][k] /= pivotValue; } for (column = 0; column < 4; column++) { if (i != column) { float tempColumn[4]; for (k = 0; k < 4; k++) { tempColumn[k] = p_mat[i][k] * copy[column][i]; } for (k = 0; k < 4; k++) { p_mat[column][k] -= tempColumn[k]; } for (k = 0; k < 4; k++) { tempColumn[k] = copy[i][k] * copy[column][i]; } for (k = 0; k < 4; k++) { copy[column][k] -= tempColumn[k]; } } } } // SUCCESS from mxtypes.h return 0; } // FUNCTION: LEGO1 0x1006b500 // FUNCTION: BETA10 0x1005aa20 void Matrix4::Swap(int p_d1, int p_d2) { // This function is affected by entropy even in debug builds int i; float e; for (i = 0; i < 4; i++) { e = m_data[p_d1][i]; m_data[p_d1][i] = m_data[p_d2][i]; m_data[p_d2][i] = e; } } #endif // MATRIX4D_H