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- /*
- ** 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 <http://www.gnu.org/licenses/>.
- */
- /***********************************************************************************************
- *** 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 <assert.h>
- #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
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