mirror of https://github.com/PrimeDecomp/prime.git
123 lines
4.6 KiB
C++
123 lines
4.6 KiB
C++
#ifndef _CTRANSFORM4F
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#define _CTRANSFORM4F
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#include "types.h"
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#include "Kyoto/Math/CVector3f.hpp"
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typedef const float (*ConstMtxPtr)[4];
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class CInputStream;
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class CMatrix3f;
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class CRelAngle;
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class CTransform4f {
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public:
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CTransform4f(const CVector3f& m0, const CVector3f& m1, const CVector3f& m2, const CVector3f& pos)
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: m0(m0), posX(pos.GetX()), m1(m1), posY(pos.GetY()), m2(m2), posZ(pos.GetZ()) {}
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CTransform4f(float, float, float, float, float, float, float, float, float, float, float, float);
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CTransform4f(CInputStream& in);
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CTransform4f(const CMatrix3f& rotation, const CVector3f& translation);
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CTransform4f(const CTransform4f& other);
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CTransform4f& operator=(const CTransform4f& other);
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CVector3f GetTranslation() const { return CVector3f(posX, posY, posZ); }
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CVector3f GetRight() const { return CVector3f(m0.GetX(), m1.GetX(), m2.GetX()); }
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CVector3f GetForward() const { return CVector3f(m0.GetY(), m1.GetY(), m2.GetY()); }
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CVector3f GetUp() const { return CVector3f(m0.GetZ(), m1.GetZ(), m2.GetZ()); }
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ConstMtxPtr GetCStyleMatrix() const { return reinterpret_cast< ConstMtxPtr >(this); }
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CMatrix3f BuildMatrix3f() const;
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float Get00() const { return m0.GetX(); }
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float Get01() const { return m0.GetY(); }
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float Get02() const { return m0.GetZ(); }
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float Get03() const { return posX; }
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float Get10() const { return m1.GetX(); }
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float Get11() const { return m1.GetY(); }
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float Get12() const { return m1.GetZ(); }
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float Get13() const { return posY; }
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float Get20() const { return m2.GetX(); }
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float Get21() const { return m2.GetY(); }
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float Get22() const { return m2.GetZ(); }
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float Get23() const { return posZ; }
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CVector3f GetColumn(EDimX dim) const { return CVector3f(m0[dim], m1[dim], m2[dim]); }
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CVector3f GetColumn(EDimY dim) const { return CVector3f(m0[dim], m1[dim], m2[dim]); }
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CVector3f GetColumn(EDimZ dim) const { return CVector3f(m0[dim], m1[dim], m2[dim]); }
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// GetColumn__12CTransform4fCFi
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// GetCStyleMatrix__12CTransform4fCFv
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CTransform4f GetInverse() const;
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CTransform4f GetQuickInverse() const;
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CTransform4f GetRotation() const;
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inline const CVector3f& GetRow(EDimX dim) const { return m0; }
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inline const CVector3f& GetRow(EDimY dim) const { return m1; }
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inline const CVector3f& GetRow(EDimZ dim) const { return m2; }
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inline const CVector3f& GetRow(int i) const {
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return *(reinterpret_cast< const CVector3f* >(reinterpret_cast< const float* >(&m0) + i * 4));
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}
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// GetUp__12CTransform4fCFv
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static CTransform4f LookAt(const CVector3f& pos, const CVector3f& lookPos,
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const CVector3f& up = CVector3f::Up());
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// MakeRotationsBasedOnY__12CTransform4fFRC13CUnitVector3f
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CTransform4f MultiplyIgnoreTranslation(const CTransform4f& other) const;
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// Orthonormalize__12CTransform4fFv
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CVector3f Rotate(const CVector3f& in) const;
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void RotateLocalX(const CRelAngle& angle);
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void RotateLocalY(const CRelAngle& angle);
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void RotateLocalZ(const CRelAngle& angle);
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static CTransform4f RotateX(const CRelAngle&);
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static CTransform4f RotateY(const CRelAngle&);
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static CTransform4f RotateZ(const CRelAngle&);
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static CTransform4f Scale(float);
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static CTransform4f Scale(float, float, float);
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static CTransform4f Scale(const CVector3f&);
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// ScaleBy__12CTransform4fFf
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// SetRotation__12CTransform4fFRC12CTransform4f
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// SetRotation__12CTransform4fFRC9CMatrix3f
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CVector3f TransposeMultiply(const CVector3f& in) const {
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return TransposeRotate(CVector3f(in.GetX() - posX, in.GetY() - posY, in.GetZ() - posZ));
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}
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CVector3f TransposeRotate(const CVector3f& in) const;
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void SetTranslation(const CVector3f& vec) {
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posX = vec.GetX();
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posY = vec.GetY();
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posZ = vec.GetZ();
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}
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void AddTranslation(const CVector3f& vec) {
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posX += vec.GetX();
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posY += vec.GetY();
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posZ += vec.GetZ();
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}
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void AddTranslationZ(float z) { posZ += z; }
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CTransform4f& operator*=(const CTransform4f& other) {
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*this = *this * other;
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return *this;
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}
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CTransform4f operator*(const CTransform4f& vec) const;
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CVector3f operator*(const CVector3f& vec) const;
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static CTransform4f FromColumns(const CVector3f&, const CVector3f&, const CVector3f&,
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const CVector3f&);
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static CTransform4f Translate(float x, float y, float z);
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static CTransform4f Translate(const CVector3f& vec);
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static const CTransform4f& Identity() { return sIdentity; }
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private:
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CVector3f m0;
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float posX;
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CVector3f m1;
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float posY;
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CVector3f m2;
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float posZ;
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static CTransform4f sIdentity;
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};
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inline bool operator==(const CTransform4f& lhs, const CTransform4f& rhs);
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CHECK_SIZEOF(CTransform4f, 0x30)
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#endif // _CTRANSFORM4F
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