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matrix.h
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matrix.h
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#pragma once
class matrix3x4_t {
public:
__forceinline matrix3x4_t( ) {}
__forceinline matrix3x4_t( float m00, float m01, float m02, float m03, float m10, float m11, float m12, float m13, float m20, float m21, float m22, float m23 ) {
m_flMatVal[ 0 ][ 0 ] = m00;
m_flMatVal[ 0 ][ 1 ] = m01;
m_flMatVal[ 0 ][ 2 ] = m02;
m_flMatVal[ 0 ][ 3 ] = m03;
m_flMatVal[ 1 ][ 0 ] = m10;
m_flMatVal[ 1 ][ 1 ] = m11;
m_flMatVal[ 1 ][ 2 ] = m12;
m_flMatVal[ 1 ][ 3 ] = m13;
m_flMatVal[ 2 ][ 0 ] = m20;
m_flMatVal[ 2 ][ 1 ] = m21;
m_flMatVal[ 2 ][ 2 ] = m22;
m_flMatVal[ 2 ][ 3 ] = m23;
}
__forceinline void Init( const vec3_t &x, const vec3_t &y, const vec3_t &z, const vec3_t &origin ) {
m_flMatVal[ 0 ][ 0 ] = x.x;
m_flMatVal[ 0 ][ 1 ] = y.x;
m_flMatVal[ 0 ][ 2 ] = z.x;
m_flMatVal[ 0 ][ 3 ] = origin.x;
m_flMatVal[ 1 ][ 0 ] = x.y;
m_flMatVal[ 1 ][ 1 ] = y.y;
m_flMatVal[ 1 ][ 2 ] = z.y;
m_flMatVal[ 1 ][ 3 ] = origin.y;
m_flMatVal[ 2 ][ 0 ] = x.z;
m_flMatVal[ 2 ][ 1 ] = y.z;
m_flMatVal[ 2 ][ 2 ] = z.z;
m_flMatVal[ 2 ][ 3 ] = origin.z;
}
__forceinline matrix3x4_t( const vec3_t &x, const vec3_t &y, const vec3_t &z, const vec3_t &origin ) {
m_flMatVal[ 0 ][ 0 ] = x.x;
m_flMatVal[ 0 ][ 1 ] = y.x;
m_flMatVal[ 0 ][ 2 ] = z.x;
m_flMatVal[ 0 ][ 3 ] = origin.x;
m_flMatVal[ 1 ][ 0 ] = x.y;
m_flMatVal[ 1 ][ 1 ] = y.y;
m_flMatVal[ 1 ][ 2 ] = z.y;
m_flMatVal[ 1 ][ 3 ] = origin.y;
m_flMatVal[ 2 ][ 0 ] = x.z;
m_flMatVal[ 2 ][ 1 ] = y.z;
m_flMatVal[ 2 ][ 2 ] = z.z;
m_flMatVal[ 2 ][ 3 ] = origin.z;
}
__forceinline void SetOrigin( const vec3_t& p ) {
m_flMatVal[ 0 ][ 3 ] = p.x;
m_flMatVal[ 1 ][ 3 ] = p.y;
m_flMatVal[ 2 ][ 3 ] = p.z;
}
__forceinline vec3_t GetOrigin( ) {
return { m_flMatVal[ 0 ][ 3 ], m_flMatVal[ 1 ][ 3 ], m_flMatVal[ 2 ][ 3 ] };
}
__forceinline float* operator[]( int i ) {
return m_flMatVal[ i ];
}
__forceinline const float* operator[]( int i ) const {
return m_flMatVal[ i ];
}
__forceinline float* Base( ) {
return &m_flMatVal[ 0 ][ 0 ];
}
__forceinline const float* Base( ) const {
return &m_flMatVal[ 0 ][ 0 ];
}
public:
float m_flMatVal[ 3 ][ 4 ];
};
class BoneArray : public matrix3x4_t {
public:
bool get_bone( vec3_t & out, int bone = 0 ) {
if( bone < 0 || bone >= 128 )
return false;
matrix3x4_t* bone_matrix = &this[ bone ];
if( !bone_matrix )
return false;
out = { bone_matrix->m_flMatVal[ 0 ][ 3 ], bone_matrix->m_flMatVal[ 1 ][ 3 ], bone_matrix->m_flMatVal[ 2 ][ 3 ] };
return true;
}
};
class __declspec( align( 16 ) ) matrix3x4a_t : public matrix3x4_t {
public:
__forceinline matrix3x4a_t& operator=( const matrix3x4_t& src ) {
std::memcpy( Base( ), src.Base( ), sizeof( float ) * 3 * 4 );
return *this;
};
};
class VMatrix {
public:
__forceinline float* operator[]( int i ) {
return m[ i ];
}
__forceinline const float* operator[]( int i ) const {
return m[ i ];
}
__forceinline float* Base( ) {
return &m[ 0 ][ 0 ];
}
__forceinline const float* Base( ) const {
return &m[ 0 ][ 0 ];
}
public:
float m[ 4 ][ 4 ];
};