Files
Client/GameTools/Zallad3D SceneClass/Z3DMath.h
LGram16 dd97ddec92 Restructure repository to include all source folders
Move git root from Client/ to src/ to track all source code:
- Client: Game client source (moved to Client/Client/)
- Server: Game server source
- GameTools: Development tools
- CryptoSource: Encryption utilities
- database: Database scripts
- Script: Game scripts
- rylCoder_16.02.2008_src: Legacy coder tools
- GMFont, Game: Additional resources

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Co-Authored-By: Claude <noreply@anthropic.com>
2025-11-29 20:17:20 +09:00

149 lines
3.7 KiB
C++

// Z3DMath.h: interface for the Z3DMath class.
//
//////////////////////////////////////////////////////////////////////
#if !defined(AFX_Z3DMATH_H__05758061_E110_11D4_AD2B_0000E8EB4C69__INCLUDED_)
#define AFX_Z3DMATH_H__05758061_E110_11D4_AD2B_0000E8EB4C69__INCLUDED_
#if _MSC_VER > 1000
#pragma once
#endif // _MSC_VER > 1000
#include <math.h>
#include "misc.h"
#include "vector.h"
#include "quaternion.h"
#include "matrix.h"
#include <d3d8.h>
// dummy.. ÀӽÿëÀÓ.
extern vector3 g_vecDummy;
extern quaternion g_quatDummy;
namespace z3d
{
inline const vector3 MatrixGetLoc( const matrix& m )
{
return vector3(m._41, m._42, m._43);
}
void MatrixTranslation(matrix& result_m, const vector3 &loc);
void MatrixCameraLookAt(matrix& result_m, const vector3& loc, const vector3& lookAt, const vector3& inUp );
void MatrixAxisAngle(matrix& result_m, const vector3& inaxis,float angle);
void MatrixRotationQuaternion(matrix& result, const quaternion& q );
void MatrixRotationQuaternion(D3DMATRIX& result, const quaternion& q );
//void D3DMATRIXRotationQuaternion(D3DMATRIX& m, const quaternion& q );
void VectorMultiplyMatrix( vector3& result_v, const vector3 &v, const matrix &m );
inline void VectorLerp( vector3& result, vector3& from, vector3& to, float factor )
{
result.x = (to.x - from.x)*factor + from.x;
result.y = (to.y - from.y)*factor + from.y;
result.z = (to.z - from.z)*factor + from.z;
}
inline void MatrixToD3DMATRIX( D3DMATRIX& dest, const matrix& src )
{
memcpy( &(dest._11), &(src._11), sizeof(float) * 16 );
}
//
// perform quaternion rotation on vector
//
inline void VectorRotate( vector3& result, const vector3& v, const quaternion& q )
{
float xx, yy, zz, xy, yz, zx, wx, wy, wz, vx, vy, vz;
xx = q.x*q.x;
yy = q.y*q.y;
zz = q.z*q.z;
xy = q.x*q.y;
yz = q.z*q.y;
zx = q.z*q.x;
wx = q.w*q.x;
wy = q.w*q.y;
wz = q.w*q.z;
vx = v.x;
vy = v.y;
vz = v.z;
result.x = vx + 2*(-vx*(yy+zz) + vy*(xy-wz) + vz*(zx+wy) );
result.y = vy + 2*( vx*(xy+wz) + -vy*(xx+zz) + vz*(yz-wx) );
result.z = vz + 2*( vx*(zx-wy) + vy*(yz+wx) + -vz*(xx+yy) );
}
inline void QuaternionSlerp( quaternion& result, quaternion from, quaternion to, float factor )
{
if( from.w < 0 ) from = -from;
if( to.w < 0 ) to = -to;
float fCosTheta = from.x*to.x + from.y*to.y + from.z*to.z + from.w*to.w;
//float fSign = 1.0f;
if( fCosTheta < 0.0f )
{
fCosTheta = -fCosTheta;
to = -to;
//fSign = -1.0f;
}
float fInvFactor = 1.0f - factor;
if( 1.0f - fCosTheta > 0.001f )
{
float fTheta = acosf(fCosTheta);
factor = sinf( factor*fTheta ) / sinf(fTheta);
fInvFactor = sinf( fInvFactor*fTheta ) / sinf(fTheta);
}
result.x = fInvFactor*from.x + factor*to.x;
result.y = fInvFactor*from.y + factor*to.y;
result.z = fInvFactor*from.z + factor*to.z;
result.w = fInvFactor*from.w + factor*to.w;
}
inline void QuaternionRotationMatrix(quaternion& result_q, const matrix& m)
{
float f = sqrtf(m._11 + m._22 + m._33 + m._44) * 2;
result_q.x = (m._32 - m._23) / f;
result_q.y = (m._13 - m._31) / f;
result_q.z = (m._21 - m._12) / f;
result_q.w = f / 4;
}
inline void QuaternionAxisAngle( quaternion& result_q,
float x, float y, float z, float a )
{
a /= 2.0;
float n = sqrtf(x*x + y*y + z*z);
n = max( FLOAT_EPSILON, n );
result_q.w = cosf(a);
result_q.x = x*sinf(a)/n;
result_q.y = y*sinf(a)/n;
result_q.z = z*sinf(a)/n;
}
inline void VectorSetValue( vector3& v, float x, float y, float z )
{
v.x = x;
v.y = y;
v.z = z;
}
inline void QuaternionSetValue( quaternion& q, float x, float y, float z, float w )
{
q.x = x;
q.y = y;
q.z = z;
q.w = w;
}
}
#endif // !defined(AFX_Z3DMATH_H__05758061_E110_11D4_AD2B_0000E8EB4C69__INCLUDED_)