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* All libraries have been isolated from each other, and build into separate artifacts. * Project has been restructured to support isolating libraries. * CCrashHandler now calls a callback on crash (setup from core/dllmain.cpp, this can be setup in any way for any project. This callback is getting called when the apllication crashes. Useful for flushing buffers before closing handles to logging files for example). * Tier0 'CoreMsgV' function now calls a callback sink, which could be set by the user (currently setup to the SDK's internal logger in core/dllmain.cpp). TODO: * Add a batch file to autogenerate all projects. * Add support for dedicated server. * Add support for client dll. Bugs: * Game crashes on the title screen after the UI script compiler has finished (root cause unknown). * Curl error messages are getting logged twice for the dedicated server due to the removal of all "DEDICATED" preprocessor directives to support isolating projects. This has to be fixed properly!
179 lines
5.3 KiB
C++
179 lines
5.3 KiB
C++
//==== Copyright (c) 1996-2011, Valve Corporation, All rights reserved. =====//
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//
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// Purpose:
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//
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// $NoKeywords: $
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//
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//===========================================================================//
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#if !defined(_STATIC_LINKED) || defined(_SHARED_LIB)
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#include "mathlib/transform.h"
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#include "mathlib/mathlib.h"
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// memdbgon must be the last include file in a .cpp file!!!
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//#include "tier0/memdbgon.h"
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const CTransform g_TransformIdentity(Vector3D(0.0f, 0.0f, 0.0f), Quaternion(0.0f, 0.0f, 0.0f, 1.0f));
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void SetIdentityTransform(CTransform& out)
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{
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out.m_vPosition = vec3_origin;
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out.m_orientation = quat_identity;
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}
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void ConcatTransforms(const CTransform& in1, const CTransform& in2, CTransform& out)
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{
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// Store in temp to avoid problems if out == in1 or out == in2
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CTransform result;
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QuaternionMult(in1.m_orientation, in2.m_orientation, result.m_orientation);
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QuaternionMultiply(in1.m_orientation, in2.m_vPosition, result.m_vPosition);
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result.m_vPosition += in1.m_vPosition;
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out = result;
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}
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void VectorIRotate(const Vector3D& v, const CTransform& t, Vector3D& out)
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{
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// FIXME: Make work directly with the transform
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matrix3x4_t m;
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TransformMatrix(t, m);
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VectorIRotate(v, m, out);
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}
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void VectorITransform(const Vector3D& v, const CTransform& t, Vector3D& out)
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{
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// FIXME: Make work directly with the transform
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matrix3x4_t m;
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TransformMatrix(t, m);
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VectorITransform(v, m, out);
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}
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void TransformSlerp(const CTransform& p, const CTransform& q, float t, CTransform& qt)
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{
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QuaternionSlerp(p.m_orientation, q.m_orientation, t, qt.m_orientation);
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VectorLerp(p.m_vPosition, q.m_vPosition, t, qt.m_vPosition);
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}
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void TransformLerp(const CTransform& p, const CTransform& q, float t, CTransform& qt)
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{
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QuaternionBlend(p.m_orientation, q.m_orientation, t, qt.m_orientation);
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VectorLerp(p.m_vPosition, q.m_vPosition, t, qt.m_vPosition);
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}
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void TransformMatrix(const CTransform& in, matrix3x4_t& out)
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{
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QuaternionMatrix(in.m_orientation, in.m_vPosition, out);
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}
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void TransformMatrix(const CTransformUnaligned& in, matrix3x4_t& out)
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{
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QuaternionMatrix(in.m_orientation, in.m_vPosition, out);
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}
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void TransformMatrix(const CTransform& in, const Vector3D& vScaleIn, matrix3x4_t& out)
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{
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QuaternionMatrix(in.m_orientation, in.m_vPosition, vScaleIn, out);
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}
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void MatrixTransform(const matrix3x4_t& in, CTransformUnaligned& out)
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{
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MatrixQuaternion(in, out.m_orientation);
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MatrixGetColumn(in, ORIGIN, out.m_vPosition);
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}
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void MatrixTransform(const matrix3x4_t& in, CTransform& out)
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{
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MatrixQuaternion(in, out.m_orientation);
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MatrixGetColumn(in, ORIGIN, out.m_vPosition);
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}
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void MatrixTransform(const matrix3x4_t& in, CTransform& out, Vector3D& vScaleOut)
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{
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matrix3x4_t norm;
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vScaleOut = MatrixNormalize(in, norm);
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MatrixTransform(norm, out);
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}
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void AngleTransform(const QAngle& angles, const Vector3D& origin, CTransform& out)
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{
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AngleQuaternion(angles, out.m_orientation);
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out.m_vPosition = origin;
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}
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void TransformInvert(const CTransform& in, CTransform& out)
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{
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QuaternionInvert(in.m_orientation, out.m_orientation);
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QuaternionMultiply(out.m_orientation, in.m_vPosition, out.m_vPosition);
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out.m_vPosition *= -1.0f;
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}
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void AxisAngleTransform(const Vector3D& vecAxis, float flAngleDegrees, CTransform& out)
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{
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AxisAngleQuaternion(vecAxis, flAngleDegrees, out.m_orientation);
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out.m_vPosition = vec3_origin;
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}
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void TransformVectorsFLU(const CTransform& in, Vector3D* pForward, Vector3D* pLeft, Vector3D* pUp)
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{
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QuaternionVectorsFLU(in.m_orientation, pForward, pLeft, pUp);
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}
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void TransformVectorsForward(const CTransform& in, Vector3D* pForward)
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{
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QuaternionVectorsForward(in.m_orientation, pForward);
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}
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bool TransformsAreEqual(const CTransform& src1, const CTransform& src2, float flPosTolerance, float flRotTolerance)
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{
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if (!VectorsAreEqual(src1.m_vPosition, src2.m_vPosition, flPosTolerance))
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return false;
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return QuaternionsAreEqual(src1.m_orientation, src2.m_orientation, flRotTolerance);
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}
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// FIXME: optimize this with simd goodness
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void TransformToWorldSpace(int nRootTransformCount, int nTransformCount, const int* pParentIndices, CTransform* pTransforms)
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{
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#ifdef _DEBUG
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for (int i = 0; i < nRootTransformCount; ++i)
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{
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Assert(pParentIndices[i] < 0);
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}
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#endif
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for (int i = nRootTransformCount; i < nTransformCount; ++i)
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{
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int nParentBone = pParentIndices[i];
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Assert(nParentBone >= 0 && nParentBone < i);
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ConcatTransforms(pTransforms[nParentBone], pTransforms[i], pTransforms[i]);
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}
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}
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// FIXME: optimize this with simd goodness
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void TransformToParentSpace(int nRootTransformCount, int nTransformCount, const int* pParentIndices, CTransform* pTransforms)
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{
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#ifdef _DEBUG
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for (int i = 0; i < nRootTransformCount; ++i)
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{
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Assert(pParentIndices[i] < 0);
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}
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#endif
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bool* pComputedParentTransform = (bool*)stackalloc(nTransformCount * sizeof(bool));
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memset(pComputedParentTransform, 0, nTransformCount * sizeof(bool));
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CTransform* pWorldToParentTransforms = (CTransform*)stackalloc(nTransformCount * sizeof(CTransform));
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for (int b = nTransformCount; --b >= nRootTransformCount; )
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{
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int nParentBone = pParentIndices[b];
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if (!pComputedParentTransform[nParentBone])
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{
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TransformInvert(pTransforms[nParentBone], pWorldToParentTransforms[nParentBone]);
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pComputedParentTransform[nParentBone] = true;
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}
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ConcatTransforms(pWorldToParentTransforms[nParentBone], pTransforms[b], pTransforms[b]);
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}
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}
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#endif // !_STATIC_LINKED || _SHARED_LIB
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