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-rw-r--r--src/math/Matrix.cpp531
-rw-r--r--src/math/Matrix.h170
-rw-r--r--src/math/Quaternion.cpp177
-rw-r--r--src/math/Quaternion.h95
-rw-r--r--src/math/Rect.cpp17
-rw-r--r--src/math/Rect.h71
-rw-r--r--src/math/Vector.cpp46
-rw-r--r--src/math/Vector.h129
-rw-r--r--src/math/Vector2D.h104
-rw-r--r--src/math/VuVector.h30
-rw-r--r--src/math/math.cpp118
-rw-r--r--src/math/maths.h19
12 files changed, 1507 insertions, 0 deletions
diff --git a/src/math/Matrix.cpp b/src/math/Matrix.cpp
new file mode 100644
index 0000000..c0d909c
--- /dev/null
+++ b/src/math/Matrix.cpp
@@ -0,0 +1,531 @@
+#include "common.h"
+
+CMatrix::CMatrix(void)
+{
+ m_attachment = nil;
+ m_hasRwMatrix = false;
+}
+
+CMatrix::CMatrix(CMatrix const &m)
+{
+ m_attachment = nil;
+ m_hasRwMatrix = false;
+ *this = m;
+}
+
+CMatrix::CMatrix(RwMatrix *matrix, bool owner)
+{
+ m_attachment = nil;
+ Attach(matrix, owner);
+}
+
+CMatrix::~CMatrix(void)
+{
+ if (m_hasRwMatrix && m_attachment)
+ RwMatrixDestroy(m_attachment);
+}
+
+void
+CMatrix::Attach(RwMatrix *matrix, bool owner)
+{
+#ifdef FIX_BUGS
+ if (m_attachment && m_hasRwMatrix)
+#else
+ if (m_hasRwMatrix && m_attachment)
+#endif
+ RwMatrixDestroy(m_attachment);
+ m_attachment = matrix;
+ m_hasRwMatrix = owner;
+ Update();
+}
+
+void
+CMatrix::AttachRW(RwMatrix *matrix, bool owner)
+{
+ if (m_hasRwMatrix && m_attachment)
+ RwMatrixDestroy(m_attachment);
+ m_attachment = matrix;
+ m_hasRwMatrix = owner;
+ UpdateRW();
+}
+
+void
+CMatrix::Detach(void)
+{
+ if (m_hasRwMatrix && m_attachment)
+ RwMatrixDestroy(m_attachment);
+ m_attachment = nil;
+}
+
+void
+CMatrix::Update(void)
+{
+ GetRight() = m_attachment->right;
+ GetForward() = m_attachment->up;
+ GetUp() = m_attachment->at;
+ GetPosition() = m_attachment->pos;
+}
+
+void
+CMatrix::UpdateRW(void)
+{
+ if (m_attachment) {
+ m_attachment->right = GetRight();
+ m_attachment->up = GetForward();
+ m_attachment->at = GetUp();
+ m_attachment->pos = GetPosition();
+ RwMatrixUpdate(m_attachment);
+ }
+}
+
+void
+CMatrix::operator=(CMatrix const &rhs)
+{
+ memcpy(this, &rhs, sizeof(f));
+ if (m_attachment)
+ UpdateRW();
+}
+
+void
+CMatrix::CopyOnlyMatrix(const CMatrix &other)
+{
+ memcpy(this, &other, sizeof(f));
+}
+
+CMatrix &
+CMatrix::operator+=(CMatrix const &rhs)
+{
+ GetRight() += rhs.GetRight();
+ GetForward() += rhs.GetForward();
+ GetUp() += rhs.GetUp();
+ GetPosition() += rhs.GetPosition();
+ return *this;
+}
+
+void
+CMatrix::SetUnity(void)
+{
+ rx = 1.0f;
+ ry = 0.0f;
+ rz = 0.0f;
+ fx = 0.0f;
+ fy = 1.0f;
+ fz = 0.0f;
+ ux = 0.0f;
+ uy = 0.0f;
+ uz = 1.0f;
+ px = 0.0f;
+ py = 0.0f;
+ pz = 0.0f;
+}
+
+void
+CMatrix::ResetOrientation(void)
+{
+ rx = 1.0f;
+ ry = 0.0f;
+ rz = 0.0f;
+ fx = 0.0f;
+ fy = 1.0f;
+ fz = 0.0f;
+ ux = 0.0f;
+ uy = 0.0f;
+ uz = 1.0f;
+}
+
+void
+CMatrix::SetScale(float s)
+{
+ rx = s;
+ ry = 0.0f;
+ rz = 0.0f;
+
+ fx = 0.0f;
+ fy = s;
+ fz = 0.0f;
+
+ ux = 0.0f;
+ uy = 0.0f;
+ uz = s;
+
+ px = 0.0f;
+ py = 0.0f;
+ pz = 0.0f;
+}
+
+void
+CMatrix::SetTranslate(float x, float y, float z)
+{
+ rx = 1.0f;
+ ry = 0.0f;
+ rz = 0.0f;
+
+ fx = 0.0f;
+ fy = 1.0f;
+ fz = 0.0f;
+
+ ux = 0.0f;
+ uy = 0.0f;
+ uz = 1.0f;
+
+ px = x;
+ py = y;
+ pz = z;
+}
+
+void
+CMatrix::SetRotateXOnly(float angle)
+{
+ float c = Cos(angle);
+ float s = Sin(angle);
+
+ rx = 1.0f;
+ ry = 0.0f;
+ rz = 0.0f;
+
+ fx = 0.0f;
+ fy = c;
+ fz = s;
+
+ ux = 0.0f;
+ uy = -s;
+ uz = c;
+}
+
+void
+CMatrix::SetRotateYOnly(float angle)
+{
+ float c = Cos(angle);
+ float s = Sin(angle);
+
+ rx = c;
+ ry = 0.0f;
+ rz = -s;
+
+ fx = 0.0f;
+ fy = 1.0f;
+ fz = 0.0f;
+
+ ux = s;
+ uy = 0.0f;
+ uz = c;
+}
+
+void
+CMatrix::SetRotateZOnly(float angle)
+{
+ float c = Cos(angle);
+ float s = Sin(angle);
+
+ rx = c;
+ ry = s;
+ rz = 0.0f;
+
+ fx = -s;
+ fy = c;
+ fz = 0.0f;
+
+ ux = 0.0f;
+ uy = 0.0f;
+ uz = 1.0f;
+}
+
+void
+CMatrix::SetRotateX(float angle)
+{
+ SetRotateXOnly(angle);
+ px = 0.0f;
+ py = 0.0f;
+ pz = 0.0f;
+}
+
+
+void
+CMatrix::SetRotateY(float angle)
+{
+ SetRotateYOnly(angle);
+ px = 0.0f;
+ py = 0.0f;
+ pz = 0.0f;
+}
+
+void
+CMatrix::SetRotateZ(float angle)
+{
+ SetRotateZOnly(angle);
+ px = 0.0f;
+ py = 0.0f;
+ pz = 0.0f;
+}
+
+void
+CMatrix::SetRotate(float xAngle, float yAngle, float zAngle)
+{
+ float cX = Cos(xAngle);
+ float sX = Sin(xAngle);
+ float cY = Cos(yAngle);
+ float sY = Sin(yAngle);
+ float cZ = Cos(zAngle);
+ float sZ = Sin(zAngle);
+
+ rx = cZ * cY - (sZ * sX) * sY;
+ ry = (cZ * sX) * sY + sZ * cY;
+ rz = -cX * sY;
+
+ fx = -sZ * cX;
+ fy = cZ * cX;
+ fz = sX;
+
+ ux = (sZ * sX) * cY + cZ * sY;
+ uy = sZ * sY - (cZ * sX) * cY;
+ uz = cX * cY;
+
+ px = 0.0f;
+ py = 0.0f;
+ pz = 0.0f;
+}
+
+void
+CMatrix::RotateX(float x)
+{
+ float c = Cos(x);
+ float s = Sin(x);
+
+ float ry = this->ry;
+ float rz = this->rz;
+ float uy = this->fy;
+ float uz = this->fz;
+ float ay = this->uy;
+ float az = this->uz;
+ float py = this->py;
+ float pz = this->pz;
+
+ this->ry = c * ry - s * rz;
+ this->rz = c * rz + s * ry;
+ this->fy = c * uy - s * uz;
+ this->fz = c * uz + s * uy;
+ this->uy = c * ay - s * az;
+ this->uz = c * az + s * ay;
+ this->py = c * py - s * pz;
+ this->pz = c * pz + s * py;
+}
+
+void
+CMatrix::RotateY(float y)
+{
+ float c = Cos(y);
+ float s = Sin(y);
+
+ float rx = this->rx;
+ float rz = this->rz;
+ float ux = this->fx;
+ float uz = this->fz;
+ float ax = this->ux;
+ float az = this->uz;
+ float px = this->px;
+ float pz = this->pz;
+
+ this->rx = c * rx + s * rz;
+ this->rz = c * rz - s * rx;
+ this->fx = c * ux + s * uz;
+ this->fz = c * uz - s * ux;
+ this->ux = c * ax + s * az;
+ this->uz = c * az - s * ax;
+ this->px = c * px + s * pz;
+ this->pz = c * pz - s * px;
+}
+
+void
+CMatrix::RotateZ(float z)
+{
+ float c = Cos(z);
+ float s = Sin(z);
+
+ float ry = this->ry;
+ float rx = this->rx;
+ float uy = this->fy;
+ float ux = this->fx;
+ float ay = this->uy;
+ float ax = this->ux;
+ float py = this->py;
+ float px = this->px;
+
+ this->rx = c * rx - s * ry;
+ this->ry = c * ry + s * rx;
+ this->fx = c * ux - s * uy;
+ this->fy = c * uy + s * ux;
+ this->ux = c * ax - s * ay;
+ this->uy = c * ay + s * ax;
+ this->px = c * px - s * py;
+ this->py = c * py + s * px;
+
+}
+
+void
+CMatrix::Rotate(float x, float y, float z)
+{
+ float cX = Cos(x);
+ float sX = Sin(x);
+ float cY = Cos(y);
+ float sY = Sin(y);
+ float cZ = Cos(z);
+ float sZ = Sin(z);
+
+ float rx = this->rx;
+ float ry = this->ry;
+ float rz = this->rz;
+ float ux = this->fx;
+ float uy = this->fy;
+ float uz = this->fz;
+ float ax = this->ux;
+ float ay = this->uy;
+ float az = this->uz;
+ float px = this->px;
+ float py = this->py;
+ float pz = this->pz;
+
+ float x1 = cZ * cY - (sZ * sX) * sY;
+ float x2 = (cZ * sX) * sY + sZ * cY;
+ float x3 = -cX * sY;
+ float y1 = -sZ * cX;
+ float y2 = cZ * cX;
+ float y3 = sX;
+ float z1 = (sZ * sX) * cY + cZ * sY;
+ float z2 = sZ * sY - (cZ * sX) * cY;
+ float z3 = cX * cY;
+
+ this->rx = x1 * rx + y1 * ry + z1 * rz;
+ this->ry = x2 * rx + y2 * ry + z2 * rz;
+ this->rz = x3 * rx + y3 * ry + z3 * rz;
+ this->fx = x1 * ux + y1 * uy + z1 * uz;
+ this->fy = x2 * ux + y2 * uy + z2 * uz;
+ this->fz = x3 * ux + y3 * uy + z3 * uz;
+ this->ux = x1 * ax + y1 * ay + z1 * az;
+ this->uy = x2 * ax + y2 * ay + z2 * az;
+ this->uz = x3 * ax + y3 * ay + z3 * az;
+ this->px = x1 * px + y1 * py + z1 * pz;
+ this->py = x2 * px + y2 * py + z2 * pz;
+ this->pz = x3 * px + y3 * py + z3 * pz;
+}
+
+CMatrix &
+CMatrix::operator*=(CMatrix const &rhs)
+{
+ // TODO: VU0 code
+ *this = *this * rhs;
+ return *this;
+}
+
+void
+CMatrix::Reorthogonalise(void)
+{
+ CVector &r = GetRight();
+ CVector &f = GetForward();
+ CVector &u = GetUp();
+ u = CrossProduct(r, f);
+ u.Normalise();
+ r = CrossProduct(f, u);
+ r.Normalise();
+ f = CrossProduct(u, r);
+}
+
+CMatrix
+operator*(const CMatrix &m1, const CMatrix &m2)
+{
+ // TODO: VU0 code
+ CMatrix out;
+ out.rx = m1.rx * m2.rx + m1.fx * m2.ry + m1.ux * m2.rz;
+ out.ry = m1.ry * m2.rx + m1.fy * m2.ry + m1.uy * m2.rz;
+ out.rz = m1.rz * m2.rx + m1.fz * m2.ry + m1.uz * m2.rz;
+ out.fx = m1.rx * m2.fx + m1.fx * m2.fy + m1.ux * m2.fz;
+ out.fy = m1.ry * m2.fx + m1.fy * m2.fy + m1.uy * m2.fz;
+ out.fz = m1.rz * m2.fx + m1.fz * m2.fy + m1.uz * m2.fz;
+ out.ux = m1.rx * m2.ux + m1.fx * m2.uy + m1.ux * m2.uz;
+ out.uy = m1.ry * m2.ux + m1.fy * m2.uy + m1.uy * m2.uz;
+ out.uz = m1.rz * m2.ux + m1.fz * m2.uy + m1.uz * m2.uz;
+ out.px = m1.rx * m2.px + m1.fx * m2.py + m1.ux * m2.pz + m1.px;
+ out.py = m1.ry * m2.px + m1.fy * m2.py + m1.uy * m2.pz + m1.py;
+ out.pz = m1.rz * m2.px + m1.fz * m2.py + m1.uz * m2.pz + m1.pz;
+ return out;
+}
+
+CMatrix &
+Invert(const CMatrix &src, CMatrix &dst)
+{
+ // TODO: VU0 code
+ dst.f[3][0] = dst.f[3][1] = dst.f[3][2] = 0.0f;
+
+ dst.f[0][0] = src.f[0][0];
+ dst.f[0][1] = src.f[1][0];
+ dst.f[0][2] = src.f[2][0];
+
+ dst.f[1][0] = src.f[0][1];
+ dst.f[1][1] = src.f[1][1];
+ dst.f[1][2] = src.f[2][1];
+
+ dst.f[2][0] = src.f[0][2];
+ dst.f[2][1] = src.f[1][2];
+ dst.f[2][2] = src.f[2][2];
+
+
+ dst.f[3][0] += dst.f[0][0] * src.f[3][0];
+ dst.f[3][1] += dst.f[0][1] * src.f[3][0];
+ dst.f[3][2] += dst.f[0][2] * src.f[3][0];
+
+ dst.f[3][0] += dst.f[1][0] * src.f[3][1];
+ dst.f[3][1] += dst.f[1][1] * src.f[3][1];
+ dst.f[3][2] += dst.f[1][2] * src.f[3][1];
+
+ dst.f[3][0] += dst.f[2][0] * src.f[3][2];
+ dst.f[3][1] += dst.f[2][1] * src.f[3][2];
+ dst.f[3][2] += dst.f[2][2] * src.f[3][2];
+
+ dst.f[3][0] = -dst.f[3][0];
+ dst.f[3][1] = -dst.f[3][1];
+ dst.f[3][2] = -dst.f[3][2];
+
+ return dst;
+}
+
+void
+CMatrix::CopyToRwMatrix(RwMatrix* matrix)
+{
+ matrix->right = GetRight();
+ matrix->up = GetForward();
+ matrix->at = GetUp();
+ matrix->pos = GetPosition();
+ RwMatrixUpdate(matrix);
+}
+
+CMatrix
+Invert(const CMatrix &matrix)
+{
+ CMatrix inv;
+ return Invert(matrix, inv);
+}
+
+void
+CCompressedMatrixNotAligned::CompressFromFullMatrix(CMatrix &other)
+{
+ m_rightX = 127.0f * other.GetRight().x;
+ m_rightY = 127.0f * other.GetRight().y;
+ m_rightZ = 127.0f * other.GetRight().z;
+ m_upX = 127.0f * other.GetForward().x;
+ m_upY = 127.0f * other.GetForward().y;
+ m_upZ = 127.0f * other.GetForward().z;
+ m_vecPos = other.GetPosition();
+}
+
+void
+CCompressedMatrixNotAligned::DecompressIntoFullMatrix(CMatrix &other)
+{
+ other.GetRight().x = m_rightX / 127.0f;
+ other.GetRight().y = m_rightY / 127.0f;
+ other.GetRight().z = m_rightZ / 127.0f;
+ other.GetForward().x = m_upX / 127.0f;
+ other.GetForward().y = m_upY / 127.0f;
+ other.GetForward().z = m_upZ / 127.0f;
+ other.GetUp() = CrossProduct(other.GetRight(), other.GetForward());
+ other.GetPosition() = m_vecPos;
+ other.Reorthogonalise();
+} \ No newline at end of file
diff --git a/src/math/Matrix.h b/src/math/Matrix.h
new file mode 100644
index 0000000..6da4c76
--- /dev/null
+++ b/src/math/Matrix.h
@@ -0,0 +1,170 @@
+#pragma once
+
+class CMatrix
+{
+public:
+#ifdef GTA_PS2
+ union
+ {
+ float f[4][4];
+ struct
+ {
+ float rx, ry, rz;
+ RwMatrix *m_attachment;
+ float fx, fy, fz;
+ bool m_hasRwMatrix; // are we the owner?
+ float ux, uy, uz, uw;
+ float px, py, pz, pw;
+ };
+ };
+#else
+ union
+ {
+ float f[4][4];
+ struct
+ {
+ float rx, ry, rz, rw;
+ float fx, fy, fz, fw;
+ float ux, uy, uz, uw;
+ float px, py, pz, pw;
+ };
+ };
+
+ RwMatrix *m_attachment;
+ bool m_hasRwMatrix; // are we the owner?
+#endif
+
+ CMatrix(void);
+ CMatrix(CMatrix const &m);
+ CMatrix(RwMatrix *matrix, bool owner = false);
+ CMatrix(float scale){
+ m_attachment = nil;
+ m_hasRwMatrix = false;
+ SetScale(scale);
+ }
+ ~CMatrix(void);
+ void Attach(RwMatrix *matrix, bool owner = false);
+ void AttachRW(RwMatrix *matrix, bool owner = false);
+ void Detach(void);
+ void Update(void);
+ void UpdateRW(void);
+ void operator=(CMatrix const &rhs);
+ CMatrix &operator+=(CMatrix const &rhs);
+ CMatrix &operator*=(CMatrix const &rhs);
+
+ CVector &GetPosition(void) { return *(CVector*)&px; }
+ CVector &GetRight(void) { return *(CVector*)℞ }
+ CVector &GetForward(void) { return *(CVector*)&fx; }
+ CVector &GetUp(void) { return *(CVector*)&ux; }
+
+ const CVector &GetPosition(void) const { return *(CVector*)&px; }
+ const CVector &GetRight(void) const { return *(CVector*)℞ }
+ const CVector &GetForward(void) const { return *(CVector*)&fx; }
+ const CVector &GetUp(void) const { return *(CVector*)&ux; }
+
+
+ void SetTranslate(float x, float y, float z);
+ void SetTranslate(const CVector &trans){ SetTranslate(trans.x, trans.y, trans.z); }
+ void Translate(float x, float y, float z){
+ px += x;
+ py += y;
+ pz += z;
+ }
+ void Translate(const CVector &trans){ Translate(trans.x, trans.y, trans.z); }
+
+ void SetScale(float s);
+ void Scale(float scale)
+ {
+ for (int i = 0; i < 3; i++)
+ for (int j = 0; j < 3; j++)
+ f[i][j] *= scale;
+ }
+ void Scale(float sx, float sy, float sz)
+ {
+ for (int i = 0; i < 3; i++){
+ f[i][0] *= sx;
+ f[i][1] *= sy;
+ f[i][2] *= sz;
+ }
+ }
+
+
+ void SetRotateXOnly(float angle);
+ void SetRotateYOnly(float angle);
+ void SetRotateZOnly(float angle);
+ void SetRotateZOnlyScaled(float angle, float scale) {
+ float c = Cos(angle);
+ float s = Sin(angle);
+
+ rx = c * scale;
+ ry = s * scale;
+ rz = 0.0f;
+
+ fx = -s * scale;
+ fy = c * scale;
+ fz = 0.0f;
+
+ ux = 0.0f;
+ uy = 0.0f;
+ uz = scale;
+ }
+ void SetRotateX(float angle);
+ void SetRotateY(float angle);
+ void SetRotateZ(float angle);
+ void SetRotate(float xAngle, float yAngle, float zAngle);
+ void Rotate(float x, float y, float z);
+ void RotateX(float x);
+ void RotateY(float y);
+ void RotateZ(float z);
+
+ void Reorthogonalise(void);
+ void CopyOnlyMatrix(const CMatrix &other);
+ void SetUnity(void);
+ void ResetOrientation(void);
+
+ void CopyToRwMatrix(RwMatrix* matrix);
+
+ void SetTranslateOnly(float x, float y, float z) {
+ px = x;
+ py = y;
+ pz = z;
+ }
+ void SetTranslateOnly(const CVector& pos) {
+ SetTranslateOnly(pos.x, pos.y, pos.z);
+ }
+ void CheckIntegrity(){}
+};
+
+
+CMatrix &Invert(const CMatrix &src, CMatrix &dst);
+CMatrix Invert(const CMatrix &matrix);
+CMatrix operator*(const CMatrix &m1, const CMatrix &m2);
+inline CVector MultiplyInverse(const CMatrix &mat, const CVector &vec)
+{
+ CVector v(vec.x - mat.px, vec.y - mat.py, vec.z - mat.pz);
+ return CVector(
+ mat.rx * v.x + mat.ry * v.y + mat.rz * v.z,
+ mat.fx * v.x + mat.fy * v.y + mat.fz * v.z,
+ mat.ux * v.x + mat.uy * v.y + mat.uz * v.z);
+}
+
+
+
+class CCompressedMatrixNotAligned
+{
+ CVector m_vecPos;
+ int8 m_rightX;
+ int8 m_rightY;
+ int8 m_rightZ;
+ int8 m_upX;
+ int8 m_upY;
+ int8 m_upZ;
+public:
+ void CompressFromFullMatrix(CMatrix &other);
+ void DecompressIntoFullMatrix(CMatrix &other);
+};
+
+class CCompressedMatrix : public CCompressedMatrixNotAligned
+{
+ int _alignment; // no clue what would this align to
+}; \ No newline at end of file
diff --git a/src/math/Quaternion.cpp b/src/math/Quaternion.cpp
new file mode 100644
index 0000000..b0e782e
--- /dev/null
+++ b/src/math/Quaternion.cpp
@@ -0,0 +1,177 @@
+#include "common.h"
+#include "Quaternion.h"
+
+void
+CQuaternion::Normalise(void)
+{
+ float sq = MagnitudeSqr();
+ if (sq == 0.0f)
+ w = 1.0f;
+ else {
+ float invsqrt = RecipSqrt(sq);
+ x *= invsqrt;
+ y *= invsqrt;
+ z *= invsqrt;
+ w *= invsqrt;
+ }
+}
+
+void
+CQuaternion::Slerp(const CQuaternion &q1, const CQuaternion &q2, float theta, float invSin, float t)
+{
+ if (theta == 0.0f)
+ *this = q2;
+ else {
+ float w1, w2;
+ if (theta > PI / 2) {
+ theta = PI - theta;
+ w1 = Sin((1.0f - t) * theta) * invSin;
+ w2 = -Sin(t * theta) * invSin;
+ } else {
+ w1 = Sin((1.0f - t) * theta) * invSin;
+ w2 = Sin(t * theta) * invSin;
+ }
+ // TODO: VU0 code
+ *this = w1 * q1 + w2 * q2;
+ }
+}
+
+void
+CQuaternion::Multiply(const CQuaternion &q1, const CQuaternion &q2)
+{
+ x = (q2.z * q1.y) - (q1.z * q2.y) + (q1.x * q2.w) + (q2.x * q1.w);
+ y = (q2.x * q1.z) - (q1.x * q2.z) + (q1.y * q2.w) + (q2.y * q1.w);
+ z = (q2.y * q1.x) - (q1.y * q2.x) + (q1.z * q2.w) + (q2.z * q1.w);
+ w = (q2.w * q1.w) - (q2.x * q1.x) - (q2.y * q1.y) - (q2.z * q1.z);
+}
+
+void
+CQuaternion::Get(RwV3d *axis, float *angle)
+{
+ *angle = Acos(w);
+ float s = Sin(*angle);
+
+ axis->x = x * (1.0f / s);
+ axis->y = y * (1.0f / s);
+ axis->z = z * (1.0f / s);
+}
+
+void
+CQuaternion::Set(RwV3d *axis, float angle)
+{
+ float halfCos = Cos(angle * 0.5f);
+ float halfSin = Sin(angle * 0.5f);
+ x = axis->x * halfSin;
+ y = axis->y * halfSin;
+ z = axis->z * halfSin;
+ w = halfCos;
+}
+
+void
+CQuaternion::Get(RwMatrix *matrix)
+{
+ float x2 = x + x;
+ float y2 = y + y;
+ float z2 = z + z;
+
+ float x_2x = x * x2;
+ float x_2y = x * y2;
+ float x_2z = x * z2;
+ float y_2y = y * y2;
+ float y_2z = y * z2;
+ float z_2z = z * z2;
+ float w_2x = w * x2;
+ float w_2y = w * y2;
+ float w_2z = w * z2;
+
+ matrix->right.x = 1.0f - (y_2y + z_2z);
+ matrix->up.x = x_2y - w_2z;
+ matrix->at.x = x_2z + w_2y;
+ matrix->right.y = x_2y + w_2z;
+ matrix->up.y = 1.0f - (x_2x + z_2z);
+ matrix->at.y = y_2z - w_2x;
+ matrix->right.z = x_2z - w_2y;
+ matrix->up.z = y_2z + w_2x;
+ matrix->at.z = 1.0f - (x_2x + y_2y);
+}
+
+void
+CQuaternion::Set(const RwMatrix &matrix)
+{
+ float f, s, m;
+
+ f = matrix.up.y + matrix.right.x + matrix.at.z;
+ if (f >= 0.0f) {
+ s = Sqrt(f + 1.0f);
+ w = 0.5f * s;
+ m = 0.5f / s;
+ x = (matrix.up.z - matrix.at.y) * m;
+ y = (matrix.at.x - matrix.right.z) * m;
+ z = (matrix.right.y - matrix.up.x) * m;
+ return;
+ }
+
+ f = matrix.right.x - matrix.up.y - matrix.at.z;
+ if (f >= 0.0f) {
+ s = Sqrt(f + 1.0f);
+ x = 0.5f * s;
+ m = 0.5f / s;
+ y = (matrix.up.x + matrix.right.y) * m;
+ z = (matrix.at.x + matrix.right.z) * m;
+ w = (matrix.up.z - matrix.at.y) * m;
+ return;
+ }
+
+ f = matrix.up.y - matrix.right.x - matrix.at.z;
+ if (f >= 0.0f) {
+ s = Sqrt(f + 1.0f);
+ y = 0.5f * s;
+ m = 0.5f / s;
+ w = (matrix.at.x - matrix.right.z) * m;
+ x = (matrix.up.x - matrix.right.y) * m;
+ z = (matrix.at.y + matrix.up.z) * m;
+ return;
+ }
+
+ f = matrix.at.z - (matrix.up.y + matrix.right.x);
+ s = Sqrt(f + 1.0f);
+ z = 0.5f * s;
+ m = 0.5f / s;
+ w = (matrix.right.y - matrix.up.x) * m;
+ x = (matrix.at.x + matrix.right.z) * m;
+ y = (matrix.at.y + matrix.up.z) * m;
+}
+
+void
+CQuaternion::Get(float *f1, float *f2, float *f3)
+{
+ RwMatrix matrix;
+
+ Get(&matrix);
+ *f3 = Atan2(matrix.right.y, matrix.up.y);
+ if (*f3 < 0.0f)
+ *f3 += TWOPI;
+ float s = Sin(*f3);
+ float c = Cos(*f3);
+ *f1 = Atan2(-matrix.at.y, s * matrix.right.y + c * matrix.up.y);
+ if (*f1 < 0.0f)
+ *f1 += TWOPI;
+ *f2 = Atan2(-(matrix.right.z * c - matrix.up.z * s), matrix.right.x * c - matrix.up.x * s);
+ if (*f2 < 0.0f)
+ *f2 += TWOPI;
+}
+
+void
+CQuaternion::Set(float f1, float f2, float f3)
+{
+ float c1 = Cos(f1 * 0.5f);
+ float c2 = Cos(f2 * 0.5f);
+ float c3 = Cos(f3 * 0.5f);
+ float s1 = Sin(f1 * 0.5f);
+ float s2 = Sin(f2 * 0.5f);
+ float s3 = Sin(f3 * 0.5f);
+ x = ((c2 * c1) * s3) - ((s2 * s1) * c3);
+ y = ((s1 * c2) * c3) + ((s2 * c1) * s3);
+ z = ((s2 * c1) * c3) - ((s1 * c2) * s3);
+ w = ((c2 * c1) * c3) + ((s2 * s1) * s3);
+} \ No newline at end of file
diff --git a/src/math/Quaternion.h b/src/math/Quaternion.h
new file mode 100644
index 0000000..47c94f7
--- /dev/null
+++ b/src/math/Quaternion.h
@@ -0,0 +1,95 @@
+#pragma once
+
+// TODO: actually implement this
+class CQuaternion
+{
+public:
+ float x, y, z, w;
+ CQuaternion(void) {}
+ CQuaternion(float x, float y, float z, float w) : x(x), y(y), z(z), w(w) {}
+
+ float Magnitude(void) const { return Sqrt(x*x + y*y + z*z + w*w); }
+ float MagnitudeSqr(void) const { return x*x + y*y + z*z + w*w; }
+ void Normalise(void);
+ void Multiply(const CQuaternion &q1, const CQuaternion &q2);
+ void Invert(void){ // Conjugate would have been a better name
+ x = -x;
+ y = -y;
+ z = -z;
+ }
+
+ const CQuaternion &operator+=(CQuaternion const &right) {
+ x += right.x;
+ y += right.y;
+ z += right.z;
+ w += right.w;
+ return *this;
+ }
+
+ const CQuaternion &operator-=(CQuaternion const &right) {
+ x -= right.x;
+ y -= right.y;
+ z -= right.z;
+ w -= right.w;
+ return *this;
+ }
+
+ const CQuaternion &operator*=(float right) {
+ x *= right;
+ y *= right;
+ z *= right;
+ w *= right;
+ return *this;
+ }
+
+ const CQuaternion &operator/=(float right) {
+ x /= right;
+ y /= right;
+ z /= right;
+ w /= right;
+ return *this;
+ }
+
+ CQuaternion operator-() const {
+ return CQuaternion(-x, -y, -z, -w);
+ }
+
+ void Slerp(const CQuaternion &q1, const CQuaternion &q2, float theta, float invSin, float t);
+ void Get(RwV3d *axis, float *angle);
+ void Set(RwV3d *axis, float angle);
+ void Get(RwMatrix *matrix);
+ void Set(const RwMatrix &matrix);
+ void Set(float f1, float f2, float f3);
+ void Get(float *f1, float *f2, float *f3);
+};
+
+inline float
+DotProduct(const CQuaternion &q1, const CQuaternion &q2)
+{
+ return q1.x*q2.x + q1.y*q2.y + q1.z*q2.z + q1.w*q2.w;
+}
+
+inline CQuaternion operator+(const CQuaternion &left, const CQuaternion &right)
+{
+ return CQuaternion(left.x + right.x, left.y + right.y, left.z + right.z, left.w + right.w);
+}
+
+inline CQuaternion operator-(const CQuaternion &left, const CQuaternion &right)
+{
+ return CQuaternion(left.x - right.x, left.y - right.y, left.z - right.z, left.w - right.w);
+}
+
+inline CQuaternion operator*(const CQuaternion &left, float right)
+{
+ return CQuaternion(left.x * right, left.y * right, left.z * right, left.w * right);
+}
+
+inline CQuaternion operator*(float left, const CQuaternion &right)
+{
+ return CQuaternion(left * right.x, left * right.y, left * right.z, left * right.w);
+}
+
+inline CQuaternion operator/(const CQuaternion &left, float right)
+{
+ return CQuaternion(left.x / right, left.y / right, left.z / right, left.w / right);
+}
diff --git a/src/math/Rect.cpp b/src/math/Rect.cpp
new file mode 100644
index 0000000..de6320a
--- /dev/null
+++ b/src/math/Rect.cpp
@@ -0,0 +1,17 @@
+#include "common.h"
+
+CRect::CRect(void)
+{
+ left = 1000000.0f;
+ top = 1000000.0f;
+ right = -1000000.0f;
+ bottom = -1000000.0f;
+}
+
+CRect::CRect(float l, float t, float r, float b)
+{
+ left = l;
+ top = t;
+ right = r;
+ bottom = b;
+} \ No newline at end of file
diff --git a/src/math/Rect.h b/src/math/Rect.h
new file mode 100644
index 0000000..e9b2589
--- /dev/null
+++ b/src/math/Rect.h
@@ -0,0 +1,71 @@
+#pragma once
+
+class CRect
+{
+public:
+ float left; // x min
+ float bottom; // y max
+ float right; // x max
+ float top; // y min
+
+ CRect(void);
+ CRect(float l, float t, float r, float b);
+ void ContainPoint(CVector const &v){
+ if(v.x < left) left = v.x;
+ if(v.x > right) right = v.x;
+ if(v.y < top) top = v.y;
+ if(v.y > bottom) bottom = v.y;
+ }
+ void ContainRect(const CRect &r){
+ if(r.left < left) left = r.left;
+ if(r.right > right) right = r.right;
+ if(r.top < top) top = r.top;
+ if(r.bottom > bottom) bottom = r.bottom;
+ }
+
+ bool IsPointInside(const CVector2D &p){
+ return p.x >= left &&
+ p.x <= right &&
+ p.y >= top &&
+ p.y <= bottom;
+ }
+ bool IsPointInside(const CVector2D &p, float extraRadius){
+ return p.x >= left-extraRadius &&
+ p.x <= right+extraRadius &&
+ p.y >= top-extraRadius &&
+ p.y <= bottom+extraRadius;
+ }
+
+ void Translate(float x, float y){
+ left += x;
+ right += x;
+ bottom += y;
+ top += y;
+ }
+
+ void Grow(float r) {
+ left -= r;
+ right += r;
+ top -= r;
+ bottom += r;
+ }
+
+ void Grow(float l, float r)
+ {
+ left -= l;
+ top -= l;
+ right += r;
+ bottom += r;
+ }
+
+ void Grow(float l, float r, float t, float b)
+ {
+ left -= l;
+ top -= t;
+ right += r;
+ bottom += b;
+ }
+
+ float GetWidth(void) { return right - left; }
+ float GetHeight(void) { return bottom - top; }
+};
diff --git a/src/math/Vector.cpp b/src/math/Vector.cpp
new file mode 100644
index 0000000..ee76e55
--- /dev/null
+++ b/src/math/Vector.cpp
@@ -0,0 +1,46 @@
+#include "common.h"
+
+void
+CVector::Normalise(void)
+{
+ float sq = MagnitudeSqr();
+ if (sq > 0.0f) {
+ float invsqrt = RecipSqrt(sq);
+ x *= invsqrt;
+ y *= invsqrt;
+ z *= invsqrt;
+ } else
+ x = 1.0f;
+}
+
+CVector
+CrossProduct(const CVector &v1, const CVector &v2)
+{
+ return CVector(v1.y * v2.z - v1.z * v2.y, v1.z * v2.x - v1.x * v2.z, v1.x * v2.y - v1.y * v2.x);
+}
+
+CVector
+Multiply3x3(const CMatrix &mat, const CVector &vec)
+{
+ // TODO: VU0 code
+ return CVector(mat.rx * vec.x + mat.fx * vec.y + mat.ux * vec.z,
+ mat.ry * vec.x + mat.fy * vec.y + mat.uy * vec.z,
+ mat.rz * vec.x + mat.fz * vec.y + mat.uz * vec.z);
+}
+
+CVector
+Multiply3x3(const CVector &vec, const CMatrix &mat)
+{
+ return CVector(mat.rx * vec.x + mat.ry * vec.y + mat.rz * vec.z,
+ mat.fx * vec.x + mat.fy * vec.y + mat.fz * vec.z,
+ mat.ux * vec.x + mat.uy * vec.y + mat.uz * vec.z);
+}
+
+CVector
+operator*(const CMatrix &mat, const CVector &vec)
+{
+ // TODO: VU0 code
+ return CVector(mat.rx * vec.x + mat.fx * vec.y + mat.ux * vec.z + mat.px,
+ mat.ry * vec.x + mat.fy * vec.y + mat.uy * vec.z + mat.py,
+ mat.rz * vec.x + mat.fz * vec.y + mat.uz * vec.z + mat.pz);
+}
diff --git a/src/math/Vector.h b/src/math/Vector.h
new file mode 100644
index 0000000..0212845
--- /dev/null
+++ b/src/math/Vector.h
@@ -0,0 +1,129 @@
+#pragma once
+
+class CVector : public RwV3d
+{
+public:
+ CVector(void) {}
+ CVector(float x, float y, float z)
+ {
+ this->x = x;
+ this->y = y;
+ this->z = z;
+ }
+
+ CVector(const RwV3d &v)
+ {
+ x = v.x;
+ y = v.y;
+ z = v.z;
+ }
+ // (0,1,0) means no rotation. So get right vector and its atan
+ float Heading(void) const { return Atan2(-x, y); }
+ float Magnitude(void) const { return Sqrt(x*x + y*y + z*z); }
+ float MagnitudeSqr(void) const { return x*x + y*y + z*z; }
+ float Magnitude2D(void) const { return Sqrt(x*x + y*y); }
+ float MagnitudeSqr2D(void) const { return x*x + y*y; }
+ void Normalise(void);
+
+ void Normalise2D(void) {
+ float sq = MagnitudeSqr2D();
+ float invsqrt = RecipSqrt(sq);
+ x *= invsqrt;
+ y *= invsqrt;
+ }
+
+ const CVector &operator+=(CVector const &right) {
+ x += right.x;
+ y += right.y;
+ z += right.z;
+ return *this;
+ }
+
+ const CVector &operator-=(CVector const &right) {
+ x -= right.x;
+ y -= right.y;
+ z -= right.z;
+ return *this;
+ }
+
+ const CVector &operator*=(float right) {
+ x *= right;
+ y *= right;
+ z *= right;
+ return *this;
+ }
+
+ const CVector &operator/=(float right) {
+ x /= right;
+ y /= right;
+ z /= right;
+ return *this;
+ }
+
+ CVector operator-() const {
+ return CVector(-x, -y, -z);
+ }
+
+ const bool operator==(CVector const &right) const {
+ return x == right.x && y == right.y && z == right.z;
+ }
+
+ const bool operator!=(CVector const &right) const {
+ return x != right.x || y != right.y || z != right.z;
+ }
+
+ bool IsZero(void) const { return x == 0.0f && y == 0.0f && z == 0.0f; }
+};
+
+inline CVector operator+(const CVector &left, const CVector &right)
+{
+ return CVector(left.x + right.x, left.y + right.y, left.z + right.z);
+}
+
+inline CVector operator-(const CVector &left, const CVector &right)
+{
+ return CVector(left.x - right.x, left.y - right.y, left.z - right.z);
+}
+
+inline CVector operator*(const CVector &left, float right)
+{
+ return CVector(left.x * right, left.y * right, left.z * right);
+}
+
+inline CVector operator*(float left, const CVector &right)
+{
+ return CVector(left * right.x, left * right.y, left * right.z);
+}
+
+inline CVector operator/(const CVector &left, float right)
+{
+ return CVector(left.x / right, left.y / right, left.z / right);
+}
+
+inline float
+DotProduct(const CVector &v1, const CVector &v2)
+{
+ return v1.x*v2.x + v1.y*v2.y + v1.z*v2.z;
+}
+
+CVector CrossProduct(const CVector &v1, const CVector &v2);
+
+inline float
+Distance(const CVector &v1, const CVector &v2)
+{
+ return (v2 - v1).Magnitude();
+}
+
+inline float
+Distance2D(const CVector &v1, const CVector &v2)
+{
+ float x = v2.x - v1.x;
+ float y = v2.y - v1.y;
+ return Sqrt(x*x + y*y);
+}
+
+class CMatrix;
+
+CVector Multiply3x3(const CMatrix &mat, const CVector &vec);
+CVector Multiply3x3(const CVector &vec, const CMatrix &mat);
+CVector operator*(const CMatrix &mat, const CVector &vec); \ No newline at end of file
diff --git a/src/math/Vector2D.h b/src/math/Vector2D.h
new file mode 100644
index 0000000..deabd0b
--- /dev/null
+++ b/src/math/Vector2D.h
@@ -0,0 +1,104 @@
+#pragma once
+
+class CVector2D
+{
+public:
+ float x, y;
+ CVector2D(void) {}
+ CVector2D(float x, float y) : x(x), y(y) {}
+ CVector2D(const CVector &v) : x(v.x), y(v.y) {}
+ float Heading(void) const { return Atan2(-x, y); }
+ float Magnitude(void) const { return Sqrt(x*x + y*y); }
+ float MagnitudeSqr(void) const { return x*x + y*y; }
+
+ void Normalise(void) {
+ float sq = MagnitudeSqr();
+ if(sq > 0.0f){
+ float invsqrt = RecipSqrt(sq);
+ x *= invsqrt;
+ y *= invsqrt;
+ }else
+ x = 1.0f;
+ }
+
+ const CVector2D &operator+=(CVector2D const &right) {
+ x += right.x;
+ y += right.y;
+ return *this;
+ }
+
+ const CVector2D &operator-=(CVector2D const &right) {
+ x -= right.x;
+ y -= right.y;
+ return *this;
+ }
+
+ const CVector2D &operator*=(float right) {
+ x *= right;
+ y *= right;
+ return *this;
+ }
+
+ const CVector2D &operator/=(float right) {
+ x /= right;
+ y /= right;
+ return *this;
+ }
+ CVector2D operator-(const CVector2D &rhs) const {
+ return CVector2D(x-rhs.x, y-rhs.y);
+ }
+ CVector2D operator+(const CVector2D &rhs) const {
+ return CVector2D(x+rhs.x, y+rhs.y);
+ }
+ CVector2D operator/(float t) const {
+ return CVector2D(x/t, y/t);
+ }
+ CVector2D operator-() const {
+ return CVector2D(-x, -y);
+ }
+};
+
+inline float
+DotProduct2D(const CVector2D &v1, const CVector2D &v2)
+{
+ return v1.x*v2.x + v1.y*v2.y;
+}
+
+inline float
+CrossProduct2D(const CVector2D &v1, const CVector2D &v2)
+{
+ return v1.x*v2.y - v1.y*v2.x;
+}
+
+inline float
+Distance2D(const CVector2D &v, float x, float y)
+{
+ return Sqrt((v.x-x)*(v.x-x) + (v.y-y)*(v.y-y));
+}
+
+inline float
+DistanceSqr2D(const CVector2D &v, float x, float y)
+{
+ return (v.x-x)*(v.x-x) + (v.y-y)*(v.y-y);
+}
+
+inline void
+NormalizeXY(float &x, float &y)
+{
+ float l = Sqrt(x*x + y*y);
+ if(l != 0.0f){
+ x /= l;
+ y /= l;
+ }else
+ x = 1.0f;
+}
+
+inline CVector2D operator*(const CVector2D &left, float right)
+{
+ return CVector2D(left.x * right, left.y * right);
+}
+
+inline CVector2D operator*(float left, const CVector2D &right)
+{
+ return CVector2D(left * right.x, left * right.y);
+}
diff --git a/src/math/VuVector.h b/src/math/VuVector.h
new file mode 100644
index 0000000..30d62cf
--- /dev/null
+++ b/src/math/VuVector.h
@@ -0,0 +1,30 @@
+#pragma once
+
+class TYPEALIGN(16) CVuVector : public CVector
+{
+public:
+ float w;
+ CVuVector(void) {}
+ CVuVector(float x, float y, float z) : CVector(x, y, z) {}
+ CVuVector(float x, float y, float z, float w) : CVector(x, y, z), w(w) {}
+ CVuVector(const CVector &v) : CVector(v.x, v.y, v.z) {}
+ CVuVector(const RwV3d &v) : CVector(v) {}
+/*
+ void Normalise(void) {
+ float sq = MagnitudeSqr();
+ // TODO: VU0 code
+ if(sq > 0.0f){
+ float invsqrt = RecipSqrt(sq);
+ x *= invsqrt;
+ y *= invsqrt;
+ z *= invsqrt;
+ }else
+ x = 1.0f;
+ }
+*/
+};
+
+void TransformPoint(CVuVector &out, const CMatrix &mat, const CVuVector &in);
+void TransformPoint(CVuVector &out, const CMatrix &mat, const RwV3d &in);
+void TransformPoints(CVuVector *out, int n, const CMatrix &mat, const RwV3d *in, int stride);
+void TransformPoints(CVuVector *out, int n, const CMatrix &mat, const CVuVector *in);
diff --git a/src/math/math.cpp b/src/math/math.cpp
new file mode 100644
index 0000000..8cb56da
--- /dev/null
+++ b/src/math/math.cpp
@@ -0,0 +1,118 @@
+#include "common.h"
+
+#include "VuVector.h"
+
+// TODO: move more stuff into here
+
+
+void TransformPoint(CVuVector &out, const CMatrix &mat, const CVuVector &in)
+{
+#ifdef GTA_PS2
+ __asm__ __volatile__("\n\
+ lqc2 vf01,0x0(%2)\n\
+ lqc2 vf02,0x0(%1)\n\
+ lqc2 vf03,0x10(%1)\n\
+ lqc2 vf04,0x20(%1)\n\
+ lqc2 vf05,0x30(%1)\n\
+ vmulax.xyz ACC, vf02,vf01\n\
+ vmadday.xyz ACC, vf03,vf01\n\
+ vmaddaz.xyz ACC, vf04,vf01\n\
+ vmaddw.xyz vf06,vf05,vf00\n\
+ sqc2 vf06,0x0(%0)\n\
+ ": : "r" (&out) , "r" (&mat) ,"r" (&in): "memory");
+#else
+ out = mat * in;
+#endif
+}
+
+void TransformPoint(CVuVector &out, const CMatrix &mat, const RwV3d &in)
+{
+#ifdef GTA_PS2
+ __asm__ __volatile__("\n\
+ ldr $8,0x0(%2)\n\
+ ldl $8,0x7(%2)\n\
+ lw $9,0x8(%2)\n\
+ pcpyld $10,$9,$8\n\
+ qmtc2 $10,vf01\n\
+ lqc2 vf02,0x0(%1)\n\
+ lqc2 vf03,0x10(%1)\n\
+ lqc2 vf04,0x20(%1)\n\
+ lqc2 vf05,0x30(%1)\n\
+ vmulax.xyz ACC, vf02,vf01\n\
+ vmadday.xyz ACC, vf03,vf01\n\
+ vmaddaz.xyz ACC, vf04,vf01\n\
+ vmaddw.xyz vf06,vf05,vf00\n\
+ sqc2 vf06,0x0(%0)\n\
+ ": : "r" (&out) , "r" (&mat) ,"r" (&in): "memory");
+#else
+ out = mat * in;
+#endif
+}
+
+void TransformPoints(CVuVector *out, int n, const CMatrix &mat, const RwV3d *in, int stride)
+{
+#ifdef GTA_PS3
+ __asm__ __volatile__("\n\
+ paddub $3,%4,$0\n\
+ lqc2 vf02,0x0(%2)\n\
+ lqc2 vf03,0x10(%2)\n\
+ lqc2 vf04,0x20(%2)\n\
+ lqc2 vf05,0x30(%2)\n\
+ ldr $8,0x0(%3)\n\
+ ldl $8,0x7(%3)\n\
+ lw $9,0x8(%3)\n\
+ pcpyld $10,$9,$8\n\
+ qmtc2 $10,vf01\n\
+ 1: vmulax.xyz ACC, vf02,vf01\n\
+ vmadday.xyz ACC, vf03,vf01\n\
+ vmaddaz.xyz ACC, vf04,vf01\n\
+ vmaddw.xyz vf06,vf05,vf00\n\
+ add %3,%3,$3\n\
+ ldr $8,0x0(%3)\n\
+ ldl $8,0x7(%3)\n\
+ lw $9,0x8(%3)\n\
+ pcpyld $10,$9,$8\n\
+ qmtc2 $10,vf01\n\
+ addi %1,%1,-1\n\
+ addiu %0,%0,0x10\n\
+ sqc2 vf06,-0x10(%0)\n\
+ bnez %1,1b\n\
+ ": : "r" (out) , "r" (n), "r" (&mat), "r" (in), "r" (stride): "memory");
+#else
+ while(n--){
+ *out = mat * *in;
+ in = (RwV3d*)((uint8*)in + stride);
+ out++;
+ }
+#endif
+}
+
+void TransformPoints(CVuVector *out, int n, const CMatrix &mat, const CVuVector *in)
+{
+#ifdef GTA_PS2
+ __asm__ __volatile__("\n\
+ lqc2 vf02,0x0(%2)\n\
+ lqc2 vf03,0x10(%2)\n\
+ lqc2 vf04,0x20(%2)\n\
+ lqc2 vf05,0x30(%2)\n\
+ lqc2 vf01,0x0(%3)\n\
+ nop\n\
+ 1: vmulax.xyz ACC, vf02,vf01\n\
+ vmadday.xyz ACC, vf03,vf01\n\
+ vmaddaz.xyz ACC, vf04,vf01\n\
+ vmaddw.xyz vf06,vf05,vf00\n\
+ lqc2 vf01,0x10(%3)\n\
+ addiu %3,%3,0x10\n\
+ addi %1,%1,-1\n\
+ addiu %0,%0,0x10\n\
+ sqc2 vf06,-0x10(%0)\n\
+ bnez %1,1b\n\
+ ": : "r" (out) , "r" (n), "r" (&mat) ,"r" (in): "memory");
+#else
+ while(n--){
+ *out = mat * *in;
+ in++;
+ out++;
+ }
+#endif
+}
diff --git a/src/math/maths.h b/src/math/maths.h
new file mode 100644
index 0000000..8d68bf6
--- /dev/null
+++ b/src/math/maths.h
@@ -0,0 +1,19 @@
+#pragma once
+
+// wrapper around float versions of functions
+// in gta they are in CMaths but that makes the code rather noisy
+
+inline float Sin(float x) { return sinf(x); }
+inline float Asin(float x) { return asinf(x); }
+inline float Cos(float x) { return cosf(x); }
+inline float Acos(float x) { return acosf(x); }
+inline float Tan(float x) { return tanf(x); }
+inline float Atan(float x) { return atanf(x); }
+inline float Atan2(float y, float x) { return atan2f(y, x); }
+inline float Abs(float x) { return fabs(x); }
+inline float Sqrt(float x) { return sqrtf(x); }
+inline float RecipSqrt(float x, float y) { return x/Sqrt(y); }
+inline float RecipSqrt(float x) { return RecipSqrt(1.0f, x); }
+inline float Pow(float x, float y) { return powf(x, y); }
+inline float Floor(float x) { return floorf(x); }
+inline float Ceil(float x) { return ceilf(x); }