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- Overhauled matcher system and added expanded wildcard support, meaning "text", "te?t", "blah_test", etc. are now supported instead of only trailing * - Added support for regular expression matching - Added the missing matrixinvert.h file, which prevented programmers from compiling vbsp - Fixed env_global_light brightness - Added info_player_view_proxy, an entity which mimics a player's view (created for script_intro) - New UnZoomWithRate and SetZoomRate inputs on env_zoom - New "Don't change target's angles" flag on logic_measure_movement - Fixed logic_measure_movement not using ignore origin flags correctly - Fixed filter_damage_mod secondary filter not recognizing mode correctly - Fixed DisableGeigerCounter causing NPCs to ignore player, and possibly fixed other adverse effects in similar code - Added SetEntityName input for setting an entity's targetname - Added "SetTarget" support to point_posecontroller - Added "sk_alyx_health" convar for adjustable npc_alyx health, restored/fixed "sk_barney_health" for adjustable npc_barney health - Added ignore flags and several direction-related inputs to math_vector - Added pose parameter stuff to logic_modelinfo - Fixed ChangeWeapon not changing during combat - Fixed holster/unholster on NPCs without holster/unholster animations - Fixed func_tank and other "player in the way" code ignoring notarget - Added SetPoseParameter input to animating entities - Introduced an experimental chapter system which allows for custom chapter title/restriction management - Added SetChapterTitle input to worldspawn for dynamic title changing - Fixed func_tankairboatgun damage credit, added ability to use its damage keyvalues - Fixed mapbase_rpc_enabled not actually affecting RPC - Moved some newly found Combine soldier grenade code to ai_grenade for other grenade users - Fixed some problems with the new shared activities - Restored an old Mapbase entity as "prop_interactable", an entity which contains all of the functionality of a func_button/func_door in a prop entity - Added env_microphone pitch scale for scaling the pitch of transmitted sounds - Added experimental, long-overdue code for scenes to be able to access !target#'s and other scene-related names through AI_INPUT - Added "mat_specular_disable_on_missing", which "disables" specular reflections when the cubemap texture is missing - Fixed $envmapmasktransform and $bumptransform on VertexLitGeneric and related shaders - Areaportal leaks now stop compilation in leaktest - Replaced "-nodefaultcubemap" with "-defaultcubemap" as the shader changes allow maps to compile without default cubemaps by default with little effect
117 lines
2.5 KiB
C
117 lines
2.5 KiB
C
// By Jason Yu-Tseh Chi
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// From http://chi3x10.wordpress.com/2008/05/28/calculate-matrix-inversion-in-c/
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// Modified to work with valve's matrix_3x4_t
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#include "mathlib\mathlib.h"
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// Calculate the cofactor of element (row,col)
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int GetMatrixMinor(float **src, float **dest, int row, int col, int order)
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{
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// Indicate which col and row is being copied to dest
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int colCount = 0, rowCount = 0;
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for (int i = 0; i < order; i++)
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{
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if (i != row)
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{
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colCount = 0;
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for (int j = 0; j < order; j++)
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{
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// When j is not the element
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if (j != col)
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{
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dest[rowCount][colCount] = src[i][j];
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colCount++;
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}
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}
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rowCount++;
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}
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}
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return 1;
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}
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// Calculate the determinant recursively.
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double CalcMatrixDeterminant(float **mat, int order)
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{
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// Order must be >= 0
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// Stop the recursion when matrix is a single element
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if (order == 1)
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return mat[0][0];
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// The determinant value
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float det = 0;
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// Allocate the cofactor matrix
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float **minor;
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minor = new float*[order - 1];
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for (int i = 0; i<order - 1; i++)
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minor[i] = new float[order - 1];
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for (int i = 0; i < order; i++)
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{
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// Get minor of element (0,i)
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GetMatrixMinor(mat, minor, 0, i, order);
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// The recusion is here!
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det += (i % 2 == 1 ? -1.0 : 1.0) * mat[0][i] * CalcMatrixDeterminant(minor, order - 1);
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//det += pow( -1.0, i ) * mat[0][i] * CalcMatrixDeterminant( minor,order-1 );
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}
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// Release memory
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for (int i = 0; i<order - 1; i++)
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delete[] minor[i];
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delete[] minor;
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return det;
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}
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// Matrix inversion
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void MatrixInversion(matrix3x4_t &in, matrix3x4_t &out)
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{
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float **A;
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A = new float*[4];
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for (int i = 0; i < 4; i++)
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A[i] = new float[4];
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int order = 4;
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// Load in into A
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for (int i = 0; i < 3; i++)
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{
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for (int j = 0; j < 4; j++)
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{
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A[i][j] = in[i][j];
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}
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}
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A[3][0] = A[3][1] = A[3][2] = 0;
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A[3][3] = 1;
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// Get the determinant of a
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double det = 1.0 / CalcMatrixDeterminant((float**)A, order);
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// Memory allocation
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float *temp = new float[(order - 1)*(order - 1)];
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float **minor = new float*[order - 1];
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for (int i = 0; i<order - 1; i++)
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minor[i] = temp + (i*(order - 1));
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for (int j = 0; j<order; j++)
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{
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for (int i = 0; i<order; i++)
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{
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// Get the co-factor (matrix) of A(j,i)
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GetMatrixMinor((float**)A, minor, j, i, order);
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out[i][j] = det*CalcMatrixDeterminant(minor, order - 1);
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if ((i + j) % 2 == 1)
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out[i][j] = -out[i][j];
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}
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}
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// Release memory
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for (int i = 0; i < 4; i++)
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delete A[i];
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delete A;
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//delete [] minor[0];
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delete[] temp;
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delete[] minor;
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} |