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Implement ViewROI and base classes (#287)
* Implement ViewROI and base classes * Clean up Orientable header * Move tgl to tgl subdirectory, and use target_include_directories * Move classes to submodules * Fix some missed references * Fix/match UpdateWorldData * Renaming / removing MxTypes / refactoring * Consistent naming for Matrix * Adjust format action * Add Vector3/Vector4 to Data vector * Add TGL comment * Add a comment about Matrix4Impl * Add ROI comment --------- Co-authored-by: Anonymous Maarten <anonymous.maarten@gmail.com> Co-authored-by: Christian Semmler <mail@csemmler.com>
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@@ -2,19 +2,19 @@
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// OFFSET: LEGO1 0x100a5b40
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void CalcLocalTransform(
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const MxVector3& p_posVec,
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const MxVector3& p_dirVec,
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const MxVector3& p_upVec,
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MxMatrix& p_outMatrix
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const Vector3Impl& p_posVec,
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const Vector3Impl& p_dirVec,
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const Vector3Impl& p_upVec,
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Matrix4Impl& p_outMatrix
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)
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{
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MxFloat x_axis[3], y_axis[3], z_axis[3];
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float x_axis[3], y_axis[3], z_axis[3];
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// This is an unrolled version of the "NORMVEC3" macro,
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// used here to apply a silly hack to get a 100% match
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{
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const MxFloat dirVec1Operation = (p_dirVec)[1] * (p_dirVec)[1];
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MxDouble len = sqrt(((p_dirVec)[0] * (p_dirVec)[0] + dirVec1Operation + (p_dirVec)[2] * (p_dirVec)[2]));
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const float dirVec1Operation = (p_dirVec)[1] * (p_dirVec)[1];
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double len = sqrt(((p_dirVec)[0] * (p_dirVec)[0] + dirVec1Operation + (p_dirVec)[2] * (p_dirVec)[2]));
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((z_axis)[0] = (p_dirVec)[0] / (len), (z_axis)[1] = (p_dirVec)[1] / (len), (z_axis)[2] = (p_dirVec)[2] / (len));
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}
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@@ -24,8 +24,8 @@ void CalcLocalTransform(
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// Exact same thing as pointed out by the above comment
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{
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const MxFloat axis2Operation = (x_axis)[2] * (x_axis)[2];
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MxDouble len = sqrt(((x_axis)[0] * (x_axis)[0] + axis2Operation + (x_axis)[1] * (x_axis)[1]));
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const float axis2Operation = (x_axis)[2] * (x_axis)[2];
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double len = sqrt(((x_axis)[0] * (x_axis)[0] + axis2Operation + (x_axis)[1] * (x_axis)[1]));
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((x_axis)[0] = (x_axis)[0] / (len), (x_axis)[1] = (x_axis)[1] / (len), (x_axis)[2] = (x_axis)[2] / (len));
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}
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@@ -33,8 +33,8 @@ void CalcLocalTransform(
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// Again, the same thing
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{
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const MxFloat axis2Operation = (y_axis)[2] * (y_axis)[2];
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MxDouble len = sqrt(((y_axis)[0] * (y_axis)[0] + axis2Operation + (y_axis)[1] * (y_axis)[1]));
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const float axis2Operation = (y_axis)[2] * (y_axis)[2];
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double len = sqrt(((y_axis)[0] * (y_axis)[0] + axis2Operation + (y_axis)[1] * (y_axis)[1]));
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((y_axis)[0] = (y_axis)[0] / (len), (y_axis)[1] = (y_axis)[1] / (len), (y_axis)[2] = (y_axis)[2] / (len));
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}
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