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Introduce clang-format (#240)
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@@ -1,41 +1,45 @@
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#include "realtime.h"
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// OFFSET: LEGO1 0x100a5b40
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void CalcLocalTransform(const MxVector3 &p_posVec, const MxVector3 &p_dirVec,
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const MxVector3 &p_upVec, MxMatrix &p_outMatrix)
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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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)
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{
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MxFloat x_axis[3], y_axis[3], z_axis[3];
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MxFloat 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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((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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// 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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((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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NORMVEC3(y_axis, p_upVec)
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NORMVEC3(y_axis, p_upVec)
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VXV3(x_axis, y_axis, z_axis);
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VXV3(x_axis, y_axis, z_axis);
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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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((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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// 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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((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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VXV3(y_axis, z_axis, x_axis);
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VXV3(y_axis, z_axis, x_axis);
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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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((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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// 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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((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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SET4from3(&p_outMatrix[0], x_axis, 0);
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SET4from3(&p_outMatrix[4], y_axis, 0);
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SET4from3(&p_outMatrix[8], z_axis, 0);
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SET4from3(&p_outMatrix[12], p_posVec, 1);
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SET4from3(&p_outMatrix[0], x_axis, 0);
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SET4from3(&p_outMatrix[4], y_axis, 0);
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SET4from3(&p_outMatrix[8], z_axis, 0);
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SET4from3(&p_outMatrix[12], p_posVec, 1);
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}
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@@ -3,11 +3,17 @@
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#include "../mxmatrix.h"
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#define NORMVEC3(dst, src) { \
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MxDouble len = sqrt(NORMSQRD3(src)); \
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VDS3(dst, src, len); }
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#define NORMVEC3(dst, src) \
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{ \
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MxDouble len = sqrt(NORMSQRD3(src)); \
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VDS3(dst, src, len); \
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}
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void CalcLocalTransform(const MxVector3 &p_posVec, const MxVector3 &p_dirVec,
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const MxVector3 &p_upVec, MxMatrix &p_outMatrix);
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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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);
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#endif // REALTIME_H
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@@ -1,4 +1,5 @@
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#include "realtimeview.h"
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#include <math.h>
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// 0x10109598
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@@ -16,31 +17,31 @@ float g_partsThreshold = 1000.0f;
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// OFFSET: LEGO1 0x100a5e00
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float RealtimeView::GetUserMaxLOD()
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{
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// TODO
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return 0;
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// TODO
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return 0;
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}
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// OFFSET: LEGO1 0x100a5e10
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float RealtimeView::GetPartsThreshold()
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{
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return g_partsThreshold;
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return g_partsThreshold;
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}
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// OFFSET: LEGO1 100a5e20
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void RealtimeView::UpdateMaxLOD()
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{
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g_userMaxLodPower = pow(g_userMaxBase, -g_userMaxLod);
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g_userMaxLodPower = pow(g_userMaxBase, -g_userMaxLod);
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}
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// OFFSET: LEGO1 0x100a5de0
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void RealtimeView::SetUserMaxLOD(float p_lod)
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{
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g_userMaxLod = p_lod;
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UpdateMaxLOD();
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g_userMaxLod = p_lod;
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UpdateMaxLOD();
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}
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// OFFSET: LEGO1 0x100a5df0
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void RealtimeView::SetPartsThreshold(float p_threshold)
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{
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g_partsThreshold = p_threshold;
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g_partsThreshold = p_threshold;
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}
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@@ -1,14 +1,13 @@
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#ifndef REALTIMEVIEW_H
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#define REALTIMEVIEW_H
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class RealtimeView
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{
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class RealtimeView {
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public:
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__declspec(dllexport) static float GetPartsThreshold();
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__declspec(dllexport) static float GetUserMaxLOD();
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__declspec(dllexport) static void SetPartsThreshold(float);
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static void UpdateMaxLOD();
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__declspec(dllexport) static void SetUserMaxLOD(float);
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__declspec(dllexport) static float GetPartsThreshold();
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__declspec(dllexport) static float GetUserMaxLOD();
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__declspec(dllexport) static void SetPartsThreshold(float);
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static void UpdateMaxLOD();
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__declspec(dllexport) static void SetUserMaxLOD(float);
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};
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#endif // REALTIMEVIEW_H
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