mirror of
https://github.com/isledecomp/isle.git
synced 2025-12-09 23:53:02 +00:00
Introduce clang-format (#240)
This commit is contained in:
committed by
GitHub
parent
e928fc9425
commit
b449da1fa3
@@ -1,41 +1,45 @@
|
||||
#include "realtime.h"
|
||||
|
||||
// OFFSET: LEGO1 0x100a5b40
|
||||
void CalcLocalTransform(const MxVector3 &p_posVec, const MxVector3 &p_dirVec,
|
||||
const MxVector3 &p_upVec, MxMatrix &p_outMatrix)
|
||||
void CalcLocalTransform(
|
||||
const MxVector3& p_posVec,
|
||||
const MxVector3& p_dirVec,
|
||||
const MxVector3& p_upVec,
|
||||
MxMatrix& p_outMatrix
|
||||
)
|
||||
{
|
||||
MxFloat x_axis[3], y_axis[3], z_axis[3];
|
||||
MxFloat x_axis[3], y_axis[3], z_axis[3];
|
||||
|
||||
// This is an unrolled version of the "NORMVEC3" macro,
|
||||
// used here to apply a silly hack to get a 100% match
|
||||
{
|
||||
const MxFloat dirVec1Operation = (p_dirVec)[1] * (p_dirVec)[1];
|
||||
MxDouble len = sqrt(((p_dirVec)[0] * (p_dirVec)[0] + dirVec1Operation + (p_dirVec)[2] * (p_dirVec)[2]));
|
||||
((z_axis)[0] = (p_dirVec)[0] / (len), (z_axis)[1] = (p_dirVec)[1] / (len), (z_axis)[2] = (p_dirVec)[2] / (len));
|
||||
}
|
||||
// This is an unrolled version of the "NORMVEC3" macro,
|
||||
// used here to apply a silly hack to get a 100% match
|
||||
{
|
||||
const MxFloat dirVec1Operation = (p_dirVec)[1] * (p_dirVec)[1];
|
||||
MxDouble len = sqrt(((p_dirVec)[0] * (p_dirVec)[0] + dirVec1Operation + (p_dirVec)[2] * (p_dirVec)[2]));
|
||||
((z_axis)[0] = (p_dirVec)[0] / (len), (z_axis)[1] = (p_dirVec)[1] / (len), (z_axis)[2] = (p_dirVec)[2] / (len));
|
||||
}
|
||||
|
||||
NORMVEC3(y_axis, p_upVec)
|
||||
NORMVEC3(y_axis, p_upVec)
|
||||
|
||||
VXV3(x_axis, y_axis, z_axis);
|
||||
VXV3(x_axis, y_axis, z_axis);
|
||||
|
||||
// Exact same thing as pointed out by the above comment
|
||||
{
|
||||
const MxFloat axis2Operation = (x_axis)[2] * (x_axis)[2];
|
||||
MxDouble len = sqrt(((x_axis)[0] * (x_axis)[0] + axis2Operation + (x_axis)[1] * (x_axis)[1]));
|
||||
((x_axis)[0] = (x_axis)[0] / (len), (x_axis)[1] = (x_axis)[1] / (len), (x_axis)[2] = (x_axis)[2] / (len));
|
||||
}
|
||||
// Exact same thing as pointed out by the above comment
|
||||
{
|
||||
const MxFloat axis2Operation = (x_axis)[2] * (x_axis)[2];
|
||||
MxDouble len = sqrt(((x_axis)[0] * (x_axis)[0] + axis2Operation + (x_axis)[1] * (x_axis)[1]));
|
||||
((x_axis)[0] = (x_axis)[0] / (len), (x_axis)[1] = (x_axis)[1] / (len), (x_axis)[2] = (x_axis)[2] / (len));
|
||||
}
|
||||
|
||||
VXV3(y_axis, z_axis, x_axis);
|
||||
VXV3(y_axis, z_axis, x_axis);
|
||||
|
||||
// Again, the same thing
|
||||
{
|
||||
const MxFloat axis2Operation = (y_axis)[2] * (y_axis)[2];
|
||||
MxDouble len = sqrt(((y_axis)[0] * (y_axis)[0] + axis2Operation + (y_axis)[1] * (y_axis)[1]));
|
||||
((y_axis)[0] = (y_axis)[0] / (len), (y_axis)[1] = (y_axis)[1] / (len), (y_axis)[2] = (y_axis)[2] / (len));
|
||||
}
|
||||
// Again, the same thing
|
||||
{
|
||||
const MxFloat axis2Operation = (y_axis)[2] * (y_axis)[2];
|
||||
MxDouble len = sqrt(((y_axis)[0] * (y_axis)[0] + axis2Operation + (y_axis)[1] * (y_axis)[1]));
|
||||
((y_axis)[0] = (y_axis)[0] / (len), (y_axis)[1] = (y_axis)[1] / (len), (y_axis)[2] = (y_axis)[2] / (len));
|
||||
}
|
||||
|
||||
SET4from3(&p_outMatrix[0], x_axis, 0);
|
||||
SET4from3(&p_outMatrix[4], y_axis, 0);
|
||||
SET4from3(&p_outMatrix[8], z_axis, 0);
|
||||
SET4from3(&p_outMatrix[12], p_posVec, 1);
|
||||
SET4from3(&p_outMatrix[0], x_axis, 0);
|
||||
SET4from3(&p_outMatrix[4], y_axis, 0);
|
||||
SET4from3(&p_outMatrix[8], z_axis, 0);
|
||||
SET4from3(&p_outMatrix[12], p_posVec, 1);
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user