Implement LegoAnimNodeData::GetRotation (#661)

* WIP

* Improve matches
This commit is contained in:
Christian Semmler 2024-03-12 13:21:58 -04:00 committed by GitHub
parent e3d7188ec9
commit 02838d0f57
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GPG key ID: B5690EEEBB952194
7 changed files with 208 additions and 85 deletions

View file

@ -5,18 +5,6 @@
#include "islepathactor.h"
#include "realtime/matrix.h"
// SIZE 0x34
class HelicopterSubclass {
public:
inline HelicopterSubclass() : m_unk0x30(0) {}
MxResult FUN_100040a0(Vector4& p_v, float p_f);
private:
Mx4DPointFloat m_unk0x00; // 0x00
Mx4DPointFloat m_unk0x18; // 0x18
undefined4 m_unk0x30; // 0x30
};
// VTABLE: LEGO1 0x100d40f8
// SIZE 0x230
class Helicopter : public IslePathActor {
@ -52,7 +40,7 @@ class Helicopter : public IslePathActor {
MxMatrix m_unk0x160; // 0x160
MxMatrix m_unk0x1a8; // 0x1a8
float m_unk0x1f0; // 0x1f0
HelicopterSubclass m_unk0x1f4; // 0x1f4
UnknownMx4DPointFloat m_unk0x1f4; // 0x1f4
HelicopterState* m_state; // 0x228
MxAtomId m_script; // 0x22c

View file

@ -366,51 +366,3 @@ void Helicopter::VTable0x70(float p_float)
}
}
}
// FUNCTION: LEGO1 0x100040a0
MxResult HelicopterSubclass::FUN_100040a0(Vector4& p_v, float p_f)
{
MxU32 state = m_unk0x30;
if (state == 1) {
p_v.EqualsImpl(m_unk0x00.GetData());
p_v[3] = acos(p_v[3]) * (1 - p_f) * 2.0;
return p_v.NormalizeQuaternion();
}
else if (state == 2) {
p_v.EqualsImpl(m_unk0x18.GetData());
p_v[3] = acos(p_v[3]) * p_f * 2.0;
return p_v.NormalizeQuaternion();
}
else if (state == 3) {
double d1 = p_v.Dot(&m_unk0x00, &m_unk0x18), d2;
if (d1 + 1 > 0.00001) {
if (1 - d1 > 0.00001) {
double d = acos(d1);
sin(d);
d1 = sin((1 - p_f) * d) / sin(d);
d2 = sin(p_f * d) / sin(d);
}
else {
d1 = 1 - p_f;
d2 = p_f;
}
for (MxS32 i = 0; i < 4; i++) {
p_v[i] = m_unk0x18[i] * d2 + m_unk0x00[i] * d1;
}
return SUCCESS;
}
p_v[0] = -m_unk0x00[1];
p_v[1] = m_unk0x00[1];
p_v[2] = -m_unk0x00[3];
p_v[3] = m_unk0x00[2];
d1 = sin((1 - p_f) * 1.570796326794895);
d2 = sin(p_f * 1.570796326794895);
for (MxS32 i = 0; i < 3; i++) {
p_v[i] = m_unk0x00[i] * d1 + p_v[i] * d2;
}
return SUCCESS;
}
else {
return FAILURE;
}
}

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@ -449,7 +449,7 @@ LegoResult LegoAnimNodeData::CreateLocalTransform(LegoFloat p_time, Matrix4& p_m
// FUNCTION: LEGO1 0x100a0600
inline void LegoAnimNodeData::GetTranslation(
LegoU32 p_numTranslationKeys,
LegoU16 p_numTranslationKeys,
LegoTranslationKey* p_translationKeys,
LegoFloat p_time,
Matrix4& p_matrix,
@ -511,20 +511,72 @@ inline void LegoAnimNodeData::GetTranslation(
p_matrix.TranslateBy(&x, &y, &z);
}
// STUB: LEGO1 0x100a06f0
// FUNCTION: LEGO1 0x100a06f0
/*inline*/ void LegoAnimNodeData::GetRotation(
LegoU32 p_numRotationKeys,
LegoU16 p_numRotationKeys,
LegoRotationKey* p_rotationKeys,
LegoFloat p_time,
Matrix4& p_matrix,
LegoU32& p_old_index
)
{
// TODO
LegoU32 i, n;
n = FindKeys(p_time, p_numRotationKeys & USHRT_MAX, p_rotationKeys, sizeof(*p_rotationKeys), i, p_old_index);
switch (n) {
case 0:
return;
case 1:
if (p_rotationKeys[i].TestBit1()) {
p_matrix.FromQuaternion(Mx4DPointFloat(
p_rotationKeys[i].GetX(),
p_rotationKeys[i].GetY(),
p_rotationKeys[i].GetZ(),
p_rotationKeys[i].GetAngle()
));
}
break;
case 2:
Mx4DPointFloat a;
UnknownMx4DPointFloat b;
if (p_rotationKeys[i].TestBit1() || p_rotationKeys[i + 1].TestBit1()) {
a[0] = p_rotationKeys[i].GetX();
a[1] = p_rotationKeys[i].GetY();
a[2] = p_rotationKeys[i].GetZ();
a[3] = p_rotationKeys[i].GetAngle();
if (p_rotationKeys[i + 1].TestBit3()) {
p_matrix.FromQuaternion(a);
return;
}
Mx4DPointFloat c;
if (p_rotationKeys[i + 1].TestBit2()) {
c[0] = -p_rotationKeys[i + 1].GetX();
c[1] = -p_rotationKeys[i + 1].GetY();
c[2] = -p_rotationKeys[i + 1].GetZ();
c[3] = -p_rotationKeys[i + 1].GetAngle();
}
else {
c[0] = p_rotationKeys[i + 1].GetX();
c[1] = p_rotationKeys[i + 1].GetY();
c[2] = p_rotationKeys[i + 1].GetZ();
c[3] = p_rotationKeys[i + 1].GetAngle();
}
b.Unknown1(a);
b.Unknown2(c);
b.Unknown_100040a0(
p_matrix,
(p_time - p_rotationKeys[i].GetTime()) / (p_rotationKeys[i + 1].GetTime() - p_rotationKeys[i].GetTime())
);
}
}
}
inline void LegoAnimNodeData::GetScale(
LegoU32 p_numScaleKeys,
LegoU16 p_numScaleKeys,
LegoScaleKey* p_scaleKeys,
LegoFloat p_time,
Matrix4& p_matrix,

View file

@ -10,7 +10,9 @@
class LegoAnimKey {
public:
enum Flags {
c_bit1 = 0x01
c_bit1 = 0x01,
c_bit2 = 0x02,
c_bit3 = 0x04
};
LegoAnimKey();
@ -18,6 +20,8 @@ class LegoAnimKey {
LegoFloat GetTime() { return m_time; }
void SetTime(LegoFloat p_time) { m_time = p_time; }
LegoU32 TestBit1() { return m_flags & c_bit1; }
LegoU32 TestBit2() { return m_flags & c_bit2; }
LegoU32 TestBit3() { return m_flags & c_bit3; }
protected:
LegoU8 m_flags; // 0x00
@ -47,6 +51,14 @@ class LegoRotationKey : public LegoAnimKey {
public:
LegoRotationKey();
LegoResult Read(LegoStorage* p_storage);
LegoFloat GetAngle() { return m_angle; }
void SetAngle(LegoFloat p_angle) { m_angle = p_angle; }
LegoFloat GetX() { return m_x; }
void SetX(LegoFloat p_x) { m_x = p_x; }
LegoFloat GetY() { return m_y; }
void SetY(LegoFloat p_y) { m_y = p_y; }
LegoFloat GetZ() { return m_z; }
void SetZ(LegoFloat p_z) { m_z = p_z; }
protected:
LegoFloat m_angle; // 0x08
@ -121,21 +133,21 @@ class LegoAnimNodeData : public LegoTreeNodeData {
LegoBool FUN_100a0990(LegoTime p_time) { return FUN_100a0990((LegoFloat) p_time); }
inline static void GetTranslation(
LegoU32 p_numTranslationKeys,
LegoU16 p_numTranslationKeys,
LegoTranslationKey* p_translationKeys,
LegoFloat p_time,
Matrix4& p_matrix,
LegoU32& p_old_index
);
/*inline*/ static void GetRotation(
LegoU32 p_numRotationKeys,
LegoU16 p_numRotationKeys,
LegoRotationKey* p_rotationKeys,
LegoFloat p_time,
Matrix4& p_matrix,
LegoU32& p_old_index
);
inline static void GetScale(
LegoU32 p_numScaleKeys,
LegoU16 p_numScaleKeys,
LegoScaleKey* p_scaleKeys,
LegoFloat p_time,
Matrix4& p_matrix,

View file

@ -18,6 +18,9 @@
// LIBRARY: LEGO1 0x1008b020
// ___CxxFrameHandler
// LIBRARY: LEGO1 0x1008b3dc
// __CIacos
// LIBRARY: LEGO1 0x1008b400
// _atol

View file

@ -1,6 +1,8 @@
#ifndef MXGEOMETRY3D_H
#define MXGEOMETRY3D_H
#include "decomp.h"
#include "realtime/matrix.h"
#include "realtime/vector.h"
// VTABLE: LEGO1 0x100d4488
@ -15,13 +17,6 @@ class Mx3DPointFloat : public Vector3 {
m_elements[2] = p_z;
}
inline float GetX() { return m_data[0]; }
inline float GetY() { return m_data[1]; }
inline float GetZ() { return m_data[2]; }
inline float& operator[](size_t idx) { return m_data[idx]; }
inline const float& operator[](size_t idx) const { return m_data[idx]; }
// FUNCTION: LEGO1 0x100343a0
inline Mx3DPointFloat(const Mx3DPointFloat& p_other) : Vector3(m_elements) { EqualsImpl(p_other.m_data); }
@ -31,6 +26,13 @@ class Mx3DPointFloat : public Vector3 {
// FUNCTION: LEGO1 0x10003c10
virtual void operator=(const Vector3& p_impl) { EqualsImpl(p_impl.m_data); } // vtable+0x88
inline float GetX() { return m_data[0]; }
inline float GetY() { return m_data[1]; }
inline float GetZ() { return m_data[2]; }
inline float& operator[](size_t idx) { return m_data[idx]; }
inline const float& operator[](size_t idx) const { return m_data[idx]; }
// FUNCTION: LEGO1 0x10010c00
inline Mx3DPointFloat& operator=(const Mx3DPointFloat& p_other)
{
@ -54,9 +56,121 @@ class Mx3DPointFloat : public Vector3 {
class Mx4DPointFloat : public Vector4 {
public:
inline Mx4DPointFloat() : Vector4(m_elements) {}
inline Mx4DPointFloat(float p_x, float p_y, float p_z, float p_a) : Vector4(m_elements)
{
m_elements[0] = p_x;
m_elements[1] = p_y;
m_elements[2] = p_z;
m_elements[3] = p_a;
}
// FUNCTION: LEGO1 0x10003200
virtual void operator=(const Vector4& p_impl) { EqualsImpl(p_impl.m_data); } // vtable+0x98
inline float& operator[](size_t idx) { return m_data[idx]; }
inline const float& operator[](size_t idx) const { return m_data[idx]; }
private:
float m_elements[4];
float m_elements[4]; // 0x08
};
// SIZE 0x34
class UnknownMx4DPointFloat {
public:
enum {
c_bit1 = 0x01,
c_bit2 = 0x02
};
UnknownMx4DPointFloat() : m_unk0x30(0) {}
inline void Unknown1(Vector4& p_v)
{
m_unk0x00 = p_v;
m_unk0x30 |= c_bit1;
}
inline void Unknown2(Vector4& p_v)
{
m_unk0x18 = p_v;
m_unk0x30 |= c_bit2;
}
inline int Unknown_100040a0(Matrix4& p_matrix, float p_f);
inline int FUN_100040a0(Vector4& p_v, float p_f);
private:
Mx4DPointFloat m_unk0x00; // 0x00
Mx4DPointFloat m_unk0x18; // 0x18
undefined4 m_unk0x30; // 0x30
};
int UnknownMx4DPointFloat::Unknown_100040a0(Matrix4& p_matrix, float p_f)
{
float data[4];
Vector4 v(data);
if (FUN_100040a0(v, p_f) == 0) {
return p_matrix.FromQuaternion(v);
}
else {
return -1;
}
}
// FUNCTION: LEGO1 0x100040a0
inline int UnknownMx4DPointFloat::FUN_100040a0(Vector4& p_v, float p_f)
{
undefined4 state = m_unk0x30;
if (state == 1) {
p_v = m_unk0x00;
p_v[3] = (1.0 - p_f) * acos(p_v[3]) * 2.0;
return p_v.NormalizeQuaternion();
}
else if (state == 2) {
p_v = m_unk0x18;
p_v[3] = p_f * acos(p_v[3]) * 2.0;
return p_v.NormalizeQuaternion();
}
else if (state == 3) {
double d1 = p_v.Dot(&m_unk0x00, &m_unk0x18);
double d2;
if (d1 + 1.0 > 0.00001) {
if (1.0 - d1 > 0.00001) {
double d = acos(d1);
sin(d);
d1 = sin((1 - p_f) * d) / sin(d);
d2 = sin(p_f * d) / sin(d);
}
else {
d1 = 1.0 - p_f;
d2 = p_f;
}
for (int i = 0; i < 4; i++) {
p_v[i] = m_unk0x18[i] * d2 + m_unk0x00[i] * d1;
}
}
else {
p_v[0] = -m_unk0x00[1];
p_v[1] = m_unk0x00[1];
p_v[2] = -m_unk0x00[3];
p_v[3] = m_unk0x00[2];
d1 = sin((1.0 - p_f) * 1.570796326794895);
d2 = sin(p_f * 1.570796326794895);
for (int i = 0; i < 3; i++) {
p_v[i] = m_unk0x00[i] * d1 + p_v[i] * d2;
}
}
return 0;
}
else {
return -1;
}
}
#endif // MXGEOMETRY3D_H

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@ -291,8 +291,8 @@ class Vector4 : public Vector3 {
// FUNCTION: LEGO1 0x10002ae0
virtual void SetMatrixProduct(Vector4* p_a, float* p_b) { SetMatrixProduct(p_a->m_data, p_b); } // vtable+0x88
inline virtual int NormalizeQuaternion(); // vtable+90
inline virtual void UnknownQuaternionOp(Vector4* p_a, Vector4* p_b); // vtable+94
inline virtual int NormalizeQuaternion(); // vtable+0x90
inline virtual void UnknownQuaternionOp(Vector4* p_a, Vector4* p_b); // vtable+0x94
// Vector3 overrides
@ -376,6 +376,8 @@ class Vector4 : public Vector3 {
m_data[2] = *p_value;
m_data[3] = *p_value;
} // vtable+0x84
friend class Mx4DPointFloat;
};
// Note close yet, included because I'm at least confident I know what operation