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74329d681b
* implement/match CalcLocalTransform * fix odd build error * address feedback move vec.h to thirdparty folder update vec.h move all realtime code to realtime folder move calclocaltransform out of legoutil and into realtime cast shift to MxS32 add additional unroll hack to CalcLocalTransform to prevent msvc entropy
41 lines
1.5 KiB
C++
41 lines
1.5 KiB
C++
#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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{
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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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NORMVEC3(y_axis, p_upVec)
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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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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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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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