isle-portable/LEGO1/realtime/realtime.cpp
Nathan M Gilbert 7fc1f8019f
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>
2023-11-19 15:38:07 +01:00

45 lines
1.5 KiB
C++

#include "realtime.h"
// OFFSET: LEGO1 0x100a5b40
void CalcLocalTransform(
const Vector3Impl& p_posVec,
const Vector3Impl& p_dirVec,
const Vector3Impl& p_upVec,
Matrix4Impl& p_outMatrix
)
{
float 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 float dirVec1Operation = (p_dirVec)[1] * (p_dirVec)[1];
double 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)
VXV3(x_axis, y_axis, z_axis);
// Exact same thing as pointed out by the above comment
{
const float axis2Operation = (x_axis)[2] * (x_axis)[2];
double 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);
// Again, the same thing
{
const float axis2Operation = (y_axis)[2] * (y_axis)[2];
double 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);
}