isle-portable/LEGO1/realtime/realtime.cpp
Christian Semmler 494a556f8e
(Proposal) Adjustments to "decomp" language (#308)
* Adjustments to "decomp" language

* Fix a comment

* Fix accidental clang-formatting

* Fix order

* Fix order

* Remove junk

* Fix OFFSET

* Adjustments based on new suggestions

* Annotate globals

* Globals in ISLE

* More globals

* Merge from parser2 branch

* Allow prepending space for exact marker match

* To eliminate noise, require the 0x prefix on offset for marker match

* fix test from previous

* Count tab stops for indented functions to reduce MISSED_END_OF_FUNCTION noise

* FUNCTION to SYNTHETIC where needed

* Missed marker conversion on SetAtomId

* pylint cleanup, remove unused code

* Fix unexpected function end, add more unit tests

* Be more strict about synthetic name syntax

* Revert "Missed marker conversion on SetAtomId"

This reverts commit d87d665127fae7dd6e5bd48d9af14a0a829bf9e2.

* Revert "FUNCTION to SYNTHETIC where needed"

This reverts commit 8c815418d261ba8c5f67a9a2cae349fe4ac92db8.

* Implicit lookup by name for functions

* Fix VTABLE SYNTHETIC and other decomp markers

* Get vtable class name

* Vtable marker should identify struct

* No colon for SIZE comment

* Update README.md

* Update README.md

* Update CONTRIBUTING.md

* Update README.md

* Update README.md

* Update CONTRIBUTING.md

* Update README.md

* Update CONTRIBUTING.md

* Fix destructor/annotation

* Update README.md

* Update README.md

* Update README.md

* Update README.md

* Update README.md

---------

Co-authored-by: disinvite <disinvite@users.noreply.github.com>
2023-12-06 13:10:45 +01:00

45 lines
1.5 KiB
C++

#include "realtime.h"
// FUNCTION: 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);
}