mirror of
https://github.com/isledecomp/isle-portable.git
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494a556f8e
* 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>
45 lines
1.5 KiB
C++
45 lines
1.5 KiB
C++
#include "realtime.h"
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// FUNCTION: LEGO1 0x100a5b40
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void CalcLocalTransform(
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const Vector3Impl& p_posVec,
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const Vector3Impl& p_dirVec,
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const Vector3Impl& p_upVec,
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Matrix4Impl& p_outMatrix
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)
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{
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float 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 float dirVec1Operation = (p_dirVec)[1] * (p_dirVec)[1];
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double 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 float axis2Operation = (x_axis)[2] * (x_axis)[2];
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double 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 float axis2Operation = (y_axis)[2] * (y_axis)[2];
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double 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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