isle/LEGO1/realtime/realtime.cpp

46 lines
1.5 KiB
C++
Raw Normal View History

#include "realtime.h"
// OFFSET: LEGO1 0x100a5b40
2023-10-24 19:38:27 -04:00
void CalcLocalTransform(
const Vector3Impl& p_posVec,
const Vector3Impl& p_dirVec,
const Vector3Impl& p_upVec,
Matrix4Impl& p_outMatrix
2023-10-24 19:38:27 -04:00
)
{
float x_axis[3], y_axis[3], z_axis[3];
2023-10-24 19:38:27 -04:00
// 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]));
2023-10-24 19:38:27 -04:00
((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]));
2023-10-24 19:38:27 -04:00
((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]));
2023-10-24 19:38:27 -04:00
((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);
}