isle/LEGO1/realtime/orientableroi.cpp
jonschz a942325b29
More functions in LegoCarBuild (#1104)
* Add BETA10 annotations

* Clean up

* Implement multiple functions

* fix minor annotation error

* Undo formatting

* Fix formatting

* Implement more functions

* Rename variables, address review comment

---------

Co-authored-by: jonschz <jonschz@users.noreply.github.com>
2024-09-14 16:14:11 -07:00

203 lines
4.9 KiB
C++

#include "orientableroi.h"
#include "decomp.h"
#include <vec.h>
DECOMP_SIZE_ASSERT(OrientableROI, 0xdc)
// FUNCTION: LEGO1 0x100a4420
OrientableROI::OrientableROI()
{
FILLVEC3(m_world_bounding_box.Min(), 888888.8);
FILLVEC3(m_world_bounding_box.Max(), -888888.8);
ZEROVEC3(m_world_bounding_sphere.Center());
m_world_bounding_sphere.Radius() = 0.0;
ZEROVEC3(m_world_velocity);
IDENTMAT4(m_local2world);
m_parentROI = NULL;
ToggleUnknown0xd8(TRUE);
}
// Maybe an overload based on MxMatrix type
// FUNCTION: LEGO1 0x100a46a0
// FUNCTION: BETA10 0x10165268
void OrientableROI::WrappedSetLocalTransform(const Matrix4& p_transform)
{
SetLocalTransform(p_transform);
}
// FUNCTION: LEGO1 0x100a46b0
void OrientableROI::UpdateTransformationRelativeToParent(const Matrix4& p_transform)
{
MxMatrix mat;
double local2world[4][4];
double local2parent[4][4];
int i, j;
for (i = 0; i < 4; i++) {
for (j = 0; j < 4; j++) {
local2world[i][j] = p_transform[i][j];
local2parent[i][j] = m_local2world[i][j];
}
}
double local_inverse[4][4];
INVERTMAT4d(local_inverse, local2parent);
double parent2world[4][4];
MXM4(parent2world, local_inverse, local2world);
unsigned int k, l;
for (k = 0; k < 4; k++) {
for (l = 0; l < 4; l++) {
mat[k][l] = parent2world[k][l];
}
}
UpdateWorldData(mat);
}
// Maybe an overload based on MxMatrix type
// FUNCTION: LEGO1 0x100a5090
void OrientableROI::WrappedVTable0x24(const Matrix4& p_transform)
{
VTable0x24(p_transform);
}
// FUNCTION: LEGO1 0x100a50a0
void OrientableROI::GetLocalTransform(Matrix4& p_transform)
{
MxMatrix mat;
if (m_parentROI != NULL) {
double local2parent[4][4];
unsigned int i, j;
for (i = 0; i < 4; i++) {
for (j = 0; j < 4; j++) {
local2parent[i][j] = m_parentROI->GetLocal2World()[i][j];
}
}
double local_inverse[4][4];
INVERTMAT4d(local_inverse, local2parent);
for (i = 0; i < 4; i++) {
for (j = 0; j < 4; j++) {
mat[i][j] = local_inverse[i][j];
}
}
MXM4(p_transform, m_local2world, mat);
}
else {
p_transform = m_local2world;
}
}
// FUNCTION: LEGO1 0x100a58f0
// FUNCTION: BETA10 0x10167b77
void OrientableROI::FUN_100a58f0(const Matrix4& p_transform)
{
m_local2world = p_transform;
ToggleUnknown0xd8(TRUE);
}
// FUNCTION: LEGO1 0x100a5910
void OrientableROI::VTable0x1c()
{
UpdateWorldBoundingVolumes();
UpdateWorldVelocity();
}
// FUNCTION: LEGO1 0x100a5930
void OrientableROI::SetLocalTransform(const Matrix4& p_transform)
{
m_local2world = p_transform;
UpdateWorldBoundingVolumes();
UpdateWorldVelocity();
}
// FUNCTION: LEGO1 0x100a5960
void OrientableROI::VTable0x24(const Matrix4& p_transform)
{
MxMatrix l_matrix(m_local2world);
m_local2world.Product(p_transform, l_matrix);
UpdateWorldBoundingVolumes();
UpdateWorldVelocity();
}
// FUNCTION: LEGO1 0x100a59b0
void OrientableROI::UpdateWorldData(const Matrix4& p_transform)
{
MxMatrix l_matrix(m_local2world);
m_local2world.Product(l_matrix, p_transform);
UpdateWorldBoundingVolumes();
UpdateWorldVelocity();
// iterate over comps
if (comp) {
for (CompoundObject::iterator iter = comp->begin(); !(iter == comp->end()); iter++) {
ROI* child = *iter;
static_cast<OrientableROI*>(child)->UpdateWorldData(p_transform);
}
}
}
// FUNCTION: LEGO1 0x100a5a30
void OrientableROI::FUN_100a5a30(const Vector3& p_world_velocity)
{
m_world_velocity = p_world_velocity;
}
// FUNCTION: LEGO1 0x100a5a50
void OrientableROI::UpdateWorldVelocity()
{
}
// FUNCTION: LEGO1 0x100a5a60
void CalcWorldBoundingVolumes(
const BoundingSphere& modelling_sphere,
const Matrix4& local2world,
BoundingBox& world_bounding_box,
BoundingSphere& world_bounding_sphere
)
{
// calculate world bounding volumes given a bounding sphere in modelling
// space and local2world transform
// ??? we need to transform the radius too... if scaling...
V3XM4(world_bounding_sphere.Center(), modelling_sphere.Center(), local2world);
world_bounding_sphere.Radius() = modelling_sphere.Radius();
// update world_bounding_box
world_bounding_box.Min()[0] = world_bounding_sphere.Center()[0] - world_bounding_sphere.Radius();
world_bounding_box.Min()[1] = world_bounding_sphere.Center()[1] - world_bounding_sphere.Radius();
world_bounding_box.Min()[2] = world_bounding_sphere.Center()[2] - world_bounding_sphere.Radius();
world_bounding_box.Max()[0] = world_bounding_sphere.Center()[0] + world_bounding_sphere.Radius();
world_bounding_box.Max()[1] = world_bounding_sphere.Center()[1] + world_bounding_sphere.Radius();
world_bounding_box.Max()[2] = world_bounding_sphere.Center()[2] + world_bounding_sphere.Radius();
}
// FUNCTION: LEGO1 0x100a5d80
const float* OrientableROI::GetWorldVelocity() const
{
return m_world_velocity.GetData();
}
// FUNCTION: LEGO1 0x100a5d90
const BoundingBox& OrientableROI::GetWorldBoundingBox() const
{
return m_world_bounding_box;
}
// FUNCTION: LEGO1 0x100a5da0
const BoundingSphere& OrientableROI::GetWorldBoundingSphere() const
{
return m_world_bounding_sphere;
}