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d106aada11
* basic name improvements * clang-format --------- Co-authored-by: Christian Semmler <mail@csemmler.com>
201 lines
4.8 KiB
C++
201 lines
4.8 KiB
C++
#include "orientableroi.h"
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#include "decomp.h"
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#include <vec.h>
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DECOMP_SIZE_ASSERT(OrientableROI, 0xdc)
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// FUNCTION: LEGO1 0x100a4420
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OrientableROI::OrientableROI()
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{
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FILLVEC3(m_world_bounding_box.Min(), 888888.8);
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FILLVEC3(m_world_bounding_box.Max(), -888888.8);
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ZEROVEC3(m_world_bounding_sphere.Center());
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m_world_bounding_sphere.Radius() = 0.0;
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ZEROVEC3(m_world_velocity);
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IDENTMAT4(m_local2world);
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m_parentROI = NULL;
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ToggleUnknown0xd8(TRUE);
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}
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// Maybe an overload based on MxMatrix type
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// FUNCTION: LEGO1 0x100a46a0
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void OrientableROI::WrappedSetLocalTransform(const Matrix4& p_transform)
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{
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SetLocalTransform(p_transform);
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}
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// FUNCTION: LEGO1 0x100a46b0
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void OrientableROI::UpdateTransformationRelativeToParent(const Matrix4& p_transform)
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{
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MxMatrix mat;
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double local2world[4][4];
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double local2parent[4][4];
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int i, j;
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for (i = 0; i < 4; i++) {
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for (j = 0; j < 4; j++) {
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local2world[i][j] = p_transform[i][j];
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local2parent[i][j] = m_local2world[i][j];
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}
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}
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double local_inverse[4][4];
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INVERTMAT4d(local_inverse, local2parent);
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double parent2world[4][4];
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MXM4(parent2world, local_inverse, local2world);
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unsigned int k, l;
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for (k = 0; k < 4; k++) {
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for (l = 0; l < 4; l++) {
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mat[k][l] = parent2world[k][l];
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}
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}
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UpdateWorldData(mat);
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}
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// Maybe an overload based on MxMatrix type
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// FUNCTION: LEGO1 0x100a5090
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void OrientableROI::WrappedVTable0x24(const Matrix4& p_transform)
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{
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VTable0x24(p_transform);
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}
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// FUNCTION: LEGO1 0x100a50a0
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void OrientableROI::GetLocalTransform(Matrix4& p_transform)
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{
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MxMatrix mat;
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if (m_parentROI != NULL) {
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double local2parent[4][4];
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unsigned int i, j;
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for (i = 0; i < 4; i++) {
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for (j = 0; j < 4; j++) {
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local2parent[i][j] = m_parentROI->GetLocal2World()[i][j];
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}
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}
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double local_inverse[4][4];
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INVERTMAT4d(local_inverse, local2parent);
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for (i = 0; i < 4; i++) {
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for (j = 0; j < 4; j++) {
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mat[i][j] = local_inverse[i][j];
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}
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}
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MXM4(p_transform, m_local2world, mat);
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}
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else {
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p_transform = m_local2world;
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}
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}
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// FUNCTION: LEGO1 0x100a58f0
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void OrientableROI::FUN_100a58f0(const Matrix4& p_transform)
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{
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m_local2world = p_transform;
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ToggleUnknown0xd8(TRUE);
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}
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// FUNCTION: LEGO1 0x100a5910
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void OrientableROI::VTable0x1c()
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{
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UpdateWorldBoundingVolumes();
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UpdateWorldVelocity();
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}
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// FUNCTION: LEGO1 0x100a5930
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void OrientableROI::SetLocalTransform(const Matrix4& p_transform)
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{
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m_local2world = p_transform;
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UpdateWorldBoundingVolumes();
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UpdateWorldVelocity();
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}
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// FUNCTION: LEGO1 0x100a5960
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void OrientableROI::VTable0x24(const Matrix4& p_transform)
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{
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MxMatrix l_matrix(m_local2world);
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m_local2world.Product(p_transform, l_matrix);
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UpdateWorldBoundingVolumes();
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UpdateWorldVelocity();
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}
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// FUNCTION: LEGO1 0x100a59b0
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void OrientableROI::UpdateWorldData(const Matrix4& p_transform)
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{
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MxMatrix l_matrix(m_local2world);
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m_local2world.Product(l_matrix, p_transform);
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UpdateWorldBoundingVolumes();
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UpdateWorldVelocity();
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// iterate over comps
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if (comp) {
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for (CompoundObject::iterator iter = comp->begin(); !(iter == comp->end()); iter++) {
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ROI* child = *iter;
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static_cast<OrientableROI*>(child)->UpdateWorldData(p_transform);
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}
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}
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}
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// FUNCTION: LEGO1 0x100a5a30
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void OrientableROI::FUN_100a5a30(const Vector3& p_world_velocity)
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{
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m_world_velocity = p_world_velocity;
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}
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// FUNCTION: LEGO1 0x100a5a50
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void OrientableROI::UpdateWorldVelocity()
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{
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}
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// FUNCTION: LEGO1 0x100a5a60
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void CalcWorldBoundingVolumes(
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const BoundingSphere& modelling_sphere,
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const Matrix4& local2world,
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BoundingBox& world_bounding_box,
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BoundingSphere& world_bounding_sphere
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)
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{
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// calculate world bounding volumes given a bounding sphere in modelling
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// space and local2world transform
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// ??? we need to transform the radius too... if scaling...
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V3XM4(world_bounding_sphere.Center(), modelling_sphere.Center(), local2world);
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world_bounding_sphere.Radius() = modelling_sphere.Radius();
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// update world_bounding_box
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world_bounding_box.Min()[0] = world_bounding_sphere.Center()[0] - world_bounding_sphere.Radius();
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world_bounding_box.Min()[1] = world_bounding_sphere.Center()[1] - world_bounding_sphere.Radius();
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world_bounding_box.Min()[2] = world_bounding_sphere.Center()[2] - world_bounding_sphere.Radius();
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world_bounding_box.Max()[0] = world_bounding_sphere.Center()[0] + world_bounding_sphere.Radius();
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world_bounding_box.Max()[1] = world_bounding_sphere.Center()[1] + world_bounding_sphere.Radius();
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world_bounding_box.Max()[2] = world_bounding_sphere.Center()[2] + world_bounding_sphere.Radius();
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}
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// FUNCTION: LEGO1 0x100a5d80
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const float* OrientableROI::GetWorldVelocity() const
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{
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return m_world_velocity.GetData();
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}
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// FUNCTION: LEGO1 0x100a5d90
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const BoundingBox& OrientableROI::GetWorldBoundingBox() const
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{
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return m_world_bounding_box;
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}
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// FUNCTION: LEGO1 0x100a5da0
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const BoundingSphere& OrientableROI::GetWorldBoundingSphere() const
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{
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return m_world_bounding_sphere;
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}
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