isle/LEGO1/realtime/realtime.cpp
Ramen2X 346c8387f5 address feedback
move vec.h to thirdparty folder
update vec.h
move all realtime code to realtime folder
move calclocaltransform out of legoutil and into realtime
cast shift to MxS32
add additional unroll hack to CalcLocalTransform to prevent msvc entropy
2023-10-24 08:10:05 -04:00

42 lines
1.5 KiB
C++

#include "realtime.h"
// OFFSET: LEGO1 0x100a5b40
void CalcLocalTransform(const MxVector3 &p_posVec, const MxVector3 &p_dirVec,
const MxVector3 &p_upVec, MxMatrix &p_outMatrix)
{
MxFloat 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 MxFloat dirVec1Operation = (p_dirVec)[1] * (p_dirVec)[1];
MxDouble 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 MxFloat axis2Operation = (x_axis)[2] * (x_axis)[2];
MxDouble 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 MxFloat axis2Operation = (y_axis)[2] * (y_axis)[2];
MxDouble 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);
}