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https://github.com/isledecomp/isle.git
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147 lines
3.5 KiB
C++
147 lines
3.5 KiB
C++
#include "legoutil.h"
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#include "mxomni.h"
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#include "mxtypes.h"
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#include "math.h"
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#include <string.h>
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// OFFSET: LEGO1 0x1003e300
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ExtraActionType MatchActionString(const char *p_str) {
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ExtraActionType result = ExtraActionType_unknown;
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if (!strcmpi("openram", p_str))
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result = ExtraActionType_openram;
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else if (!strcmpi("opendisk", p_str))
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result = ExtraActionType_opendisk;
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else if (!strcmpi("close", p_str))
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result = ExtraActionType_close;
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else if (!strcmpi("start", p_str))
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result = ExtraActionType_start;
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else if (!strcmpi("stop", p_str))
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result = ExtraActionType_stop;
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else if (!strcmpi("run", p_str))
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result = ExtraActionType_run;
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else if (!strcmpi("exit", p_str))
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result = ExtraActionType_exit;
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else if (!strcmpi("enable", p_str))
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result = ExtraActionType_enable;
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else if (!strcmpi("disable", p_str))
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result = ExtraActionType_disable;
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else if (!strcmpi("notify", p_str))
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result = ExtraActionType_notify;
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return result;
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}
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// OFFSET: LEGO1 0x100a5b40
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void CalcLocalTransform(const MxVector3 &p_posVec, const MxVector3 &p_dirVec,
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const MxVector3 &p_upVec, MxMatrix &p_outMatrix)
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{
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MxFloat x_axis[3], y_axis[3], z_axis[3];
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NORMVEC3(z_axis, p_dirVec)
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NORMVEC3(y_axis, p_upVec)
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VXV3(x_axis, y_axis, z_axis);
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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 MxFloat axis2Operation = (x_axis)[2] * (x_axis)[2];
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MxDouble 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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// Exact same thing as pointed out by the above comment
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{
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const MxFloat axis2Operation = (y_axis)[2] * (y_axis)[2];
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MxDouble 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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// OFFSET: LEGO1 0x1003eae0
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void ConvertHSVToRGB(float h, float s, float v, float *r_out, float *b_out, float *g_out)
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{
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double calc;
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double p;
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MxLong hue_index;
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double v9;
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double v12;
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double v13;
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double s_dbl = s;
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if (s > 0.5f)
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calc = (1.0f - v) * s + v;
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else
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calc = (v + 1.0) * s_dbl;
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if (calc <= 0.0)
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{
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*g_out = 0.0f;
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*b_out = 0.0f;
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*r_out = 0.0f;
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return;
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}
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p = s * 2.0f - calc;
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hue_index = h * 6.0;
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v9 = (h * 6.0 - (float)hue_index) * ((calc - p) / calc) * calc;
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v12 = p + v9;
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v13 = calc - v9;
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switch (hue_index)
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{
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case 0:
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*r_out = calc;
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*b_out = v12;
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*g_out = p;
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break;
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case 1:
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*r_out = v13;
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*b_out = calc;
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*g_out = p;
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break;
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case 2:
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*r_out = p;
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*b_out = calc;
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*g_out = v12;
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break;
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case 3:
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*r_out = p;
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*b_out = v13;
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*g_out = calc;
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break;
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case 4:
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*r_out = v12;
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*b_out = p;
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*g_out = calc;
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break;
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case 5:
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*r_out = calc;
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*b_out = p;
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*g_out = v13;
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break;
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case 6:
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*r_out = calc;
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*b_out = p;
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*g_out = v13;
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break;
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default:
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return;
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}
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}
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// OFFSET: LEGO1 0x1003ef40
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void SetAppCursor(WPARAM p_wparam)
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{
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PostMessageA(MxOmni::GetInstance()->GetWindowHandle(), 0x5400, p_wparam, 0);
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}
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