isle/LEGO1/legoutil.cpp
2023-10-24 00:33:47 -04:00

147 lines
3.5 KiB
C++

#include "legoutil.h"
#include "mxomni.h"
#include "mxtypes.h"
#include "math.h"
#include <string.h>
// OFFSET: LEGO1 0x1003e300
ExtraActionType MatchActionString(const char *p_str) {
ExtraActionType result = ExtraActionType_unknown;
if (!strcmpi("openram", p_str))
result = ExtraActionType_openram;
else if (!strcmpi("opendisk", p_str))
result = ExtraActionType_opendisk;
else if (!strcmpi("close", p_str))
result = ExtraActionType_close;
else if (!strcmpi("start", p_str))
result = ExtraActionType_start;
else if (!strcmpi("stop", p_str))
result = ExtraActionType_stop;
else if (!strcmpi("run", p_str))
result = ExtraActionType_run;
else if (!strcmpi("exit", p_str))
result = ExtraActionType_exit;
else if (!strcmpi("enable", p_str))
result = ExtraActionType_enable;
else if (!strcmpi("disable", p_str))
result = ExtraActionType_disable;
else if (!strcmpi("notify", p_str))
result = ExtraActionType_notify;
return result;
}
// 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];
NORMVEC3(z_axis, p_dirVec)
NORMVEC3(y_axis, p_upVec)
VXV3(x_axis, y_axis, z_axis);
// This is an unrolled version of the "NORMVEC3" macro,
// used here to apply a silly hack to get a 100% match
{
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);
// Exact same thing as pointed out by the above comment
{
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);
}
// OFFSET: LEGO1 0x1003eae0
void ConvertHSVToRGB(float h, float s, float v, float *r_out, float *b_out, float *g_out)
{
double calc;
double p;
MxLong hue_index;
double v9;
double v12;
double v13;
double s_dbl = s;
if (s > 0.5f)
calc = (1.0f - v) * s + v;
else
calc = (v + 1.0) * s_dbl;
if (calc <= 0.0)
{
*g_out = 0.0f;
*b_out = 0.0f;
*r_out = 0.0f;
return;
}
p = s * 2.0f - calc;
hue_index = h * 6.0;
v9 = (h * 6.0 - (float)hue_index) * ((calc - p) / calc) * calc;
v12 = p + v9;
v13 = calc - v9;
switch (hue_index)
{
case 0:
*r_out = calc;
*b_out = v12;
*g_out = p;
break;
case 1:
*r_out = v13;
*b_out = calc;
*g_out = p;
break;
case 2:
*r_out = p;
*b_out = calc;
*g_out = v12;
break;
case 3:
*r_out = p;
*b_out = v13;
*g_out = calc;
break;
case 4:
*r_out = v12;
*b_out = p;
*g_out = calc;
break;
case 5:
*r_out = calc;
*b_out = p;
*g_out = v13;
break;
case 6:
*r_out = calc;
*b_out = p;
*g_out = v13;
break;
default:
return;
}
}
// OFFSET: LEGO1 0x1003ef40
void SetAppCursor(WPARAM p_wparam)
{
PostMessageA(MxOmni::GetInstance()->GetWindowHandle(), 0x5400, p_wparam, 0);
}