Mercurial > mm7
view VectorTypes.cpp @ 1523:53265d238d94
interaction_distance_limit for 3DModel in DrawStatusText
author | Ritor1 |
---|---|
date | Thu, 05 Sep 2013 13:12:30 +0600 |
parents | ff1867836af5 |
children | 4055b09160ae |
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#include "mm7_data.h" //----- (0044C362) -------------------------------------------------------- void Vec3_int_::Normalize_float() { //Vec3_int_ *v1; // esi@1 double v2; // st6@1 float v3; // ST20_4@1 double v4; // st5@1 float v5; // ST18_4@1 double v6; // st4@1 float v7; // ST14_4@1 float v8; // ST24_4@1 float v9; // ST20_4@1 double v10; // ST0C_8@1 float v11; // ST18_4@1 double v12; // ST0C_8@1 float v13; // ST14_4@1 double v14; // ST0C_8@1 assert(false); //v1 = this; v2 = (double)this->x * 0.000015258789; v3 = v2; v4 = (double)this->y * 0.000015258789; v5 = v4; v6 = (double)this->z * 0.000015258789; v7 = v6; v8 = 1.0 / sqrt(v6 * v6 + v4 * v4 + v2 * v2); v9 = v8 * v3 * 65536.0; v10 = v9 + 6.7553994e15; this->x = LODWORD(v10); v11 = v8 * v5 * 65536.0; v12 = v11 + 6.7553994e15; this->y = LODWORD(v12); v13 = v8 * v7 * 65536.0; v14 = v13 + 6.7553994e15; this->z = LODWORD(v14); } //----- (0043AA99) -------------------------------------------------------- void __fastcall Vec3_int_::Rotate(int sDepth, int sRotY, int sRotX, Vec3_int_ v, int *outx, int *outy, int *outz) { float cosf_x = cosf(3.14159265f * sRotX / 1024.0f), sinf_x = sinf(3.14159265f * sRotX / 1024.0f), cosf_y = cosf(3.14159265f * sRotY / 1024.0f), sinf_y = sinf(3.14159265f * sRotY / 1024.0f); *outx = v.x + ((unsigned __int64)(sinf_y * (signed __int64)((unsigned __int64)(cosf_x * (signed __int64)sDepth)>> 16))); *outy = v.y + ((unsigned __int64)(cosf_y * (signed __int64)((unsigned __int64)(cosf_x * (signed __int64)sDepth)>> 16))); *outz = v.z + ((unsigned __int64)(sinf_x * (signed __int64)sDepth) >> 16); } //----- (0043AB61) -------------------------------------------------------- void Vec3_int_::Normalize(int *x, int *y, int *z) { *x *= 65536 / (integer_sqrt(*y * *y + *z * *z + *x * *x) | 1); *y *= 65536 / (integer_sqrt(*y * *y + *z * *z + *x * *x) | 1); *z *= 65536 / (integer_sqrt(*y * *y + *z * *z + *x * *x) | 1); }