mirror of https://github.com/AxioDL/metaforce.git
Clean up matrix assignment
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parent
dd3a524bf4
commit
8b1f70c5cd
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@ -21,13 +21,13 @@ namespace urde
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void ViewManager::BuildTestPART(urde::IObjectStore& objStore)
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{
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m_modelTest = objStore.GetObj("gun_cmdl");
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m_modelTest = objStore.GetObj("CMDL_InvPowerSuit3");
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//m_modelTest = objStore.GetObj("CMDL_GameCube");
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m_modelTest.Lock();
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//m_partGenDesc = objStore.GetObj({hecl::FOURCC('PART'), 0x972A5CD2});
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m_partGenDesc = objStore.GetObj("PowerCharge");
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m_partGenDesc.Lock();
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//m_partGenDesc = objStore.GetObj("PowerCharge");
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//m_partGenDesc.Lock();
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//m_partGen.reset(new urde::CElementGen(m_partGenDesc,
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// urde::CElementGen::EModelOrientationType::Normal,
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// urde::CElementGen::EOptionalSystemFlags::None));
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@ -76,7 +76,7 @@ void ViewManager::ParticleView::draw(boo::IGraphicsCommandQueue *gfxQ)
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m_theta += 0.01f;
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CGraphics::SetModelMatrix(zeus::CTransform::RotateZ(m_theta) * zeus::CTransform::Scale(10.f));
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//CGraphics::SetModelMatrix(zeus::CTransform::Identity());
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CGraphics::SetViewPointMatrix(zeus::lookAt(zeus::CVector3f{0.f, -10.f, 4.f}, {0.f, 0.f, 0.f}));
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CGraphics::SetViewPointMatrix(zeus::lookAt(zeus::CVector3f{0.f, -30.f, 4.f}, {0.f, 0.f, 0.f}));
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boo::SWindowRect windowRect = m_vm.m_mainWindow->getWindowFrame();
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float aspect = windowRect.size[0] / float(windowRect.size[1]);
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CGraphics::SetPerspective(55.0, aspect, 0.001f, 1000.f);
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@ -329,22 +329,23 @@ void CBooModel::UVAnimationBuffer::ProcessAnimation(u8*& bufOut, const UVAnimati
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{
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case UVAnimation::Mode::MvInvNoTranslation:
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{
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texMtxOut = CGraphics::g_ViewMatrix.inverse().multiplyIgnoreTranslation(
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CGraphics::g_GXModelMatrix).toMatrix4f();
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texMtxOut = CGraphics::g_ViewMatrix.inverse().multiplyIgnoreTranslation(CGraphics::g_GXModelMatrix).toMatrix4f();
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texMtxOut.vec[3].zeroOut();
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postMtxOut = zeus::CTransform(zeus::CMatrix3f(0.5, 0.0, 0.0,
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0.0, 0.5, 0.0,
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0.0, 0.0, 0.0),
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zeus::CVector3f(0.5, 0.5, 1.0)).toMatrix4f();
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postMtxOut.vec[0].x = 0.5f;
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postMtxOut.vec[1].y = 0.0f;
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postMtxOut.vec[2].y = 0.5f;
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postMtxOut.vec[3].x = 0.5f;
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postMtxOut.vec[3].y = 0.5f;
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break;
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}
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case UVAnimation::Mode::MvInv:
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{
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texMtxOut = (CGraphics::g_ViewMatrix.inverse() * CGraphics::g_GXModelMatrix).toMatrix4f();
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postMtxOut = zeus::CTransform(zeus::CMatrix3f(0.5, 0.0, 0.0,
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0.0, 0.5, 0.0,
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0.0, 0.0, 0.0),
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zeus::CVector3f(0.5, 0.5, 1.0)).toMatrix4f();
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postMtxOut.vec[0].x = 0.5f;
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postMtxOut.vec[1].y = 0.0f;
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postMtxOut.vec[2].y = 0.5f;
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postMtxOut.vec[3].x = 0.5f;
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postMtxOut.vec[3].y = 0.5f;
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break;
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}
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case UVAnimation::Mode::Scroll:
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@ -369,36 +370,31 @@ void CBooModel::UVAnimationBuffer::ProcessAnimation(u8*& bufOut, const UVAnimati
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case UVAnimation::Mode::HStrip:
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{
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float value = anim.vals[0] * anim.vals[2] * (anim.vals[3] + CGraphics::GetSecondsMod900());
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texMtxOut.vec[3].x = (float)(short)(float)(anim.vals[1] * fmod(value, 1.0f)) * anim.vals[2];
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texMtxOut.vec[3].x = anim.vals[1] * fmod(value, 1.0f) * anim.vals[2];
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break;
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}
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case UVAnimation::Mode::VStrip:
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{
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float value = anim.vals[0] * anim.vals[2] * (anim.vals[3] + CGraphics::GetSecondsMod900());
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texMtxOut.vec[3].y = (float)(short)(float)(anim.vals[1] * fmod(value, 1.0f)) * anim.vals[2];
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texMtxOut.vec[3].y = anim.vals[1] * fmod(value, 1.0f) * anim.vals[2];
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break;
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}
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case UVAnimation::Mode::Model:
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{
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texMtxOut.vec[0].x = 0.5f;
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texMtxOut.vec[1].y = 0.0f;
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texMtxOut.vec[2].y = 0.5f;
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texMtxOut.vec[3].x = CGraphics::g_GXModelMatrix.origin.x * 0.5f;
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texMtxOut.vec[3].y = CGraphics::g_GXModelMatrix.origin.y * 0.5f;
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texMtxOut = CGraphics::g_GXModelMatrix.toMatrix4f();
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texMtxOut.vec[3].zeroOut();
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postMtxOut = zeus::CTransform(zeus::CMatrix3f(0.5, 0.0, 0.0,
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0.0, 0.0, 0.5,
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0.0, 0.0, 0.0),
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zeus::CVector3f(CGraphics::g_GXModelMatrix.origin.x * 0.50000001,
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CGraphics::g_GXModelMatrix.origin.x * 0.50000001,
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1.0)).toMatrix4f();
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postMtxOut.vec[0].x = 0.5f;
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postMtxOut.vec[1].y = 0.0f;
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postMtxOut.vec[2].y = 0.5f;
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postMtxOut.vec[3].x = CGraphics::g_GXModelMatrix.origin.x * 0.5f;
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postMtxOut.vec[3].y = CGraphics::g_GXModelMatrix.origin.y * 0.5f;
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break;
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}
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case UVAnimation::Mode::WhoMustNotBeNamed:
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{
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zeus::CTransform texmtx = CGraphics::g_ViewMatrix.inverse() * CGraphics::g_GXModelMatrix;
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texmtx.origin.zeroOut();
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texMtxOut = texmtx.toMatrix4f();
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texMtxOut = (CGraphics::g_ViewMatrix.inverse() * CGraphics::g_GXModelMatrix).toMatrix4f();
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texMtxOut.vec[3].zeroOut();
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const zeus::CVector3f& viewOrigin = CGraphics::g_ViewMatrix.origin;
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float xy = (viewOrigin.x + viewOrigin.y) * 0.025f * anim.vals[1];
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