cAudioManager::TranslateEntity cleanup

This commit is contained in:
Sergeanur 2019-10-27 01:46:48 +03:00
parent c3c6c51003
commit fcfdaa9534
3 changed files with 11 additions and 22 deletions

View file

@ -9109,18 +9109,9 @@ cAudioManager::Terminate()
}
void
cAudioManager::TranslateEntity(CVector *v1, CVector *v2) const
cAudioManager::TranslateEntity(CVector *in, CVector *out) const
{
const RwMatrix &cM = TheCamera.GetMatrix().m_matrix;
const CVector &cV = TheCamera.GetPosition();
float a = v1->z - cV.z;
float b = v1->y - cV.y;
float c = v1->x - cV.x;
v2->x = cM.right.y * b + cM.right.x * c + cM.right.z * a;
v2->y = cM.up.y * b + cM.up.x * c + cM.up.z * a;
v2->z = cM.at.y * b + cM.at.x * c + cM.at.z * a;
*out = MultiplyInverse(TheCamera.GetMatrix(), *in);
}
void

View file

@ -249,7 +249,15 @@ public:
CMatrix &Invert(const CMatrix &src, CMatrix &dst);
CVector operator*(const CMatrix &mat, const CVector &vec);
CMatrix operator*(const CMatrix &m1, const CMatrix &m2);
CVector MultiplyInverse(const CMatrix &mat, const CVector &vec);
inline CVector MultiplyInverse(const CMatrix &mat, const CVector &vec)
{
CVector v(vec.x - mat.m_matrix.pos.x, vec.y - mat.m_matrix.pos.y, vec.z - mat.m_matrix.pos.z);
return CVector(
mat.m_matrix.right.x * v.x + mat.m_matrix.right.y * v.y + mat.m_matrix.right.z * v.z,
mat.m_matrix.up.x * v.x + mat.m_matrix.up.y * v.y + mat.m_matrix.up.z * v.z,
mat.m_matrix.at.x * v.x + mat.m_matrix.at.y * v.y + mat.m_matrix.at.z * v.z);
}
const CVector Multiply3x3(const CMatrix &mat, const CVector &vec);
const CVector Multiply3x3(const CVector &vec, const CMatrix &mat);

View file

@ -126,16 +126,6 @@ operator*(const CMatrix &m1, const CMatrix &m2)
return out;
}
CVector
MultiplyInverse(const CMatrix &mat, const CVector &vec)
{
CVector v(vec.x - mat.m_matrix.pos.x, vec.y - mat.m_matrix.pos.y, vec.z - mat.m_matrix.pos.z);
return CVector(
mat.m_matrix.right.x * v.x + mat.m_matrix.right.y * v.y + mat.m_matrix.right.z * v.z,
mat.m_matrix.up.x * v.x + mat.m_matrix.up.y * v.y + mat.m_matrix.up.z * v.z,
mat.m_matrix.at.x * v.x + mat.m_matrix.at.y * v.y + mat.m_matrix.at.z * v.z);
}
const CVector
Multiply3x3(const CMatrix &mat, const CVector &vec)
{