TWINE: renamed variables

This commit is contained in:
Martin Gerhardy 2023-01-21 22:55:30 +01:00
parent dd77f4bd8b
commit f7aeef424d

View File

@ -232,33 +232,34 @@ IVec2 Renderer::rotate(int32 side, int32 forward, int32 angle) const {
return IVec2(side, forward);
}
void Renderer::rotMatIndex2(IMatrix3x3 *targetMatrix, const IMatrix3x3 *currentMatrix, const IVec3 &angleVec) {
void Renderer::rotMatIndex2(IMatrix3x3 *pDest, const IMatrix3x3 *pSrc, const IVec3 &angleVec) {
IMatrix3x3 matrix1;
IMatrix3x3 matrix2;
const int32 lAlpha = angleVec.x;
const int32 lBeta = angleVec.y;
const int32 lGamma = angleVec.z;
if (angleVec.x) {
int32 angle = angleVec.x;
int32 nSin = sinTab[ClampAngle(angle)];
int32 nCos = sinTab[ClampAngle(angle + LBAAngles::ANGLE_90)];
if (lAlpha) {
int32 nSin = sinTab[ClampAngle(lAlpha)];
int32 nCos = sinTab[ClampAngle(lAlpha + LBAAngles::ANGLE_90)];
matrix1.row1.x = currentMatrix->row1.x;
matrix1.row2.x = currentMatrix->row2.x;
matrix1.row3.x = currentMatrix->row3.x;
matrix1.row1.x = pSrc->row1.x;
matrix1.row2.x = pSrc->row2.x;
matrix1.row3.x = pSrc->row3.x;
matrix1.row1.y = (currentMatrix->row1.z * nSin + currentMatrix->row1.y * nCos) / SCENE_SIZE_HALF;
matrix1.row1.z = (currentMatrix->row1.z * nCos - currentMatrix->row1.y * nSin) / SCENE_SIZE_HALF;
matrix1.row2.y = (currentMatrix->row2.z * nSin + currentMatrix->row2.y * nCos) / SCENE_SIZE_HALF;
matrix1.row2.z = (currentMatrix->row2.z * nCos - currentMatrix->row2.y * nSin) / SCENE_SIZE_HALF;
matrix1.row3.y = (currentMatrix->row3.z * nSin + currentMatrix->row3.y * nCos) / SCENE_SIZE_HALF;
matrix1.row3.z = (currentMatrix->row3.z * nCos - currentMatrix->row3.y * nSin) / SCENE_SIZE_HALF;
matrix1.row1.y = (pSrc->row1.z * nSin + pSrc->row1.y * nCos) / SCENE_SIZE_HALF;
matrix1.row1.z = (pSrc->row1.z * nCos - pSrc->row1.y * nSin) / SCENE_SIZE_HALF;
matrix1.row2.y = (pSrc->row2.z * nSin + pSrc->row2.y * nCos) / SCENE_SIZE_HALF;
matrix1.row2.z = (pSrc->row2.z * nCos - pSrc->row2.y * nSin) / SCENE_SIZE_HALF;
matrix1.row3.y = (pSrc->row3.z * nSin + pSrc->row3.y * nCos) / SCENE_SIZE_HALF;
matrix1.row3.z = (pSrc->row3.z * nCos - pSrc->row3.y * nSin) / SCENE_SIZE_HALF;
} else {
matrix1 = *currentMatrix;
matrix1 = *pSrc;
}
if (angleVec.z) {
int32 angle = angleVec.z;
int32 nSin = sinTab[ClampAngle(angle)];
int32 nCos = sinTab[ClampAngle(angle + LBAAngles::ANGLE_90)];
if (lGamma) {
int32 nSin = sinTab[ClampAngle(lGamma)];
int32 nCos = sinTab[ClampAngle(lGamma + LBAAngles::ANGLE_90)];
matrix2.row1.z = matrix1.row1.z;
matrix2.row2.z = matrix1.row2.z;
@ -274,24 +275,23 @@ void Renderer::rotMatIndex2(IMatrix3x3 *targetMatrix, const IMatrix3x3 *currentM
matrix2 = matrix1;
}
if (angleVec.y) {
int32 angle = angleVec.y;
int32 nSin = sinTab[ClampAngle(angle)];
int32 nCos = sinTab[ClampAngle(angle + LBAAngles::ANGLE_90)];
if (lBeta) {
int32 nSin = sinTab[ClampAngle(lBeta)];
int32 nCos = sinTab[ClampAngle(lBeta + LBAAngles::ANGLE_90)];
targetMatrix->row1.y = matrix2.row1.y;
targetMatrix->row2.y = matrix2.row2.y;
targetMatrix->row3.y = matrix2.row3.y;
pDest->row1.y = matrix2.row1.y;
pDest->row2.y = matrix2.row2.y;
pDest->row3.y = matrix2.row3.y;
targetMatrix->row1.x = (matrix2.row1.x * nCos - matrix2.row1.z * nSin) / SCENE_SIZE_HALF;
targetMatrix->row1.z = (matrix2.row1.x * nSin + matrix2.row1.z * nCos) / SCENE_SIZE_HALF;
targetMatrix->row2.x = (matrix2.row2.x * nCos - matrix2.row2.z * nSin) / SCENE_SIZE_HALF;
targetMatrix->row2.z = (matrix2.row2.x * nSin + matrix2.row2.z * nCos) / SCENE_SIZE_HALF;
pDest->row1.x = (matrix2.row1.x * nCos - matrix2.row1.z * nSin) / SCENE_SIZE_HALF;
pDest->row1.z = (matrix2.row1.x * nSin + matrix2.row1.z * nCos) / SCENE_SIZE_HALF;
pDest->row2.x = (matrix2.row2.x * nCos - matrix2.row2.z * nSin) / SCENE_SIZE_HALF;
pDest->row2.z = (matrix2.row2.x * nSin + matrix2.row2.z * nCos) / SCENE_SIZE_HALF;
targetMatrix->row3.x = (matrix2.row3.x * nCos - matrix2.row3.z * nSin) / SCENE_SIZE_HALF;
targetMatrix->row3.z = (matrix2.row3.x * nSin + matrix2.row3.z * nCos) / SCENE_SIZE_HALF;
pDest->row3.x = (matrix2.row3.x * nCos - matrix2.row3.z * nSin) / SCENE_SIZE_HALF;
pDest->row3.z = (matrix2.row3.x * nSin + matrix2.row3.z * nCos) / SCENE_SIZE_HALF;
} else {
*targetMatrix = matrix2;
*pDest = matrix2;
}
}