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zTSO
- Added libraries from formats and libvitaboy
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101 changed files with 11711 additions and 10889 deletions
93
library/libvitaboy/libvitaboy.cpp
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93
library/libvitaboy/libvitaboy.cpp
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/*
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libvitaboy - Open source OpenGL TSO character animation library
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libvitaboy.cpp - Copyright (c) 2012 Niotso Project <http://niotso.org/>
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Author(s): Fatbag <X-Fi6@phppoll.org>
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Permission to use, copy, modify, and/or distribute this software for any
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purpose with or without fee is hereby granted, provided that the above
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copyright notice and this permission notice appear in all copies.
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THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES
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WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF
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MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR
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ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES
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WHATSOEVER RESULTING FROM LOSS OF USE, DATA OR PROFITS, WHETHER IN AN
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ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING OUT OF
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OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
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*/
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#include <math.h>
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#include "libvitaboy.hpp"
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VBFile_t VBFile;
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void ReadAsset(Asset_t& Asset, bool ReadGroup){
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Asset.Group = (ReadGroup) ? VBFile.readint32() : 0xA96F6D42;
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printf(" | Group: %u\n", Asset.Group);
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Asset.File = VBFile.readint32();
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printf(" | File: %u\n", Asset.File);
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Asset.Type = VBFile.readint32();
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printf(" | Type: %u\n", Asset.Type);
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}
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void ReadPropEntry(KeyValuePair_t& Entry){
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Entry.Key = VBFile.readstring();
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printf(" | | | | | Key: %s\n", Entry.Key);
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Entry.Value = VBFile.readstring();
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printf(" | | | | | Value: %s\n", Entry.Value);
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}
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void ReadPropEntries(Prop_t& Prop){
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unsigned count = Prop.EntriesCount = VBFile.readint32();
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printf(" | | | | EntriesCount: %u\n", Prop.EntriesCount);
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Prop.Entries = (KeyValuePair_t*) malloc(count * sizeof(KeyValuePair_t));
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for(unsigned i=0; i<count; i++){
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printf(" | | | | [Entry %u]\n", i+1);
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ReadPropEntry(Prop.Entries[i]);
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}
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}
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float DotProduct(Rotation_t * q1, Rotation_t * q2){
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return q1->x*q2->x + q1->y*q2->y + q1->z*q2->z + q1->w*q2->w;
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}
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void Normalize(Rotation_t * q){
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float magnitude = q->x*q->x + q->y*q->y + q->z*q->z + q->w*q->w;
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if(magnitude != 0){
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magnitude = 1.0f/sqrt(magnitude);
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q->x *= magnitude;
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q->y *= magnitude;
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q->z *= magnitude;
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q->w *= magnitude;
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}
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}
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void FindQuaternionMatrix(float * Matrix, Rotation_t * Quaternion){
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float x2 = Quaternion->x * Quaternion->x;
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float y2 = Quaternion->y * Quaternion->y;
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float z2 = Quaternion->z * Quaternion->z;
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float xy = Quaternion->x * Quaternion->y;
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float xz = Quaternion->x * Quaternion->z;
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float yz = Quaternion->y * Quaternion->z;
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float wx = Quaternion->w * Quaternion->x;
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float wy = Quaternion->w * Quaternion->y;
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float wz = Quaternion->w * Quaternion->z;
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Matrix[0] = 1.0f - 2.0f * (y2 + z2);
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Matrix[1] = 2.0f * (xy - wz);
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Matrix[2] = 2.0f * (xz + wy);
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Matrix[3] = 0.0f;
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Matrix[4] = 2.0f * (xy + wz);
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Matrix[5] = 1.0f - 2.0f * (x2 + z2);
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Matrix[6] = 2.0f * (yz - wx);
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Matrix[7] = 0.0f;
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Matrix[8] = 2.0f * (xz - wy);
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Matrix[9] = 2.0f * (yz + wx);
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Matrix[10] = 1.0f - 2.0f * (x2 + y2);
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Matrix[11] = 0.0f;
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Matrix[12] = 0.0f;
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Matrix[13] = 0.0f;
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Matrix[14] = 0.0f;
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Matrix[15] = 1.0f;
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}
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