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