fix(model): remove workaround for AffineInverse

This commit is contained in:
VDm 2025-06-15 22:30:53 +04:00
parent 442aa10690
commit 9b704b3366
2 changed files with 12 additions and 95 deletions

View file

@ -674,98 +674,10 @@ uint16_t CM2Model::AttachToParent(CM2Model* parent, uint32_t attachmentId, const
auto transform = parent->GetAttachmentWorldTransform(attachmentId);
float v12 = sqrt(transform.a0 * transform.a0 + transform.a1 * transform.a1 + transform.a2 * transform.a2);
// WRAP: C44Matrix__AffineInvertInPlace below
if (fabs(v12 - 1.0f) >= 0.00000095367432) {
float v5[3][3];
v5[0][0] = transform.a0;
v5[0][1] = transform.a1;
v5[0][2] = transform.a2;
v5[1][0] = transform.b0;
v5[1][1] = transform.b1;
v5[1][2] = transform.b2;
v5[2][0] = transform.c0;
v5[2][1] = transform.c1;
v5[2][2] = transform.c2;
float v8[3][3];
v8[0][0] = v5[0][0];
v8[0][1] = v5[1][0];
v8[0][2] = v5[2][0];
v8[1][0] = v5[0][1];
v8[1][1] = v5[1][1];
v8[1][2] = v5[2][1];
v8[2][0] = v5[0][2];
v8[2][1] = v5[1][2];
v8[2][2] = v5[2][2];
C44Matrix matrix;
matrix.a0 = v8[0][0];
matrix.a1 = v8[0][1];
matrix.a2 = v8[0][2];
matrix.a3 = 0.0f;
matrix.b0 = v8[1][0];
matrix.b1 = v8[1][1];
matrix.b2 = v8[1][2];
matrix.b3 = 0.0f;
matrix.c0 = v8[2][0];
matrix.c1 = v8[2][1];
matrix.c2 = v8[2][2];
matrix.c3 = 0.0f;
matrix.d0 = 0.0f;
matrix.d1 = 0.0f;
matrix.d2 = 0.0f;
matrix.d3 = 1.0f;
matrix.Scale(1.0f / (v12 * v12));
matrix.Translate(C3Vector(-transform.d0, -transform.d1, -transform.d2));
transform = matrix;
} else {
float v5[3][3];
v5[0][0] = transform.a0;
v5[0][1] = transform.a1;
v5[0][2] = transform.a2;
v5[1][0] = transform.b0;
v5[1][1] = transform.b1;
v5[1][2] = transform.b2;
v5[2][0] = transform.c0;
v5[2][1] = transform.c1;
v5[2][2] = transform.c2;
float v8[3][3];
v8[0][0] = v5[0][0];
v8[0][1] = v5[1][0];
v8[0][2] = v5[2][0];
v8[1][0] = v5[0][1];
v8[1][1] = v5[1][1];
v8[1][2] = v5[2][1];
v8[2][0] = v5[0][2];
v8[2][1] = v5[1][2];
v8[2][2] = v5[2][2];
C44Matrix matrix;
matrix.a0 = v8[0][0];
matrix.a1 = v8[0][1];
matrix.a2 = v8[0][2];
matrix.a3 = 0.0f;
matrix.b0 = v8[1][0];
matrix.b1 = v8[1][1];
matrix.b2 = v8[1][2];
matrix.b3 = 0.0f;
matrix.c0 = v8[2][0];
matrix.c1 = v8[2][1];
matrix.c2 = v8[2][2];
matrix.c3 = 0.0f;
matrix.d0 = 0.0f;
matrix.d1 = 0.0f;
matrix.d2 = 0.0f;
matrix.d3 = 1.0f;
matrix.Translate(C3Vector(-transform.d0, -transform.d1, -transform.d2));
transform = matrix;
}
transform = transform.AffineInverse(v12);
if (!this->m_flag8000) {
this->matrixB4 = C44Matrix();
this->matrixB4.Identity();
}
transform.Translate(*a4);