Rename AffineMatrix -> matrix (DHXJ); clashes with variables named matrix use the elaborated form 'struct matrix'. Pure rename, codegen unchanged (383/383 functions identical with includers).

This commit is contained in:
ragnarok-clanker 2026-10-29 12:33:14 +01:00
commit e9b98b8c69
21 changed files with 98 additions and 98 deletions

View file

@ -93,9 +93,9 @@ void C3dNodeV2::Initialize(const ModelNode& base) {
std::memcpy(this->resourceTransform.values, resource.transform, sizeof(resource.transform));
if (this->parent) {
const AffineMatrix world = this->resourceTransform;
const AffineMatrix parentWorld = static_cast<C3dNodeV2*>(this->parent)->resourceTransform;
AffineMatrix inverse;
const matrix world = this->resourceTransform;
const matrix parentWorld = static_cast<C3dNodeV2*>(this->parent)->resourceTransform;
matrix inverse;
inverse.MakeInverse(parentWorld);
this->localTransform.Compose(world, inverse);
} else {
@ -126,16 +126,16 @@ void C3dNodeV2::Initialize(const ModelNode& base) {
// FUNCTION: fn_17507
void C3dNodeV1::Animate(double frame) {
const int selected = TruncateToInt(frame);
AffineMatrix position;
AffineMatrix scale;
AffineMatrix rotation;
matrix position;
matrix scale;
matrix rotation;
position.Identity();
scale.Identity();
rotation.Identity();
SampleLegacyPosition(this->positionKeys, selected, position);
SampleLegacyRotation(this->rotationKeys, selected, rotation);
SampleLegacyScale(this->scaleKeys, selected, scale);
AffineMatrix combined;
matrix combined;
combined.Compose(scale, rotation);
this->transform.Compose(combined, position);