isle-portable/LEGO1/mxvector.h

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#ifndef MXVECTOR_H
#define MXVECTOR_H
#include "mxtypes.h"
// VTABLE 0x100d4288
// SIZE 0x8
class MxVector2
{
public:
// OFFSET: LEGO1 0x1000c0f0
inline MxVector2(float* p_data) { this->SetData(p_data); }
// vtable + 0x00 (no virtual destructor)
virtual void AddScalarImpl(float p_value) = 0;
virtual void AddVectorImpl(float *p_value) = 0;
virtual void SubVectorImpl(float *p_value) = 0;
virtual void MullScalarImpl(float *p_value) = 0;
// vtable + 0x10
virtual void MullVectorImpl(float *p_value) = 0;
virtual void DivScalarImpl(float *p_value) = 0;
virtual float DotImpl(float *p_a, float *p_b) const = 0;
// OFFSET: LEGO1 0x10002060
virtual void SetData(float *p_data) { this->m_data = p_data; }
// vtable + 0x20
virtual void EqualsImpl(float *p_data) = 0;
virtual const float *GetData() const;
virtual float *GetData();
virtual void Clear() = 0;
// vtable + 0x30
virtual float Dot(MxVector2 *p_a, float *p_b) const;
virtual float Dot(float *p_a, MxVector2 *p_b) const;
virtual float Dot(MxVector2 *p_a, MxVector2 *p_b) const;
virtual float Dot(float *p_a, float *p_b) const;
// vtable + 0x40
virtual float LenSquared() const = 0;
virtual MxResult Unitize();
// vtable + 0x48
virtual void AddVector(MxVector2 *p_other);
virtual void AddVector(float *p_other);
virtual void AddScalar(float p_value);
// vtable + 0x54
virtual void SubVector(MxVector2 *p_other);
virtual void SubVector(float *p_other);
// vtable + 0x5C
virtual void MullScalar(float *p_value);
virtual void MullVector(MxVector2 *p_other);
virtual void MullVector(float *p_other);
virtual void DivScalar(float *p_value);
// vtable + 0x6C
virtual void SetVector(MxVector2 *p_other);
virtual void SetVector(float *p_other);
inline float& operator[](size_t idx) { return m_data[idx]; }
inline const float operator[](size_t idx) const { return m_data[idx]; }
protected:
float *m_data;
};
// VTABLE 0x100d4518
// SIZE 0x8
class MxVector3 : public MxVector2
{
public:
inline MxVector3(float* p_data) : MxVector2(p_data) {}
void AddScalarImpl(float p_value);
void AddVectorImpl(float *p_value);
void SubVectorImpl(float *p_value);
void MullScalarImpl(float *p_value);
void MullVectorImpl(float *p_value);
void DivScalarImpl(float *p_value);
float DotImpl(float *p_a, float *p_b) const;
void EqualsImpl(float *p_data);
void Clear();
float LenSquared() const;
// vtable + 0x74
virtual void EqualsCrossImpl(float* p_a, float* p_b);
virtual void EqualsCross(float *p_a, MxVector3 *p_b);
virtual void EqualsCross(MxVector3 *p_a, float *p_b);
virtual void EqualsCross(MxVector3 *p_a, MxVector3 *p_b);
virtual void EqualsScalar(float *p_value);
inline void Fill(float p_value) { EqualsScalar(&p_value); }
};
// VTABLE 0x100d45a0
// SIZE 0x8
class MxVector4 : public MxVector3
{
public:
inline MxVector4(float* p_data) : MxVector3(p_data) {}
void AddScalarImpl(float p_value);
void AddVectorImpl(float *p_value);
void SubVectorImpl(float *p_value);
void MullScalarImpl(float *p_value);
void MullVectorImpl(float *p_value);
void DivScalarImpl(float *p_value);
float DotImpl(float *p_a, float *p_b) const;
void EqualsImpl(float *p_data);
void Clear();
float LenSquared() const;
void EqualsScalar(float *p_value);
// vtable + 0x84
virtual void unk1(MxVector4 *p_a, float *p_b);
virtual void SetMatrixProduct(float *p_vec, float *p_mat);
virtual MxResult NormalizeQuaternion();
virtual void UnknownQuaternionOp(MxVector4 *p_a, MxVector4 *p_b);
};
// VTABLE 0x100d4488
// SIZE 0x14
class MxVector3Data : public MxVector3
{
public:
inline MxVector3Data() : MxVector3(storage) {}
inline MxVector3Data(float p_x, float p_y, float p_z)
: MxVector3(storage)
, x(p_x), y(p_y), z(p_z)
{}
union {
float storage[3];
struct {
float x;
float y;
float z;
};
};
void CopyFrom(MxVector3Data &p_other) {
EqualsImpl(p_other.m_data);
float *dest = this->storage;
float *src = p_other.storage;
for (size_t i = sizeof(storage) / sizeof(float); i > 0; --i)
*dest++ = *src++;
}
};
// VTABLE 0x100d41e8
// SIZE 0x18
class MxVector4Data : public MxVector4
{
public:
inline MxVector4Data() : MxVector4(storage) {}
union {
float storage[4];
struct {
float x;
float y;
float z;
float w;
};
};
};
#endif // MXVECTOR_H