isle-portable/LEGO1/mxmatrix.h

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#ifndef MXMATRIX_H
#define MXMATRIX_H
#include "mxvector.h"
// VTABLE 0x100d4350
// SIZE 0x8
class MxMatrix
{
public:
inline MxMatrix(float *p_data) : m_data(p_data) {}
// vtable + 0x00
virtual void EqualsMxMatrix(const MxMatrix *p_other);
virtual void EqualsMatrixData(const float *p_matrix);
virtual void SetData(float *p_data);
virtual void AnotherSetData(float *p_data);
// vtable + 0x10
virtual float *GetData();
virtual const float *GetData() const;
virtual float *Element(int p_row, int p_col);
virtual const float *Element(int p_row, int p_col) const;
// vtable + 0x20
virtual void Clear();
virtual void SetIdentity();
virtual void operator=(const MxMatrix& p_other);
virtual MxMatrix *operator+=(const float *p_matrix);
// vtable + 0x30
virtual void TranslateBy(const float *p_x, const float *p_y, const float *p_z);
virtual void SetTranslation(const float *p_x, const float *p_y, const float *p_z);
virtual void EqualsMxProduct(const MxMatrix *p_a, const MxMatrix *p_b);
virtual void EqualsDataProduct(const float *p_a, const float *p_b);
// vtable + 0x40
virtual void ToQuaternion(MxVector4 *p_resultQuat);
virtual MxResult FUN_10002710(const MxVector3 *p_vec);
private:
float *m_data;
};
// VTABLE 0x100d4300
// SIZE 0x48
class MxMatrixData : public MxMatrix
{
public:
inline MxMatrixData() : MxMatrix(e) {}
// No idea why there's another equals. Maybe to some other type like the
// DirectX Retained Mode Matrix type which is also a float* alias?
// vtable + 0x44
virtual void operator=(const MxMatrixData& p_other);
// Alias an easy way to access the translation part of the matrix, because
// various members / other functions benefit from the clarity.
union
{
float e[16];
struct
{
float _[12];
float x, y, z, w;
};
};
};
#endif // MXMATRIX_H