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85ce10ab50
* Tidy up `operator[]` code * Add weird index operator for `FUN_1002ddc0` * Cleanup * Add Matrix4 BETA10 annotations, fix typo --------- Co-authored-by: jonschz <jonschz@users.noreply.github.com>
231 lines
5 KiB
C++
231 lines
5 KiB
C++
#ifndef MXGEOMETRY3D_H
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#define MXGEOMETRY3D_H
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#include "decomp.h"
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#include "realtime/matrix.h"
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#include "realtime/vector.h"
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// VTABLE: LEGO1 0x100d4488
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// VTABLE: BETA10 0x101b84d0
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// SIZE 0x14
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class Mx3DPointFloat : public Vector3 {
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public:
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// FUNCTION: LEGO1 0x1001d170
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// FUNCTION: BETA10 0x10011990
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Mx3DPointFloat() : Vector3(m_elements) {}
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// FUNCTION: BETA10 0x10011870
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Mx3DPointFloat(float p_x, float p_y, float p_z) : Vector3(m_elements)
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{
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m_elements[0] = p_x;
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m_elements[1] = p_y;
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m_elements[2] = p_z;
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}
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// FUNCTION: LEGO1 0x100343a0
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// FUNCTION: BETA10 0x10011600
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Mx3DPointFloat(const Mx3DPointFloat& p_other) : Vector3(m_elements) { EqualsImpl(p_other.m_data); }
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// FUNCTION: BETA10 0x100151e0
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Mx3DPointFloat(const Vector3& p_other) : Vector3(m_elements) { EqualsImpl(p_other.m_data); }
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// FUNCTION: LEGO1 0x10003c10
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virtual void operator=(const Vector3& p_impl) { EqualsImpl(p_impl.m_data); } // vtable+0x88
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// FUNCTION: BETA10 0x10013460
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float& operator[](int idx) { return m_data[idx]; }
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// According to the PDB, BETA10 will not link this one if it is never used
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// const float& operator[](int idx) const { return m_data[idx]; }
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// only used by LegoUnknown100db7f4::FUN_1002ddc0() for some unknown reason
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// FUNCTION: BETA10 0x100373c0
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float& index_operator(int idx) { return m_data[idx]; }
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// SYNTHETIC: LEGO1 0x10010c00
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// Mx3DPointFloat::operator=
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private:
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float m_elements[3]; // 0x08
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};
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// VTABLE: LEGO1 0x100d41e8
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// VTABLE: BETA10 0x101bab78
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// SIZE 0x18
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class Mx4DPointFloat : public Vector4 {
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public:
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// FUNCTION: LEGO1 0x10048290
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// FUNCTION: BETA10 0x100484c0
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Mx4DPointFloat() : Vector4(m_elements) {}
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// FUNCTION: BETA10 0x10073bb0
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Mx4DPointFloat(float p_x, float p_y, float p_z, float p_a) : Vector4(m_elements)
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{
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m_elements[0] = p_x;
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m_elements[1] = p_y;
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m_elements[2] = p_z;
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m_elements[3] = p_a;
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}
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Mx4DPointFloat(const Mx4DPointFloat& p_other) : Vector4(m_elements) { EqualsImpl(p_other.m_data); }
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// FUNCTION: LEGO1 0x10003200
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virtual void operator=(const Vector4& p_impl) { EqualsImpl(p_impl.m_data); } // vtable+0x98
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// FUNCTION: BETA10 0x1004af10
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float& operator[](int idx) { return m_data[idx]; }
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const float& operator[](int idx) const { return m_data[idx]; }
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// SYNTHETIC: LEGO1 0x10064b20
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// Mx4DPointFloat::operator=
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private:
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float m_elements[4]; // 0x08
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};
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// SIZE 0x34
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class UnknownMx4DPointFloat {
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public:
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enum {
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c_bit1 = 0x01,
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c_bit2 = 0x02
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};
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UnknownMx4DPointFloat() : m_unk0x30(0) {}
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// FUNCTION: BETA10 0x1004a9b0
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void Unknown1(Matrix4& p_m1, Matrix4& p_m2)
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{
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Unknown2(p_m1);
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Unknown3(p_m2);
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}
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// FUNCTION: BETA10 0x1004a9f0
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void Unknown2(Matrix4& p_m)
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{
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p_m.ToQuaternion(m_unk0x00);
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m_unk0x30 |= c_bit1;
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}
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// FUNCTION: BETA10 0x1004aa30
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void Unknown3(Matrix4& p_m)
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{
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p_m.ToQuaternion(m_unk0x18);
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m_unk0x30 |= c_bit2;
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}
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// FUNCTION: BETA10 0x10180b80
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void Unknown4(Vector4& p_v)
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{
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m_unk0x00 = p_v;
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m_unk0x30 |= c_bit1;
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}
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// FUNCTION: BETA10 0x10180bc0
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void Unknown5(Vector4& p_v)
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{
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m_unk0x18 = p_v;
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m_unk0x30 |= c_bit2;
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}
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inline int Unknown6(Matrix4& p_matrix, float p_f);
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inline void Unknown7();
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private:
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inline int FUN_100040a0(Vector4& p_v, float p_f);
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Mx4DPointFloat m_unk0x00; // 0x00
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Mx4DPointFloat m_unk0x18; // 0x18
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undefined4 m_unk0x30; // 0x30
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};
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// FUNCTION: BETA10 0x1004aaa0
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int UnknownMx4DPointFloat::Unknown6(Matrix4& p_matrix, float p_f)
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{
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float data[4];
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Vector4 v(data);
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if (FUN_100040a0(v, p_f) == 0) {
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return p_matrix.FromQuaternion(v);
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}
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else {
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return -1;
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}
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}
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inline void UnknownMx4DPointFloat::Unknown7()
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{
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if (m_unk0x30) {
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Mx4DPointFloat v1;
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Mx4DPointFloat v2;
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v1 = m_unk0x00;
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((Vector4&) v1).Add(m_unk0x18);
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v2 = m_unk0x00;
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((Vector4&) v2).Sub(m_unk0x18);
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if (v1.Dot(&v1, &v1) < v2.Dot(&v2, &v2)) {
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((Vector4&) m_unk0x18).Mul(-1.0f);
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}
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}
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}
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// FUNCTION: LEGO1 0x100040a0
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// FUNCTION: BETA10 0x1004ab10
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inline int UnknownMx4DPointFloat::FUN_100040a0(Vector4& p_v, float p_f)
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{
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if (m_unk0x30 == 1) {
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p_v = m_unk0x00;
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p_v[3] = (1.0 - p_f) * acos((double) p_v[3]) * 2.0;
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return p_v.NormalizeQuaternion();
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}
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else if (m_unk0x30 == 2) {
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p_v = m_unk0x18;
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p_v[3] = p_f * acos((double) p_v[3]) * 2.0;
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return p_v.NormalizeQuaternion();
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}
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else if (m_unk0x30 == 3) {
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int i;
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double d1 = p_v.Dot(&m_unk0x00, &m_unk0x18);
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double a;
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double b;
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if (d1 + 1.0 > 0.00001) {
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if (1.0 - d1 > 0.00001) {
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double d2 = acos(d1);
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double denominator = sin(d2);
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a = sin((1.0 - p_f) * d2) / denominator;
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b = sin(p_f * d2) / denominator;
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}
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else {
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a = 1.0 - p_f;
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b = p_f;
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}
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for (i = 0; i < 4; i++) {
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p_v[i] = m_unk0x00[i] * a + m_unk0x18[i] * b;
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}
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}
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else {
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p_v[0] = -m_unk0x00[1];
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p_v[1] = m_unk0x00[0];
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p_v[2] = -m_unk0x00[3];
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p_v[3] = m_unk0x00[2];
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a = sin((1.0 - p_f) * 1.570796326794895);
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b = sin(p_f * 1.570796326794895);
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for (i = 0; i < 3; i++) {
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p_v[i] = m_unk0x00[i] * a + p_v[i] * b;
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}
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}
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return 0;
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}
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else {
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return -1;
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}
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}
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#endif // MXGEOMETRY3D_H
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