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https://github.com/isledecomp/isle-portable.git
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68bb20f04f
* WIP * Create globals * Add Read * Name Init * Add LegoCharacter init data * Add define for NULL * Use MxS8 * Add LegoCharacterLOD * WIP CreateROI * Fix * WIP * Match * Match * Match, implement Find * Fix MeshBuilder * Fix * space
178 lines
4 KiB
C++
178 lines
4 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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// SIZE 0x14
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class Mx3DPointFloat : public Vector3 {
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public:
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inline Mx3DPointFloat() : Vector3(m_elements) {}
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inline 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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inline Mx3DPointFloat(const Mx3DPointFloat& p_other) : Vector3(m_elements) { EqualsImpl(p_other.m_data); }
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inline Mx3DPointFloat(const Vector3& p_other) : Vector3(m_elements) { EqualsImpl(p_other.m_data); }
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// SYNTHETIC: LEGO1 0x1001d170
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// Mx3DPointFloat::Mx3DPointFloat
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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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inline float GetX() { return m_data[0]; }
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inline float GetY() { return m_data[1]; }
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inline float GetZ() { return m_data[2]; }
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inline float& operator[](size_t idx) { return m_data[idx]; }
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inline const float& operator[](size_t idx) const { return m_data[idx]; }
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// FUNCTION: LEGO1 0x10010c00
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inline Mx3DPointFloat& operator=(const Mx3DPointFloat& p_other)
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{
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((Vector3&) *this).operator=(p_other);
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for (size_t i = 0; i < sizeof(m_elements) / sizeof(float); i++) {
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m_elements[i] = p_other.m_elements[i];
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}
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return *this;
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}
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inline void EqualsCross(Mx3DPointFloat& p_a, Mx3DPointFloat& p_b) { EqualsCrossImpl(p_a.m_data, p_b.m_data); }
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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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// SIZE 0x18
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class Mx4DPointFloat : public Vector4 {
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public:
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inline Mx4DPointFloat() : Vector4(m_elements) {}
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inline 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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// 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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inline float& operator[](size_t idx) { return m_data[idx]; }
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inline const float& operator[](size_t idx) const { return m_data[idx]; }
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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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inline void Unknown1(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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inline void Unknown2(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 Unknown_100040a0(Matrix4& p_matrix, float p_f);
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inline int FUN_100040a0(Vector4& p_v, float p_f);
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private:
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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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int UnknownMx4DPointFloat::Unknown_100040a0(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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// FUNCTION: LEGO1 0x100040a0
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inline int UnknownMx4DPointFloat::FUN_100040a0(Vector4& p_v, float p_f)
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{
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undefined4 state = m_unk0x30;
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if (state == 1) {
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p_v = m_unk0x00;
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p_v[3] = (1.0 - p_f) * acos(p_v[3]) * 2.0;
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return p_v.NormalizeQuaternion();
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}
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else if (state == 2) {
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p_v = m_unk0x18;
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p_v[3] = p_f * acos(p_v[3]) * 2.0;
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return p_v.NormalizeQuaternion();
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}
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else if (state == 3) {
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double d1 = p_v.Dot(&m_unk0x00, &m_unk0x18);
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double d2;
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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 d = acos(d1);
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sin(d);
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d1 = sin((1 - p_f) * d) / sin(d);
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d2 = sin(p_f * d) / sin(d);
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}
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else {
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d1 = 1.0 - p_f;
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d2 = p_f;
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}
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for (int i = 0; i < 4; i++) {
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p_v[i] = m_unk0x18[i] * d2 + m_unk0x00[i] * d1;
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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[1];
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p_v[2] = -m_unk0x00[3];
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p_v[3] = m_unk0x00[2];
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d1 = sin((1.0 - p_f) * 1.570796326794895);
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d2 = sin(p_f * 1.570796326794895);
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for (int i = 0; i < 3; i++) {
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p_v[i] = m_unk0x00[i] * d1 + p_v[i] * d2;
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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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